I can’t imagine a less appealing career than being a video game villain. No matter how hard you try, or how many henchmen you hire, the hero is destined to win the game. Castles broken. Airships grounded. Treasure looted. So what does the video game villain do next? They build a different castle, marginally tougher, but still pretty much using the same stuff. Insanity? Maybe. But definitely on the way to a breakthrough innovation.
“Whaaaaa?” you exclaim in disbelief. We’ll get there, but first we need to take a slight detour. Let’s set some common terms by grouping Innovation into three levels.
Level 1 is sustaining innovation.
- This is where you do what you’ve done, just better. You are reorganizing pieces of what you have, maybe pushing a piece up a notch or two
, and in the end you have a better version of what you do. Fits in your existing business model.
Level 2 is breakthrough innovation.
- At this level you are still remixing your existing components like in Level 1. However this time you find a magical combination that is greater than the sum of its parts. It takes you into new territories. Still fits the vision but pushes the limits of your business model (if it doesn’t force you to change).
Level 3 is disruptive innovation.
- This involves some new elements to the mix. Maybe its new technology, processes, or market strategies, but you are definitely off the status quo path. If you remixed every piece of your org, you wouldn’t arrive at this innovation which means you’re definitely looking at a new business model.
Video game villains are great at sustaining innovation. With the same blocks and baddies from their Stage 1 Basicworld, they are able remix a whole suite of levels. The first is very simple, but with each defeat the villain concocts a new version that’s moderatly tougher. They’re taking little bets by using what they have in this stage.
Breakthrough innovation happens between the stages. This is when the core obstacles remain the same (something is trying to run into you, smash you, or blast you), there is a new twist that adds the unique value to the stage. This time the villain built his defenses under water forcing you to swim to victory. This time the villain set up shop in the sky, saying “I wonder if the hero can stop me if I just remove the ground?” Still mostly the same core mechanics of hopping, dodging, and running, but they’re being used in new ways.
So when you’re ideating around some sustaining innovation, embrace your inner video game villain! Still use the Basicworld pieces you have but what is a unique twist you can add to them to make it a new stage. What’s your Lavaworld? What’s your Spaceworld? Be the ruler of your own Awesomeworld!