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These
days most discussion about computer game development, whether in Gamasutra
or elsewhere, is focused on large-scale entertainment projects for the PC
and console markets—FPSs, RPGs, publishers, polygon counts, and big,
big budgets.
This is
understandable as these games in many ways represent the forefront of
both the entertainment and software industries. However, by focusing on
high-end entertainment and excluding all else, we miss out on some valuable
things other types of computer games have to show us. Worse, we may be
holding games back from interesting roles they could play, and to a limited
extent already are playing, in other areas of human experience.
Unique Capability
= Unique Tool
We are all
aware of computer games' special power to harness our imagination. If
you are reading this article, chances are you have first-hand experience
with the Invasion of the Bodysnatchers sensation of playing a well-made
game. Hours, days, and (for a few who shall remain nameless) even weeks
drift away in a pixilated haze of daunting obstacles, hard-won victories
and the ever-elusive next level.
This is
what makes the game publishing industry go 'round. Consumers pay lots
of money for games precisely because they captivate and transport. But
since published games are almost always self-contained experiences with
no exterior goals or motives, their power to enchant is expended purely
on the user's pleasure.
There is
nothing wrong with this. Entertainment is one of the things that make
life worth living. But we are missing something if we relegate games exclusively
to the province of play, and dismiss their unique capabilities as good
only for the occasional thrill. Specifically, we are overlooking the fact
that games' ability to focus attention in a safe and pleasurable context
also makes them the perfect tool for communicating information.
It is not
exactly a new idea. From the earliest times play has been an important
vehicle for learning as well as fun-a chance to test the effectiveness
of life strategies away from the looming threat of death, the ultimate
'Game Over'. The fact that games can help us to absorb information, of
whatever purpose and value, is clear. But so far this notion has had little
real application beyond educational productions, where games are frequently
used to convey new concepts and to hammer those concepts home through
repetition. What about other forms of communication?
At my company,
Houdini Digital Creations in Stockholm, Sweden, we create online experiences
that put games' special power to work toward marketing goals.
We capitalize
on the fact that good games have the ability to make people stop and listen.
And in doing so we demonstrate that games are capable of supporting other
economic models than that defining the publishing industry. Instead of
saying "you pay me, and I'll give you a captivating experience,"
we propose a trade. We say "we'll give you this fun experience, and
in return, you'll agree to learn a little bit about our client."
If we do
our job right, the player, while always consenting, should hardly notice
fulfilling his end of the bargain.
Games: A New Secret
Weapon for Marketing
Big
corporations are (quite reasonably) very protective of their brands. So
why would a hardened marketing manager be willing to risk her brand and
budget on a game when instead she could stick with tried and true formats
like TV commercials, print brochures, billboards or even plain old websites?
Games are for kids, right?
The truth
is that, in this age of media saturation, well-crafted games have an important
part to play in accomplishing the most critical task before any major
corporation: breaking into the consumer's head.
Picture
that head as a fortress. A fortress to make the Trojans envious with deep,
onion-skinned defenses able to withstand decade long attacks by Madison
Avenue legions and marketing-department hordes. But the fortress has a
weakness: curiosity! Put something with genuine entertainment value before
the gates and there is a very real possibility the consumer will roll
down their drawbridge, if ever so briefly, to have a peek. "Hey look,"
they'll say, "it's a giant wooden horse!"
Are All Marketing
Games Created Equal?
The difference
between our horse and that offered by the Greeks is ours has to have lasting
value if we're not to leave the target audience disappointed and sour
(the Greeks did not care much about this point, naturally). Our 'transaction'
must have more the character of a fair trade than a hostile takeover.
If the game
ceases to be fun then it ceases to be a game. On the other hand, if our
type of game does not communicate on target and message, then it is a
waste of time for our client - the one who pays the bills. Unfortunately,
at the moment there are hardly any games that accomplish both objectives.
There are,
of course, more than a few games out there intended to market something.
Most can be divided into two categories: let's call them giveaways and
integral games. Giveaways are the interactive equivalent of the old-fashioned
yo-yo with a company logo on it. They are usually small, arcade-style
games - sometimes spinoffs of well-known classics like Tetris and Snake,
sometimes original ideas - that have little or nothing to do with the
brand in question (what does Pepsi have to do with Killer Robots,
a game currently featured on their site?). 99% of all so-called marketing
games are giveaways in one guise or another.
The problem
with giveaways is that, while they are often fun, they do not realize
the vision outlined above of employing games as unique communications
tools. Instead they simply act as a lure, a piece of candy, usually intended
to draw users to a corporate website. The hope being that once the users
are done playing they will take the time to read what the company really
wants them to know about or, better yet, give their address. Most often
this hope is misplaced. When the candy is consumed the player moves on,
having picked up little information in the process.
Integral
games are a completely different breed. One that fulfills the dual requirements
of being both fun and delivering a targeted and effective message. In
an integral game the game experience is built around the brand, product,
or service. In short, the message is the game. Integral games are much
more challenging to create than giveaways, because they require an understanding
of the principles of communication as well as those of game development.
There are, as yet, relatively few examples of integral games to be found.
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