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When The Sims 3 was released in early June,
it established Electronic Arts’ biggest PC game launch to date, with more than
1.4 million units sold. This of course was in no small part due to the
marketing campaign surrounding the title.
As part of a
mini-series of features marking the release of The Sims 3, gamesindustry.biz conducted an interview with EA
Play’s senior marketing director John Buchanan, in which he discussed the PC
game’s extensive campaign. In addition to relying on traditional media, such as
television and print, EA established the biggest online and social network promotions
for a Sims game.
In terms of media hubs, EA partnered with multiple sites
including YouTube and MTV in an effort to provide audio and visual content, and
leverage viral functionality. In terms of social networking, EA established the
first official Facebook page and first official Twitter feed for a Sims game.
At launch, the Facebook page had almost 240,000 fans, while the Twitter feed
had over 12,500 followers.
In order to maximize
its use of social networking, while exciting current fans of the series and
bringing in a new audience, EA created various forms of trial content. One such
trial experience is SimFriend, which allows users to choose from 120 different
Sims and engage in an email relationship with that Sim. Depending on the
personality traits of the chosen Sim, varying responses can be garnered from
questions and answers.
A second trial
experience is SimSideKick, which allows users to choose a Sim that then follows
the user around the internet. Different responses can be garnered from the Sim,
depending on both the website and the Sim’s personality traits. For example, if
the Sim is a fan of sports, it will cheer when the user navigates to ESPN.
Outside of The Sims 3, viral and guerilla marketing
has become more and more popular in recent years. The I Love Bees
alternate reality game proved to be lucrative for Halo 2, with over three million visitors to the website in the
course of three months.
A staged assassination attempt on a Russian scientist
by clandestine organization MIR-12 has been used to promote Activision’s
Singularity. To endorse EA’s upcoming
action platformer Dante’s Inferno,
the mock Christian group S.A.V.E.D. staged a protest and even claim to
have been victimized by EA security.
Despite
increasingly innovative methods of marketing, I do not believe any publisher-produced
marketing campaign has ever affected my decision to purchase or not purchase a
videogame. In fact, I typically don’t discover these viral campaigns until they
have completed their course and are heavily reported on. Regardless, in forming
an opinion of a game pre-release, I tend to rely more on journalistic and
developer related content.
Not having the
ability to test videogames myself, I enjoy reading previews provided by
journalists who have had the opportunity to play the game, either through
visiting a developer or a conference. However, videogames are of course an
audio and visual medium. Written words can be inadequate in relaying game
design and innovation.
In that regard, teasers
and trailers can prove fruitful in increasing my interest in a game. Such promotions
can provide information on almost all aspects of the game, while maintaining a
sense of awe and excitement through clever editing. Teasers however, can also
be off-putting, especially when they are uninformative and irrelevant to
the design of the game itself.
One form of
promotion however stands out as almost always increasing my interest in a game,
and that is the developer walkthrough or demo. These videos typically provide
unadulterated gameplay in order to inform the viewer on various aspects of the
game design.
The video is also typically augmented with commentary provided by
a developer. A good commentary will not simply discuss what is occurring, but
elaborate on developer goals and obstacles. A good developer walkthrough will
convey passion, and passionate developers are those that usually make the most
enjoyable and memorable games.
Of course
everything mentioned above is part of the marketing campaign for a videogame,
including articles produced by journalists. Simply put, marketing that exists
to provide information on the game itself, as opposed to just generating hype, is
what I tend to use in order to form an opinion on whether or not I should
purchase a game.
This seeming
dichotomy between marketing types is perhaps similar to a dichotomy discussed
by Leigh Alexander in a Kotaku article entitled I, Gamer. In it she
presents a gap between gamers, separating the category into ‘fan’ and ‘cultist’
subcategories. Those in the fan subcategory “do not read reviews.
They do not
post on forums, they have never been motivated to leave Amazon feedback just to
‘send a message,’ they do not blog. They do not know which publishers have poor
reputations and which ones have good ones. They do not know the names of famous
Japanese game designers; they might have Mario
Kart Wii at home, but they do not know who Miyamoto is.”
As Alexander puts
it, fans “probably [don’t]
read game reviews for the same reason I don't read music reviews; they would
have told him all about the controls, the environment, the vibe and the themes,
would have listed for him a raft of minor criticisms he'd never even notice,
but wouldn't have told him anything about whether or not he'd like the game."
I am curious to
see if this dichotomy extends to videogame marketing. In general, do fans rely
more on publisher produced advertising, while cultists rely more on developer
and journalistic produced advertising? Or is there enough overlap that no such
dichotomy exists from a marketing perspective?
I realize I am
addressing a limited and perhaps biased audience, but I am curious to discover
if my point of view is shared. Has marketing for a game ever affected your
opinion of it, either positively or negatively? Are these two types of
advertising, hype-driven and information-driven, mutually exclusive in their
ability to affect consumers?
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Bioshock 2 has a nine minute gameplay demo that got me hooked. I saw a number of the game mechanics in action, and quelled my doubts about the Big Sister. What sold me was the actually game play footage. I do not recall what the talking head was muttering throughout the video.
Even though I don't buy games based off of hype-driven ads I still enjoy them. Pandemic took over a gas station to promote Mercenaries2. EA does all this crazy crap for the Sims. It's a blast to behold. I also feel that game trailers are exciting fun things to watch--just like movie trailers.
Personally I prefer gametrailers.com review, they are broken up into clear sections (gameplay, story etc) so all important aspects of the games get highlighted.
I don't know, it feels like all this crazy marketing s*** is just disingenuous.
Ever since the early days of Nintendo Power I've been very particular about the games that I get. A lot of thought goes into it for me. Our whole hype-driven culture increasingly becomes very off-putting for me. It's like, cut the bull. Give me what's real!