Branding lessons from Super Smash Bros. Brawl
Super Smash Brothers Brawl is Nintendo’s branding coup de grâce, if not the defining moment in the history of game-as-branding-strategy.
I was over at a friend’s house last night, doing design research (read: drinking bourbon and playing video games), and found myself momentarily distracted from my pleasant Kentucky-style buzz by the jaw-dropping visual assault Super Smash Bros. Brawl for the Nintendo Wii.
O! Insidious Nostalgia
Super Smash Bros. Brawl is a branding tour de force. Level designers Kazuhire Irie, Takeshi Suzuki, and Kou Arai have situated the game as a living history of the Nintendo product line, adopting a wide range of design styles to recreate elements of Nintendo’s extensive mythology in a way that allows the player to simultaneously:
- indulge in the thrill of recognition
- have an enormous amount of fun game-playing
- be spoon-fed nostalgia for the commercial products of yesteryear, or else feel an immense need to play catch-up ("Why would they have a level from Earthbound? I never played that.") as part of a not-so-subtle upsell. All the original games are available for $4-5 directly from your Wii.
These three things in combination provide an almost narcotic Gestalt effect that all branding and identity designers could learn something from. It’s branded fun.
Apples and Toadstools
Now, Nintendo is a company that is about fun. They have no choice, you might say, but to tie fun into their branding strategy. What about the rest of us? We make productivity applications, or sandwiches, or else we’re the IRS.
Fair enough. But, take a look at three really successful brands, and some of their defining choices over the last few years:
Apple, creator of PC hardware and software, operates with a branding cornerstone of consumer-grade creative applications - why? Because making music is fun. Making videos is fun. Even the most functional components of Mac OS are designed with a mantra of aesthetic giddiness that alarmingly seems to supersede all usability guidelines.
And of course, branded fun doesn’t end with the end user:
The Unbelievably Popular social web application Facebook brought the fun to the developer-side last year, combining, in a brilliant stroke of competitive geeksploitation, the fun of creative computer hacking with gambling and all pursuant promises of riches, by way of its Developer Challenge, which offered web application developers the chance at a $5000 prize for the best "an application…that integrates a Facebook feature with your favorite mobile components."
The Coolest Small Company in America, Zingerman’s Deli, famously keeps the fun alive on the employee-side, with their fun and funny, yet highly branded internal documentation.
More is More
For my money, though, Super Smash Bros. Brawl is our master-class in the art of making a branded user experience fun. The thing that’s so impressive about this effort is not only the above laundry list of good design choices, but the absolute volume of branding packed into every conceivable unit of measure of the game-playing experience.
From the obvious use of a stable of 35 playable characters and the 41 stages representing a wide swatch of Nintendo’s history, to the fresh arrangements of classic Nintendo songs, to the 4 separate play-control styles (including the Classic controller!), every element of SSBB is branded backwards and forwards to evoke the sentiment that the history of video game fun is absolutely coextensive with the history of the Nintendo brand.
And the only reason it’s not completely obnoxious - because what we’re really talking about here is a giant interactive commercial - is because it really is so fun.
The critics seem to agree. Please note also that Nintendo Power (another arm of the Nintendo advertising machine) awarded Brawl a perfect score in the March 2008 issue, calling it "one of the very best games that Nintendo has ever produced." From a corporate perspective, they couldn’t be more right. SSBB is Nintendo’s coup de grâce, if not the defining moment in the history of game-as-branding-strategy.



Comments on this post
1. At 8:33pm on Fri, May 9th, BlogLESS : Bringing Play into Play wrote:
[…] Paul discussed in a previous post, fun is a powerful way to connect with an audience. But if fun is so important, then we must ask: […]