*** A CLARIFICATION (from the guy who wrote the article) ***
I think "marketing" is actually different from what people generally consider it to be. Most will define it as the PR work companies do after a game ships. I think that it's also the part where designers think about creating a game that gamers (the "market") want to play.
TO US, GOOD MARKETING IS:
= Being able to articulate in the design phase why people (the "market") will enjoy the game we're making. This seems like it's obvious, but we've made the mistake of not actually sitting down and considering this.
= Showing off the best pieces of the game off to folks who might want to play it. Again, I've screwed this one up even recently. The demo for Aaaaa! was sucky -- the tutorial level is really boring, and turned people off. Epically bad marketing. I'm kicking myself.
= Designing something that's in some way fresh. We don't want to build an Xbox game identical to Halo Reach. It already exists, so why would people play it? (Bad marketing, here, is when designers say "GTA IV made money -- if we make a PS3 game just like it, people will play ours too, right?") Besides, Bungie spends more money on their company lunches than we spend on an entire game, so they'd crush us in production values. Better to at least try to innovate.
= Polishing a game so that it looks appealing to the market. I am thrilled that folks are beginning to appreciate small games with modest production values. But I think there's a certain threshold for visuals and production values we have to hit to make you not puke when you see our game. Here, too, we consider our market (i.e., people with presumably good (or at least discerning) taste).
TO US, BAD MARKETING IS:
= Creating huge, pretty games with no substance.
= Misleading people by making a crappy, shallow game appear interesting and deep.
= Only starting to think about the target 'market' after the game launches.
SO:
I really agree with the people in this thread who have said/suggested that marketing can be used for good or evil. Like a knife. Or raw red meat. But more importantly, to me, good game design is the very first (and most important) part of marketing. A great game designer is, in part, a great marketeer because s/he helps develop a game people actually want to play.
Cheers,
Ichiro Lambe, 2nd Asst. Janitor
Dejobaan Games, LLC
I think "marketing" is actually different from what people generally consider it to be. Most will define it as the PR work companies do after a game ships. I think that it's also the part where designers think about creating a game that gamers (the "market") want to play.
TO US, GOOD MARKETING IS:
= Being able to articulate in the design phase why people (the "market") will enjoy the game we're making. This seems like it's obvious, but we've made the mistake of not actually sitting down and considering this.
= Showing off the best pieces of the game off to folks who might want to play it. Again, I've screwed this one up even recently. The demo for Aaaaa! was sucky -- the tutorial level is really boring, and turned people off. Epically bad marketing. I'm kicking myself.
= Designing something that's in some way fresh. We don't want to build an Xbox game identical to Halo Reach. It already exists, so why would people play it? (Bad marketing, here, is when designers say "GTA IV made money -- if we make a PS3 game just like it, people will play ours too, right?") Besides, Bungie spends more money on their company lunches than we spend on an entire game, so they'd crush us in production values. Better to at least try to innovate.
= Polishing a game so that it looks appealing to the market. I am thrilled that folks are beginning to appreciate small games with modest production values. But I think there's a certain threshold for visuals and production values we have to hit to make you not puke when you see our game. Here, too, we consider our market (i.e., people with presumably good (or at least discerning) taste).
TO US, BAD MARKETING IS:
= Creating huge, pretty games with no substance.
= Misleading people by making a crappy, shallow game appear interesting and deep.
= Only starting to think about the target 'market' after the game launches.
SO:
I really agree with the people in this thread who have said/suggested that marketing can be used for good or evil. Like a knife. Or raw red meat. But more importantly, to me, good game design is the very first (and most important) part of marketing. A great game designer is, in part, a great marketeer because s/he helps develop a game people actually want to play.
Cheers,
Ichiro Lambe, 2nd Asst. Janitor
Dejobaan Games, LLC