Pokemon Go: What Mobile & Gaming Entrepreneurs Can Learn from It
If you haven't heard about the success of Pokemon Go, recently,
from Niantic games based on the beloved Pokemon franchise, you would have to be hiding under a rock. It has been downloaded many millions of
times, and has become the #1 top grossing app in both the Apple App Store and
Google Play Store. Millions of players
are wandering around with their phones held up high looking for “poke-stops”
where they can catch a “pokemon”.
Many articles have been written about the arrival of AR (augmented reality) and location based games. The week Pokemon Go was released I was walking with some twenty-something colleagues to lunch castro st in downtown Mountain View, in the heart of Silicon Valley, and they were of course holding up their devices and pointing out not just pokestops but excitedly chattering about the latest “pokemon” which they were trying to catch.
I had a strange sense of déjà vu. In fact, I recalled in
2011, when the founders of another gaming company, had shown me augmented
reality games on the same street. In AR
mode in both Pokemon and this game, you had the camera of the phone on which
showed you the surroundings with the “augmented” elements. In their case, they were “bombs” placed by
other players at specific locations around downtown castro st. In the new case, they were Pokestops and
lures placed by other players to catch Pokemon.
That company in 2011 was one of a steady stream of
location-based augmented reality games that entrepreneurs showed me for the
next two years. It was one of the things
that you could do with mobile games that you couldn’t do with any other type of
games (Facebook, Steam, Console), they argued, and it was bound to be the future
of mobile gaming. Many investors agreed and put some seed money into these companies.
In fact, at one point (I can’t remember what year), a couple
of guys out Stanford showed me their game which was a location based game where
you captured cute little creatures that had different abilities and then you
battlted other players – it was called Geomon, a play on “Pokemon” and
“Geo” - sounds familiar, doesn't it?
What happened to those startups? Most of these location
based augmented reality startups came and went – they’re either out of business
or were acquihired by other companies needing the engineers and their games shut down.
While I think it's very difficult am hesitant to compare one startup to another, there
is an important lesson here: Don’t be Too Early. Sometimes, being too early can be as bad as
being too late.
If you are too early, you need lots of staying power for the
market to catch up with you, and to keep creating products until one of them
hits the sweet spot in the market. It’s
not easy – in fact, most of the companies that pitched location based AR games
to me in 2011 and 2012 ran out of money – they couldn’t convince investors to
keep supporting them, which is the dilemma of the startup entrepreneur that is
too early.
Pokemon Go Studio Niantic also released their first
well-known location based game, Ingres, in 2012, then released it to the public
in 2013 on Andoird. But Naintic was initially
part of Google, and they were able to keep the company going for a while before
they signed on Pokemon, and they got a $30 million investment before they released
it.
Now I’m not saying that the AR/location mechanic was the only
reason for the success of Pokemon Go; The other, perhaps just as important
reason was that the IP, Pokemon, appealed to a generation who are now grown up
(but not too grown up) and are heavily into mobile games, so every twenty
something mobile game player probably had good memories of Pokemon and wanted
to try it out. Not to mention, the fact that
their friends were playing it means it got to the critical mass. This expression “critical mass” comes to us
from the world of the atomic bomb, where it defines the amount of mass needed
for a single neutron to set of a chain reaction; the neutron hits the nucleus,
sending off several neutrons, who hit other nucleus, and so on, until it reaches
the point where it becomes a self-sustaining chain reaction.
But for entrepreneurs who are looking for the “next big
thing” (and there are lots in Silicon Valley right now, particularly looking at
VR, for example), the real lesson is
that in startups as well as in life, Timing is often the most important
factor. Hitting the market at the right
time – not being too early and not being too late – are critical for the type
of product that you have. A related
lesson is that sometimes, the second or third product is the more successful
one.
Similarly, Angry Birds was famously Rovio’s 51st
game., and Draw Something, was the last attempt by the gamemaker OMGPop, which
was sold to Zynga for $200 million.
Finally, leveraging the strengths of your company’s first
product is sometimes a key part in getting out the second or third product
which may be the one which vaults your startup to success!
Labels: entrepreneurs, entrepreneurship, games, market timing, mobile games, pokemon, pokemon go, startup
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