Valve Says Ad Agencies Are "Worthless," Going it Alone for Portal 2

RelexCryo

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Good for them. Ad agencies, are, as far as I can tell, part of the dishonest sleazy corporate culture of people who don't listen, don't properly do their job, and try to put in as little work, time, or effort as possible while still charging ridiculous amounts of money.
 

dragongit

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count9 said:
EA could take a page from this book.
EA is the reason Valve decided to make their own advertizement. Could you imagine Portal 2 getting the same advertizing treatment Dead Space 2, or Dante's Infero got? Hell as stated in a previous post the advert for the Orange box was rather obnoxious.

I've watched their Left 4 Dead commericals, and there song choices are rather obnoxious. I enjoyed that self made commercial for Portal 2 better then all those others. It actually promoted what would be fun about the game.
 

VegaDane

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From a marketing manager's perspective... yes, bin your agency. Creative house staff are far superior.
 

KalosCast

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Well yeah, if you're a studio that already has a huge amount of talented people, and have the resources to cherry-pick the best of the best in the indie scene to put in your stable... you've probably got the talent to make a good ad.

The rest of the industry? Maybe not so much.
 

mattinkent

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Ekonk said:
TheAmazingHobo said:
I hope this works out for them.
If only because of my burning and probably somewhat unhealthy hatred for Ad agencies.
"I´m going to LIE to people as a job when I grow up! Weeee."
"But how will you be able to sleep at night?!"
"On a bed made of money."
Good advertising tells an essential truth. Bad advertising lies.

Also ad creatives get paid rubbish money, you have to train yourself and pay for it, there's little scope for advancement and no job security. Agencies will hire 10 account handlers and one creative team when they win business, sack two teams and 5 account handlers when they lose business. This treatment breeds creatives with thick skins and an attitude problem, no-one else could stick the treatment.

Valve value creativity across the board, not as 'an indulgence but as a business strategy', as Bill Bernbach (one of the fathers of modern advertising) would have said. Very few companies do that. Ad agencies are at the mercy of alpha-predator hierachical short-term obsessed clients, they're geared up to service that kind of customer. That's why there's so much derivitive, lowest common denominator thinking. It's what clients want.

The best advertising starts with a good client. Valve are capable of making their own advertising, I would suggest that EA and Blizzard are not.

The fact that the ad industry can't make decent adverts stems from a lack of understanding - the industry has grown so fast (and changes so often) that we're dealing with a whole culture that has not been properly studied yet. The fact that triple As get sold as films tells you how misunderstood games are. Anyway, the games industry doesn't know how to sell games either. Have you seen the state of what passes for advertising in the industry press?

This is a problem for the book industry as well. Since books sell off the back of a campaign that says 'New book by that guy out now' or 'book that's like the books by that guy', no-one can be bothered to change.

[excuse any errors - not used to a lack of spellcheck]
 

mattinkent

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NLS said:
markcocjin said:
That just means Valve just saved themselves 25 million dollars:

http://www.1up.com/news/valve-launching-25-million-campaign
I'm pretty sure the TV ad won't be the only promotion we will see for Portal 2, plus distributing tv commercials, posters, cardboard stands etc. isn't free either. So they will obviously save some money, but there's still costs attached.
The majority of that ad spend will be media space (eg time on TV) so they've saved themselves very little.
 

mattinkent

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Dastardly said:
Logan Westbrook said:
Permalink
With the current state of technology, a lot of these "middleman jobs" are going to start disappearing... or at the very least becoming part-time hobbies, rather than dedicated professions.

What separated these ad men in the past wasn't so much their ideas. It was the resources they had available to dedicate to putting those ideas on paper or screen. You couldn't just use a single computer and a suite of software to get all of these things done, so it was cost-effective for a company to hire out to the folks that already had all those resources.

If you've got a computer and a few free weekends, you can get the basic hang of a lot of the software needed to put together a video with some basic effects. And ideas? They're a dime a dozen, really. Even the best of them. It's about resources, and those are far easier to come by now. Yes, it's partially about experience, too, but having the resources affords someone the opportunity to experiment and gain the experience. Entry level is a much stronger position than it once was.

You can see the same kinds of things happening with the music industry. A lot more artists are self-produced. They have the equipment to record, mix, package, advertise, and distribute their own stuff digitally (and even physically, for a few bucks more). Everyone can "get their goods to market," so the gates to that market have been thrown wide.

With fewer technological barriers to entry, more and more hobbyists are producing quality products--at least good enough for their purposes. Ad companies, producers, hell, probably even accountants are going to see more and more decline if they don't find some new tricks that Joe Public can't pull off at home with at least workable success.
True but what you're really paying for, creatively, is the experience. Minds honed to create at the drop of a hat. That doesn't come from new technologies.

The music industry always relied on musicians creating everything, they just added polish. Advertising is different. Everyone thinks they can do it, but they can't. Trust me on this, I've had a decade of people going 'I've got an ad for you'. Most bad advertising comes from the account side of the business, the marketing staff and clients, trying to write/influence the creative.
 

SenseOfTumour

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TBH, valve can say this, just like EA could probably spend a lot less on marketing, it's the little guys and the smaller titles that need advertising, does anyone think we'd not have heard about Black Ops, Wow Cataclysm, or Portal 2 without official paid for adverts?

We're gamers and we're hungry for new info about our favourite game franchises and makers, it's the marketers who are needed to sell the shovelware to unsuspecting non gamers looking for a gift in Best Buy or Walmart.
 

mattinkent

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Mortuorum said:
Of course, this is all a bit disingenuous of Valve. First of all -- and let's be honest here -- we all know that they would sell millions of copies if they didn't advertise at all. It's Valve and we all already know that Portal is going to rock. Hard. You already know whether or not you're going to buy it and chances are all the advertising in the world isn't going to change your mind.

Secondly, Valve already has an internal marketing division. Granted, it's small, but these guys have some pretty solid experience at this stuff, not to mention dozens of other staffers who... you know... might have a little bit of experience creating artistic visual presentations.

Finally, they are in the unique position among gaming companies of having a direct marketing channel (Steam) installed on the desktops of many, many potential purchasers. (Hell, not a lot of non-gaming companies have that level of exposure to their marketing audience... television networks, maybe.)

So, while it?s quite feasible for Valve to say "poo poo" to ad agencies, most other companies don't have the resources Valve has. For better or for (mostly) worse, ad agencies still bring value to the table, warts and all.
Exactly.
 

veloper

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mattinkent said:
NLS said:
markcocjin said:
That just means Valve just saved themselves 25 million dollars:

http://www.1up.com/news/valve-launching-25-million-campaign
I'm pretty sure the TV ad won't be the only promotion we will see for Portal 2, plus distributing tv commercials, posters, cardboard stands etc. isn't free either. So they will obviously save some money, but there's still costs attached.
The majority of that ad spend will be media space (eg time on TV) so they've saved themselves very little.
This. It's a pure waste.
TV ads make sense for casual products like Kinect, but for a game like portal 2, the audience in the market for it will dismiss anything said about games on TV.
 

Dastardly

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mattinkent said:
True but what you're really paying for, creatively, is the experience. Minds honed to create at the drop of a hat. That doesn't come from new technologies.
Agreed, and one of the points I'm making is that access to the resources allows more people to practice. Think of it this way: if, as a kid, you don't have a baseball bat and a large field near your house, you're probably not going to get a lot of chances to practice hitting home runs. If you do, and you use it, you're going to be able to build a lot of that experience. And then, if that experience helps you get on a team, you'll start getting pointers that will refine your technique. But it all starts with having access to a bat, a ball, and a field.

It used to be that these things were hard to come by or prohibitively expensive. It's just not as much the case anymore. More people can get the stuff they need to practice. And sure, the "practice product" isn't going to be stellar quality, but it gives them the chance to get familiar with the tools. And then, thanks to the internet, communicating with other people makes it easier to find tips and tricks.

You might not become "world class" this way, but not every company is looking for something world class when "really good amateur" might do nicely for the price. So here's what we'll see:

First, a lot more "really good amateur" stuff is going to see use. Why? Because these newbies will gladly undercut the high-overhead companies. Not as good a product? Sure, but we're talking value-for-dollar here.

Second, those companies are going to have to lower prices to compete. Simply increasing the quality of the product isn't going to do it alone. And as prices come down, so must their overhead. They'll either need more clients (which is harder than it sounds), or they'll need to cut back jobs/hours/something to make up the difference.

Or they'll need to offer other services, in which case they really just become a department within a company, rather than a stand-alone.
 

mattinkent

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True BUT the tools for an ad creative are a felt-tip and a layout pad. They've always been available. The pointers come from the endless stream of book crits with more experienced professionals. At some point you have to work for an agency, no-one is hiring freelance amateurs. The crowd-sourcing, internet based creative 'agencies' are 'staffed' by experienced and/or trained creatives and can function, such as they do, by sheer quantity of scamps. It's a model, but it can't function without the existing 'career structure' - and I use that phrase in the loosest possible terms.

Advertising creative is a very specialist field. It's a commercial art and as such has to understand commercial norms and pressures. It isn't something that lends itself to amateurism. This quote sums it up best.

?Merely to let your imagination run riot, to dream unrelated dreams, to indulge in graphic
acrobatics and verbal gymnastics in NOT being creative. The creative person had
harnessed his imagination. He has disciplined it so that every thought, every idea, every
word he puts down, every line he draws, every light and shadow in every photograph he
takes, makes more vivid, more believable, more persuasive the original theme or product
advantage he has decided he must convey.? Bill Bernbach

The problem with agencies making less money is that traditionally (and right now) they cut creative before anything else. You can't make a marketing report in less than, say, six hours. You can have an idea in two minutes. So out go half the creative teams. What this means in the medium/long term is that your creatives burn-out, there's no time to think so the two minute idea isn't the best one, you can't do the things that made you a good creative so you stop being creative. The result is predictable stuff for panicky clients.
 

FieryTrainwreck

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Portal has a specific tone that is crucial to the game's appeal. I can see how an ad agency might mishandle that.