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Massive Incorporated Brand
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  Massive Inc. - puny
Massive Inc.
puny
by Ian Cocoran
December 18, 2006

Massive Incorporated straddles the realms of video games and advertising—and has the potential to be the envy of both. The company, credited with developing the world's first Internet-based, real-time, "in-game" advertising platform, is the market leader and has a line of potential customers at its door.
 
Massive, which was acquired by Microsoft in May 2006, sells virtual advertising space that's embedded in the backdrops and scenery of bestselling video games such as SWAT 4, Splinter Cell, and Batman Begins. The real kicker, though, is that Massive places advertising not just in the console version of the game, but also in the online version—and content can be tailored to suit the environment. This means that although gamers logging into the Massive network for multiplayer action will be exposed to brands on billboards, televisions, drink machines, t-shirts, and pizza boxes. Thanks to Massive's dynamic technology, they'll never see the same ad twice. (In fact, two people in different locations—say, one in the UK and one in the US—might see different ads on the same billboard.)

Considering that Massive Incorporated is a business that predicates its success on its ability to develop and present high-quality, active content over the Internet, its website is remarkably static and does nothing to support the technological wizardry that's associated with the brand. As a result, visitors to what should really be an absolute blockbuster of a site might be left pondering the paradox of its presentation.

 
 
Massive Inc. - puny Throughout the Massive website, the emphasis is on the informative rather than the interactive, with a great deal of credence put on the capabilities of the company's current management team. Likewise, Massive's impressive array of logos adorning the "Partners" section is destined to remind us that the business has some serious backing.

Notwithstanding those attempts at building its online credibility, however, nothing is going to "show us the money" like a fully animated clip of the product in action. Unfortunately, Massive falls short in that regard.

Sure, Massive can point to the fact that it has already hosted 35 million game sessions since it established a web presence, and that Toyota has already used the Massive network to promote its new Yaris sedan. Likewise, Massive can also continue to use the confines of its website to evangelize the size of its target market—but must it be done with such a lack of enthusiasm and energy?

It's disappointing, if not mind-boggling, that a company known for cutting-edge technology does not market itself on the web as thoroughly as it could. Massive's online proposition should be brimming with dynamic, interactive material—and it should also be leading the way in terms of functionality. For instance, why not have a short download where users can insert their logos and brand names directly into a piece of script and see them brought to life? Why not also start an online gaming community courtesy of its network, or captivate its audience with streaming audio and animation?

While Massive undoubtedly has a product that tops its market, its positioning on the web has a steep hill to climb. It is clear, therefore, that in order to realize its online potential, the brains behind the business should start investing some time in what's happening underneath the domain—and perhaps fill our browsers with a little more inspiration.

 

Ian Cocoran has worked as a senior manager and director with a number of multinational organizations and has been a contributor to brandchannel since its inception. He currently lives in Sydney, Australia, with his wife and daughter. He can be contacted via his website, www.iancocoran.com.

     
*Due to the constantly changing environment of websites, some reviews may no longer reflect the current website for this brand.
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