Copying Emotion and Amazement in Brands and Products

Every so often I go into Apple’s App Store (primarily for the iPad) and look for new apps to try. I’m typically looking for new games – time killers – that I can enjoy and relax with, and maybe share with the kids as well. App discovery isn’t great, and I usually don’t end up downloading anything.

Last week I found a game that I’m completely in love with: Silversword RPG.

It’s very reminiscent of The Bard’s Tale, which came out in 1985 on the Apple II. I started playing The Bard’s Tale on the PC (so must have been 1986 or 1987). There were a couple sequels as well. I loved The Bard’s Tale, along with the Ultima and Might & Magic series.

I always assumed there’d be a similar game made available on the iPad at some point, and I found it with Silversword.

silversword screenshot

Sure, games like Infinity Blade that push the iOS hardware and have ridiculously amazing graphics are fun too (Infinity Blade was also hugely successful), but beautiful graphics don’t automatically make a game fun. It’s the same with movies that have lots of special effects, they can still fall short.

Game designers (and startups in other areas too) have long been “copying” what works in an effort to capture the same level of success as predecessors. But cloning or copying something isn’t easy. You can copy what you see – the features, gameplay, graphics – but you can’t easily capture the essence of a game and replicate that. Copying the emotional connection someone feels to something is extremely difficult. In Silversword’s case, the game developer Mario Gaida has done a fantastic job. He clearly understands why people were such huge fans of The Bard’s Tale and other predecessors. There are homages to those games inside Silversword, both acknowledging the lineage and his appreciation for them.

Copying the learning a startup has done is basically impossible. You can’t know what someone else knows unless you’ve gone through it already and in the same way. So you might see something that looks good, seems to be getting traction and decide it’s working well, but those that are ahead and learning (if they’re doing it properly!) have already moved on.

Some brands have incredible staying power. Mario Brothers for example. My kids are playing Mario Brothers now on Flash websites. They love Mario, even though they have no clue where he came from or when he started. Every generation discovers The Beatles right?

Copying what makes a brand special is damn near impossible. There’s so much more that goes into it than mechanics, gameplay and graphics. Even successful brands have to re-invent themselves, while still trying to maintain the level of emotion and connection people felt to the originals. Nostalgia plays a big role; many of us like re-connecting to our past. I think that’s a big part of human nature, we like looking backwards and feeling good. In games this makes complete sense, because we remember how much we enjoyed them as kids. We get that same emotional high we got when we first put a floppy disk into a computer and were amazed.


You Suck! And How to Handle Other Negative Feedback

Negative feedback hurts. It’s easy to take personally and get offended. It’s easy to dismiss too. But negative feedback is a lot better than no feedback at all. The worst thing for a startup -at any stage- is crickets.














Ugh. Silence is the ultimate form of “you suck” feedback. Better that people take the time to tell you to your face. And in many cases, negative feedback can be more valuable than positive feedback, which is often given because people want to be nice. As a founder, you don’t need nice, you need honest and meaningful. So customers that tell you that you suck could be your most valuable ones ever. And just because they’re negative, doesn’t mean they won’t help you along the way, and ultimately buy from you.

When receiving negative (or positive) feedback, it’s important to understand the context. For example, feedback at any point in time, without any sense of historical feedback, is a very small data point. You shouldn’t ignore it, but keep it in perspective.

You need to understand the “why” behind feedback as much as possible. So don’t be scared to ask for more information from people that have just told you that you suck. Oftentimes they’re quite willing to speak their mind further. You need to understand your customers as much as possible. It may be that you’re focused on the wrong target market. It may be that you released really early, and find out that with a bit more work on the product, you can go back to those same people and they’re willing to try again. Sure it’d be nice if those people loved your product right away, but the above scenario is still a good one: you received honest (bad) feedback, you figured out what to do, you’ve determined it’s worth doing (because it impacts a broader, valuable market), and you still have a chance of making a sale down the road.

Negative feedback is discouraging. But you have to remember that it’s part of the learning process. It doesn’t feel like that all the time, but if you’re digging into the feedback, understanding the context, and using the feedback to make decisions, it’s going to help steer you in the right direction.

Silence is the worst. Negative feedback is just part of the process. You’ll need thick skin (every startup founder needs thick skin and a healthy dose of delusion). Try your best to avoid the crazy up and down roller coaster that comes with good and bad feedback. Focus on learning. Focus on extracting the value from feedback, and moving forward.


HighScore House Launches at 500Startups

HighScore HouseHighScore House is one of our portfolio companies at Year One Labs. After leaving Year One Labs, they decided to join 500Startups and go through the 3-4 month acceleration program to continue building their product, learning and growing their network.

Yesterday, they presented at 500Startups’ Demo Day. It’s interesting to see the pitch evolve – changing as the guys learn about how to position themselves, based on the audience, etc. It’s great to see the progress they’ve made in a short few months: launching an iPad app, adding two key members to their team, and building a crucial network into Silicon Valley/Mountain View and beyond.

It might seem strange for a startup to go from one accelerator to another, but Year One Labs and 500Startups are very different programs. And I think this will become much more common as time progresses. As I’ve said before, all accelerators are different and they can provide different value at different times depending on what you need. When HighScore House started it was little more than the germ of an idea. When they left Year One Labs they had a product, traction and a very deep understanding of the market and what to do next. They were talking to customers (mostly 30-something moms) every single day, and still do.

500Startups was about continuing that work, but also about building a great network and awareness for the company. They added great advisors and investors including Jason Bailey, Kay Luo, James Levine, Dan Martell and Mike Greenfield.

Now HighScore House is going to be launching in earnest, opening up the doors and working on the key challenges they face in the market. But the foundation is there and well built, and it’ll be exciting to watch them grow (and help along the way!)


About Ben Yoskovitz
I recently joined GoInstant as VP Product. GoInstant changes how we use the web, making it shareable like never before.

I'm also a Founding Partner at Year One Labs, an early stage accelerator in Montreal. Previously I founded Standout Jobs (and sold it). I'm a hands-on startup guy, helping companies grow successfully from the idea forward. You can reach me at byosko at gmail dot com.

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The opinions and commentary on this site are mine and mine alone. They do not necessarily reflect the opinions or positions of my employer, GoInstant.