Musings on LEGO Fortnite from a media exec. and geek dad
Ever since reading Nir Eyal’s gem of a book, Indistractable, I’ve found the above "self-determination theory" matrix helpful to guide creative and strategy with kids media clients, as well as inspiring as a parent, and occasional gamer & geek.
This post is a look at LEGO Fortnite through that lens. The game exceeded expectations for initial impact (& quality!), but with player numbers dropping more than many anticipated (shout-out to Jo Redfern 🙌), I’ve been thinking about the elements of Autonomy, Mastery, Connection in gaming, and what we might all learn from possibly the strongest collaboration in kids media, gaming, and digital play to date.
The chapter in Nir’s book on parenting is a must-read, and suggests that as we increasingly limit kids’ freedom, and especially unsupervised free play, digital experiences and especially online and social video games step in to provide kids a full-power dose of all three -- 1) Play just the way they want it (autonomy), 2) the ability to get good at a game faster than many RL activities and hobbies (mastery), and 3) social connection to peers in super exciting & elevated form (Fortnite literally lets you jump off a flying school bus and parachute your way into a giant game of ~paintball!). Esther Perel builds on exactly this theme, elevating the stakes of just how important unsupervised free play and learning conflict resolution young are, in a recent podcast episode that’s also very much worth a listen (segment and full ep here).
So back to gaming -- Minecraft is naturally brilliant at delivering all three, and LEGO has openly talked about MC as “The one that got away”. Roblox, the biggest elephant in the room (with more daily players than all other Playstation and Xbox games combined!) leans massively into avatar self-expression (so much to love about this aspect), and sadly hard into experiences with dodgy UGC (anyone up for a game of Russians VS. Ukrainain warfare?! 💔) and UX fueled by lessons in rampant consumer culture; a trend set to accelerate as experiences and UGC developers are increasingly rewarded in Roblox by how successfully they pressure kids to spend more money, and advertising and retail tools & revenue becomes a focus this year.
It’s this background that led many of us to wish for “a true competitor to Roblox that brings the best of LEGO’s understanding of play into a safe, creative, and social space for kids, with the entertainment and staying power of Fortnite.” (my words from a previous LI post).
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Yet when it comes to Autonomy / Mastery / Connection LEGO Fortnite falls somewhat short on all three fronts. I’ll follow up with posts about Mastery and Connection another day, but here’s three thoughts on Autonomy:
I’ll close out this piece by saying that despite the failure to create something industry-changing, the game is an absolute success on (at least!) three fronts, and appears to be very much win-win-win for Epic, LEGO, and kids & family audiences.
That’s it for today. Would love to hear from you in a comment, and always feel free to DM me.
Media strategy & fan engagement for Gen Z & A on Roblox, YouTube, TikTok | Helping rights holders and IP owners with emerging business models | Exec Producer | Speaker | Gamer
1yA thoughtful piece and thank you for the shout out. You make an excellent point about autonomy, kids don’t want ‘pseudo autonomy’ in gaming, they’re at a developmental stage where they’re pushing boundaries and so a game needs to deliver against that. Minecraft did it. If kids feel like they’re being guided, or that there are training wheels, or that there are unnecessary limits they don’t like it. I’m not sure LEGO Fortnite quite has it right yet, but let’s hope they’re willing to make those changes and evolve the experience. It will take time