Horizon: Zero Done – How Sony’s Surprise Move can Grow their Customer Base

With the next generation of gaming consoles expected to launch this November, Sony has pulled an unexpected move in an attempt to grow their install base.

They’re making one of the PlayStation 4’s biggest exclusive titles available on PC.

Source: Sony PlayStation

Horizon: Zero Dawn, developed by Guerrilla Games, was a brand new IP for the PS4. The game itself was a risk – a studio moving away from a well-established series to create something new to drive hardware sales – and it paid off spectacularly, having sold over 10 million copies.

A PC version is a surprise. It’s an unusual thing to happen. But it looks like a shrewd move by Sony, despite the predictable gnashing of teeth by some fanboys.

Sony is giving non-PlayStation owners an opportunity to play one of their best first-party games (that is, developed by a studio which Sony actually owns). And look at the timing. They’re doing it on the eve of the PlayStation 5 being officially launched.

One of the most anticipated titles for the PS5? A sequel to Horizon: Zero Dawn.

In the world of video games, PC gamers are the self-proclaimed ‘master race’. Their machines are more powerful than mainstream gaming consoles, and able to be upgraded as and when the user wants to. As consumers, they see console gaming as a step down.

But give them a chance to play Horizon: Zero Dawn and they may just love it.

As a revenue-driver the game is effectively done. This is a clever move by a business to squeeze more profit from an old asset, which now sells on PS4 for a budget SRP.

By inviting non-users into the Horizon: Zero Dawn universe, they stand to grow their user base as the new hardware looms ever closer.

The next challenge is to migrate them to the PS5 with the game’s sequel as the lure.

100 words on…your brand and esports

The momentum behind esports is now unstoppable. The hows and whys are no longer important.

This is: if you’re smart you can now  access an audience that has traditionally been difficult (at best) to reach.

Tomas Haffenden has this great piece up at Mumbrella well worth a read. Traditional marketing is not the way forward here.

One answer comes from the 1996 game Wipeout 2097. Red Bull was heavily featured in-game, with advertising around the track. The brand fit the game, the audience and the experience.

Esports are not for every brand. But for some they’re a chance to impact an elusive audience.