Dota 2 vs League of Legends - Who wins (from a marketing perspective)?
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With two MOBA-titles dominating the world of eSports right now and setting new bench- marks in any aspect of this part of the ga- ming industry, we were curious how the marketing strategies of Dota 2 and League of Legends work. We dug ourselves through various sources and tried to put the pieces together to get the big picture. While both publishers - Valve and Riot Games - follow very similar approaches, both have their unique methods of engaging their audien- ces, sometimes learning from each other. Who would win if the marketing teams of both competitors would be put into an arena with their strategies as weapons? Let the battle begin!
Round 1: Interaction with the audience Riot Games’ total dedication to the Dota. What started as a custom map for gamer the game Warcraft III has evolved into a standalone game called Dota 2. Some According to an [a]listdaily-interview legal issues arose concerning the use of from 2012 with Chris Enock, VP of Central the name: On the one side you had Val- Publishing at Riot Games, the team of ve, the recent publisher of Dota 2 and marketeers take “Riot’s mission to heart”. on the other side Blizzard creators of the They try to be the most player-focused game Warcraft III, and former develo- company in the world. This means feed- pers of Dota now working at Riot Games. back by players is taken serious at Riot After these quarrels were settled the title Games and the dialogue with the play- went through a critically acclaimed two- ers is the most important aspect of the year beta phase. League of Legends marketing strategy. They also want to make sure players Dota 2 started with an already functio- understand how their feedback is used ning community but the fact that League to further improve the game. of Legends was able to answer the demand of the gamers for a stand-alone Using the “voice of the customer” for MOBA-title years before Valve shifted design and development of a product is a lot of Dota-Fans to Riot Games and not a new principle, but with a passiona- their version of this genre. This is a good te and engaged crowd like players of a example for the importance of timing in videogame, this method turns out to be terms of marketing strategy. highly effective. “The net impact is that our players end up doing most of our marketing for us – what you‘d call earned media in your framework”, Chris Enock Riot Games: 1, Valve: 1 added. Both games are very community driven Dota as a community asset and built on interaction with the players. While League of Legends does an im- A design process backed by the crowd is pressively good job keeping the crowd not unique to League of Legends. It’s fair burning, Dota 2 benefits from the legacy to say that the whole genre of MOBA- of being the ancestor of the first suc- games is based on a community ap- cessful MOBA-game on the market. So proach called Defense of the Ancients or each competitor gets one point.
Round 2: Free to play The concept of a free-to-play multiplay- While recent studies about the spen- er game was not a revolutionary idea ding of F2P-players suggest that only when Riot games released League of 2.2% ever pay, it doesn’t mean that the Legends in 2009, but the business mo- other 97.8% are worthless in terms of the del that became more and more suc- success of a game. In an interview with cessful with browser games and casual eurogamer.net, Nicholas Lovell, owner games on mobile devices proved to be of F2P-focused games business site superior to subscription based models. Gamesbrief, explains: „These freeloaders From today’s perspective the choice of are nevertheless vital to the success of making LoL free-to-play turned out to your F2P game. They provide context for be crucial to the success of this game the spending amongst the most com- and for sure influenced the strategy of mitted fans.” Valve to make Dota 2 a free-to-play title as well. Translated to the marketing strategies of Valve and Riot Games: players who Two different approaches don’t spend money on the game are still an important marketing asset as they Both publishers have a different ap- help to grow the impressive numbers in proach to this business model. While players, fans and viewers, make it easier starting players in League of Legends to find people to play with, generate all can only play a changing selection of the buzz around a title and by doing this 10 champions for free at any given time make the game itself more important and need to unlock the whole roster with and valuable to those who decide to pay influence points gained during play, all for its use. champions in Dota 2 are accessible at once. For Valve the revenue comes from sale of cosmetic items only. Players can pay to unlock more champions and cos- Riot Games: 1, Valve: 1 metic features like new skins in League of Legends. Despite less free gaming content, it is not easy to define Dota 2 as the clear winner in this section. The F2P concept works for both games well and is the foundation of its success. In terms of marketing: there is no clear winner here.
Round 3: Word of mouth Recruiting your Friends Another important pillar of the League of Riot Games: 1, Valve: 0 Legends marketing strategy is the Refer- A-Friend program. Its current version Because of the abstinence of a real 2.0 was released in 2012 and features reward scheme and recommendation in-game rewards in form of so-called marketing in Dota 2, League of Legends influence points. It encourages players is the winner in this round. to invite their friends to play the game and rewards are unlocked as soon as the newly recruited player reaches a certain level. Chris Enock told [a]listdaily, that “most League of Legends players join because „Most League of Le- they hear about the game from a friend. Friends feel comfortable telling friends gends players join about the game because they see Riot‘s because they hear regular improvements to the game expe- rience.” about the game from While word-of-mouth is a mighty marke- a friend. Friends feel ting tool, especially in virtually connec- comfortable telling ted communities, it is not easy to un- derstand, why Valve did not implement friends about the a reward scheme for their recruiting program yet. According to some sources game because they the basics for such a model seem to be see Riot‘s regular im- integrated into the code of the game al- ready but the feature is still not available provements to the to players. game experience.“ Chris Enock, VP of Central Publishing at Riot Games
Round 4: Social Media Marketing One key factor to the success of League interacts way more with the content pos- of Legends is its vast community. Riot ted on the fansite than the average Dota Games with 67 million claimed players 2-follower. It seems that Riot Games per month beats its competitor Valve, publishes more engaging content on a with its just below 8 million players per regular basis than the marketing guys at month for Dota 2 by very far. Also the Valve. stats in the most important social media channels Facebook and Twitter point While the gamer-to-fan ratio is slightly out a clear winner: over 11 million people better in the Dota 2 community (27% of are fans of the League of Legends main all players are also Facebook fans, while site, while Dota 2 gathered (still impres- only 16% of all LoL-gamers also liked the sive) 2 million likes. The followership on title), the distribution by country of those Twitter completes this picture: about fans is quite interesting. While League 1.51M users follow the news about Riot of Legends’ primary market is - accor- Games’ MOBA-title while Valve’s flagship ding to the Facebook stats - the United reaches out to 297.000 folks. States, Dota 2 draws its main body of fans from the Philippines. To an online While the comparison seems not fair marketing specialist this number could as Dota 2 started some years later than draw suspicion, as a high number of user League of Legends which hit the market accounts from the Philippines often hints in October 2009, it is more interesting to towards a non-organically grown follo- have a look on how the two publishers wership. But it seems that the original interact and use their communities. Dota already enjoyed a huge audience amongst Filipino gamers and that suc- Riot Games actively encourages peo- cess simply continues with Part 2. ple hitting the “Like-Button” by offering a free champion named Tristana as a Community: Hardcore vs. Casual reward. According to Facebook statistics, the fandom of League of Legends also The question whether Dota 2 attracts more hardcore gamers than League of Legends or not is hard to answer as it is not easily to measure. Because of its plus of tactical options Dota 2 is often considered more complex than LoL by many critics. The theory is that Riot
Games can attract more casual gamers Enabling engaged fans to produce and with its title and thus reach a broader sell their own works to successful ga- audience on social media channels than ming titles ties them even closer to the Dota 2. Because it is hard to prove and games and the publisher and adds to a often more philosophy than science, we common brand experience by making cannot really comment on the impact on them part of the success of a certain the marketing success it might have. title. User generated content drives marke- ting Riot Games: 1, Valve: 0 Using Steam as its distribution platform, Valve can benefit from its steamworker At first glance this point goes straight to feature: users generate their own con- Riot Games as they are able to engage tent for their favorite games and sell it to their larger community better than Valve. the included marketplace. According to But taking the user generated gaming Valve, contributors of fan-made in-game content into account, this is a head-to- items earned $15.000 in average in the head-race. year 2013.
Round 5: Storytelling Valve’s Prize Pool Strategy The prize money for the League of Legends World Championship usually Setting the record for the highest prize ranges around $2M while number of pool in eSports history with almost $11 teams and players in the competition millions for The International 4, Valve were almost the same in both games. created a marketing story with an impact The prize pool of The International 4 was way beyond gaming related newsfeeds. funded by the community in huge parts. The impressive figure did not only cata- Valve started the 2014 compendium pult Dota 2 to the event horizon of main- sales and $2.50 of each purchase were stream media but helped to raise aware- added to the pool immediately. It still has ness of eSports in general. to be proven if this engagement of the fandom can be replicated 2015 or if the It’s undoubted that this move brought game might have to face negative con- a lot of attention to the game, but there sequences of a much lower reward for are reasons why Dota 2’s biggest rival, the winning teams. League of Legends, did not join the race to the moon of staggering prize pools. Documenting the life of a pro-gamer In an interview with video gaming web- site Polygon back in August 2014, Jason eSports tells stories. Combined with Yeh, head of EU eSports at Riot Games, maybe the most powerful storytelling stated that the publishers of League of tool of our days — the movies — these Legends are aiming for a more sustai- stories can come to life. Proven by Valve nable growth of the professional gaming in March 2014 with the release of their branch of their title. While Valve seems documentary “Free to play”. With over to focus on a major annually event with 2.8 million views the feature film can be an extraordinary prize pool, Riot Games regarded as a very successful marke- plans to have big pro-gamer events on a ting asset and — maybe inspired by this weekly basis that could not be sustained approach — Riot Games started its own with such huge funds needed for each three-part series called “Road to Worlds” tournament final. in September of the same year, quickly reaching over 1.6 million viewers.
Both publishers use their films to promo- te their largest tournament series. While Valve focuses on The International, Riot Riot Games: 0, Valve: 1 games released their documentary as an introduction to their World Champion- While Riot Games’ strategy here seems ship finals in South Korea. The title of the reasonable, the stories created by Valve third episode points it out: “The Road to definitely had a huge impact. Maybe they Seoul”. will not be able to maintain this pace in the future, but for today —Valve is the With those movies, Riot Games and clear winner in storytelling. Valve started to include high end media productions into their content marke- ting strategies, well received by their audiences and additionally bridging the gap between special interest in gaming and the mainstream. It gave the latter an opportunity to get a glimpse of the still to be recognized world of pro-gaming.
Round 6: Good old basics Let’s add some classic advertising the more expensive marketing expenses in the strategy of Riot Games but clearly While the emphasis on community mar- following their approach described ear- keting is heavy, League of Legends is lier in this article: to provide remarkable also using some classic forms of mar- events in short time intervals. keting. Everybody surfing the typical gaming sites came across a LoL ad for Steam: using an existing sales channel sure and if you google for League of Le- gends, even Google AdWords-ads pop One big advantage of the marketers at up and lead you to a sign-up page. Com- Valve is their distribution channel Steam. pared to the efficiency of word of mouth Already the beta key for Dota 2 was pro- and social media marketing, those me- moted via Steam and every Steam user thods are an addition to the campaign was flooded with information and down- and help to increase awareness in target load opportunities for this game. With groups a little further away from the core 100 million active users and over 8 milli- audience of the game. on concurrent users (by June 2014), this is an enormous resource for the marke- Gaming Events and Trade-fairs ting of a game at the hands of Valve. The League of Legends presence at gamescom 2014 in Cologne was impres- sive. The arena-like setup was home of Riot Games: 0, Valve: 1 the EU-LCS region finals with seating for almost 2.500 people. This setup caught With classic advertising only comple- the attention not only of League of Le- mentary to its marketing and its arena- gends-fans but demonstrated fairly well events being part of the event marketing how dominant eSports is in the contem- strategy discussed earlier, Riot Games porary gaming market. For sure one of loses this point to Valve for having the biggest distribution channel available: Steam.
League of Legends @ gamescom It‘s a tie! Who wins the battle? Riot Games: 4 points, Valve: 4 points. There is no easy answer! Of course, Each case is an interesting example of League of Legends is far ahead by num- modern marketing not only for compu- bers so one can tell that their marketing ter games. A lot of consumer brands are strategy is pretty effective. But breaking striving to enable strategies like these down the competition to judging their for their own products. Of course the strategies only, no clear winner can be audience of gamers and eSports enthu- announced. Both publishers base their siasts is very special and a grateful re- strategy heavily on consumer engage- source for any marketing team, but with ment, social media and content mar- eSports rising, these effective channels keting and less on classic advertising. become more and more interesting to The element of storytelling plays an brand managers and their marketing important role while both approach this strategies important assets to the com- on different paths. In some cases both pany value of the publishers. companies are influencing each other, for example with the idea of making a documentary about their pro-gamers.
A comparison by numbers League of Legends Dota 2 Free to Play Free to Play (10 Champions from start) (all Champions from start) Releasedate Releasedate October 27th, 2009 July 9th, 2013 Concurrent players Concurrent players 7.500.000 642.000 Players per month Players per month 67.000.000 7.860.000 Highest prize pool 2014 Highest prize pool 2014 $2.110.000 $10.931.103 Facebook fans on main site Facebook fans on main site 11.350.000+ 2.093.000+ (16% of players) (27% of players) Twitter follower in main channel Twitter follower in main channel 1.510.000+ 297.000+ (2,2% of players) (3,8% of players)
Sources http://www.gamesbrief.com/ http://www.gamespot.com/articles/dota-2-players-now-outnum- ber-world-of-warcraft-subscribers/1100-6419431/ http://www.eurogamer.net/articles/2014-04-22-dont-be-sur- prised-that-just-2-2-per-cent-of-f2p-players-spend-money http://www.gamesindustry.biz/articles/2014-04-09-only-2-2-per- cent-of-free-to-play-users-ever-pay-report http://www.ongamers.com/articles/dota-2-7th-march-patch- content-analysis/1100-1001/ http://www.alistdaily.com/news/exclusive-publisher-20-ndash- riot-and-the-rise-of-the-player-community http://ap.ign.com/en/feature/60304/overview-gaming-in-the- philippines http://www.rockpapershotgun.com/2013/09/11/why-is-dota- 2-the-biggest-game-on-steam/ http://www.pcgames.de/Dota-2-PC-236099/News/Steam- Workshop-Fans-verdienten-2013-mit-Ingame-Items-durchschnitt- lich-15000-US-Dollar-1105530/ http://www.polygon.com/2014/8/18/6006727/riot-games- league-of-legends-valve-dota-prize-pool-international http://www.computerandvideogames.com/469733/steam- reaches-8-million-concurrent-users/
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