With
game budgets soaring to record heights, it's apparent that a large
portion of that money goes, not towards the advancements of technology
or elevation of form and content, but rather towards promoting a
product. The concept is simple. You get the name of the game, and
sometimes the name of the developer/distributor, out into the public
which helps generate revenue and sales. In theory, the more money you
put up, the better sales of the game. With the game market being a
consumer driven and competitive market, it is no surprise that these
budgets will start to grow over time. For Rockstar's Grand Theft Auto 4, the budget was a reported $100 million. Rockstar went as far as producing 4 trailers, at least 12 teasers and an oversized mural on the side of a building in New York City.
Thus, these “game development budgets” are vastly inflated by the cost
of large budget Hollywood film marketing tactics. The game industry has
looked up to Hollywood as the benchmark for marketing, but is the end
goal of this evolution problematic?
Game
marketing, at one time, was reserved for simply the hardcore gaming
subculture. While trailers play a large part of game promotion today,
print ads targeting those core gamers of the 80s and 90s era were
assigned to gaming magazines. These gaming magazines created a unique
culture before the internet existed in the form it is in today. Back
then, magazines were the only way that a sub-culture, such as gaming,
could spread and share news of the industry. It was a tool of
unification. Yet these magazines and print ads have largely died out.
The overtly sexual and violent ads that were common place in
gaming magazines have now disappeared in favor of other marketing
schemes.
Game
magazines, like other forms of print, are on the road to extinction.
Gamepro, a popular gaming magazine that had been in production for over
20 years, recently discontinued its services.
With the rise of gaming as an international entertainment industry,
hardcore gaming magazines are less and less viable. The delayed
reporting of events and cost of subscription have been easily edged out
by free internet sites like Kotaku, which reports on events and
announcements as soon as they break. Game magazines are also primarily
targeting hardcore members of the game community, thus shrinking their
demographic.
However, gaming magazines aren't all gone. Some have realized a way
around this shrinking demographic problem. The number 1 magazine
subscription in the male 18-24 demographic is Game Informer.
The magazine, which has a staggering 5 million subscribers, has managed
to survive despite having the age of Gamepro. This could largely be due
to the fact that Game Informer is offered with Gamestop's Power Up
Rewards card. According to a 2011 Colloquy report the premium "Power up members average 3x the spend of non-members, helping us skew our marketing dollars to the most engaged and profitable customers"
Thus, unsurprisingly, the newest issue of Game Informer (Issue 226)
does not feature print ads for games, but rather ads for Gamestop, tech
industry learning institutes and the military.
While these are all ads targeting the 18-24 male demographic, the
absence of gaming ads is still quite puzzling. Out of the 7 ads featured
in the Issue 226 Game Informer, a 100 page magazine, only one of the
ads is for a game. This simply boils down to demographics and the
contact that gamers have with non-gamers in their household. The holiday
season is when Gamestop does the most sales. Last year, Gamestop did a record $3.02 billion. The
18-24 male demographic, which largely makes up the hardcore gaming
market, are the proprietary consumers of Gamestop year round. However,
during the holiday season, this demographic is edged out by families who
sink massive amounts of money into the gaming industry due to the
casualization of gaming (Portable games, popular games, the Wii etc.)
Having worked at Gamestop for over a year, I was trained to pay more
attention to the families rather than the hardcore gamers. We were told
to push the magazine as a stocking stuffer for kids while utilizing the
card as a money-saver for the parents. That magazine, which is now
featuring less of the overly sexual and violent game ads of the past,
now feature ads which parents can enjoy. An ad for the Marine Corps is
more appealing to a parent (who is inevitably plagued by the moral panic
of video games causing social degradation) than an ad for any violent
game.
Let's ignore the paradoxical and uniquely American jingoistic
implications of the above statement and focus on what this means for
parents who buy a subscription for their kids. While the kids will enjoy
the articles on the games, which provide far more marketing ability
than a simple print ad could ever strive for, the parents can take
comfort in “positive” ads being displayed in the magazine. As a result,
the parents are locked into a subscription due to a perceived sense of
comfort, as well as saving money on games (with the rewards card) and
the child's desire to stay up on news without exposure to the internet.
Gaming magazines have largely shifted from being primarily for hardcore
gamers and more towards families. The hardcore market is no longer the
prime target for print ads. Marketing of triple A games has ignored the
hardcore gamers in favor of reaching as many people as possible. This
can be seen in the Call of Duty franchise with the dropping of various
tactical gameplay elements to appeal to the ever growing younger
audience. The evolution of the internet has forced the hardcore market
from specialty magazine isles in Barnes and Noble and onto sites like
Youtube and Reddit.
Due to the shift from print to the internet, the gaming market has had
to adapt. The game industry has looked to the Hollywood film industry
and has adopted a far more compelling way to market a product.
Trailers, often times done on a scale as large as the game itself,
provide both a way to promote a product and a compelling emotional
narrative. This maturing is due to the growth of the game culture and
added significance of large expos like E3. In the past, trailers had
either displayed gamers interacting with a game or gimmicky videos that would appeal to the occasional mass audience. They
featured an “attitude” that can only be described as the Early 90s
mindset of “radical.” It should be noted, that with the introduction of
casualized motion gaming, that the involvement of gamers in trailers
have come full circle.
Hardcore games, with trailers devoid of gamer interaction, have looked towards Hollywood for compelling trailers.
Along with the Old Republic, these trailers bring up the problem of
false advertising. Both trailers would seemingly present a product that
is either a triple A narrative game or the latest Hollywood modern epic.
They are great, yes, but don't give a viewer any type of idea as to
what the original product will be. Would it not be for gameplay demos,
uneducated gamers and parents would be plaguing the game industry with
accusations of false advertising.
While Starcraft is a decidedly hardcore game with a specific audience,
the Sims has even become subject to Hollywood style trailers. The Sims
3, a mass appeal game with a broad demographic, has even put out
trailers that rarely captures the gameplay experience.
While a trailer like this utilizes actual gameplay to make up the
trailer, it is still decidedly Hollywood: emotional, appealing, funny
and backed by a pop song. It is impressive, but relies on the fact that a
gamer has heard of the Sims and is aware of the gameplay style it
entails.
The interesting exemption from these examples comes from sports games like the recently release WWE '12:
This shows real gameplay, but also interaction from the game's stars
and athletes. This type of trailer points towards a more “name brand”
type of marketing which is largely targeting a specific audience.
So do these trailers point towards a more mature industry? These
cinematic pieces are appealing. The chills I felt after watching all
three of those trailers would be enough to make me stand out at midnight
and buy the game, but is there a problem there? The gaming industry is
looking towards the film industry for cues. Games are a different medium
than film and offers an entirely different experience. While the
marketing is strong for games such as Call of Duty, Battlefield,
Assassin's Creed and any of the other numerous franchises out there, the
industry could start to stagnate. The artistic recognition that gamers
so desperately seek is at risk of being undermined by the most popular
and best selling franchises in gaming. While the tasteless print ads of
the past decades have died out and gaming taking a more big budget
approach, the industry should be heading towards a point of innovation
where the form and content meld into an impressive piece. However, the
attention to form and content has yet to be fully realized in the mass
gaming industry and for good reason: Gaming is still a very young
medium.
So, much like film, the industry has begun to polarize. Big budget
games have taken the big share while smaller indie games have grown into
a small but innovative space. Games like Braid and Flower utilize the
narratives and gameplay in a way that complement each other. While these
games are innovative and push the medium forward, they lack the appeal
and marketing that triple A games have.
The marketing tactics of the industry may point to where the industry
is leading. Hollywood film, has for the most part, become stagnant and
outright devoid of artistic merit. Films like Transformers and Avatar
bring in huge amounts of money but undermine the medium as a serious art
form. The serious innovation in form and content isn't coming from
Hollywood, but rather the indie film market. The game industry is
becoming a miniature representation of the film industry. The widening
appeal of triple A games and the Hollywood-like production of game
trailers could lead to a system where producing big budget games and
expensive trailers is rewarded, even if it contains a tired formulaic
approach.
As with indie film occasionally hitting it big with a financial
success, the indie game market has it's moments. Devoid of the inflated
marketing costs of triple A titles, indie games like Minecraft do well.
Minecraft, which utilizes the self-driven and nostalgic narrative
specific to the player with the first person exploratory gameplay has
managed to sell over 4 million units, has become a phenomenal success without utilizing marketing tactics. Minecraft has benefited from, what many believe to be the future of marketing, word of mouth.
So while the Hollywood film industry has pushed for the destruction of
the internet with net neutrality killers like SOPA and PIPA, the game
industry is presented with an opportunity to sink less cash into
marketing and more into providing a compelling experience. Hollywood's
inability to recognize the problems with their products has stifled
innovation and forced them into pushing legislation that will ultimately
harm them and their consumers. This isn't the role model that gamers
want for their industry. Games offer an experience like no other art
form, and while marketing has evolved considerably over time, the
industry needs to step back and realize the potential of their medium.
Instead of looking towards the popular film industry, game developers
should push for the advancement of their art form without risking
financial security.
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