Guernican is back with part two of his feature on the advertising and marketing of games…
Remember Shadow of the Colossus? Team Ico’s almost-a-blockbuster was a genuinely beautiful thing. No hordes of no-marks to button-mash your way through. None of those ‘get the item, pull the switch, open the door’ moments. Just 16 big, big bad guys and a viral marketing campaign that ticked lots of boxes but avoided the one marked ‘sell-out’.
Giantology was a blog purportedly written by a giant-hunting obsessive. Cue plenty of posts on myth and folklore, religious tropes and the occasional aside about his girlfriend. It was reasonably well-written and eventually padded out with some low-budget but effective viral videos showing remnants of the title’s Colossi buried or hidden in far-flung location. Told with a completely straight face, it was the perfect accompaniment to a game that was big on visuals and pontificating, and short on chuckles. Mythology is the perfect subject for this sort of thing. For a start, it often takes itself terribly seriously. It’s effectively a self-perpetuating beast, with rumour, conjecture, opinion and theory all rolled into one big ball of content that fans can pick over and contribute to at their leisure. In short, it’s a gigantic Wikipedia, to which clever ad agencies and their clients can add to suit their own purposes.
Did it work? Well, Team Ico’s previous effort, Ico, was critically acclaimed but rather short on sales. Shadow of the Colossus , by contrast, sold rather well and garnered accolade after accolade.
Where Giantology worked was that it asked you, quietly and reasonably politely, to engage with it. Compare this with the moral minefield that is Saints’ Row 2. Publisher Volition hired notorious nice guy Gary Busey to present Street Lessons with Uncle Gary, a series of short gameplay montages where Gary’s inimitable leer introduces some of the more reprehensible things you can get up to in Stillwater. Cure your headaches with explosive satchel charges! Throw people under trains! Gary revels in all of it, possibly under the influence of some extremely strong designer pharmaceuticals. It’s the only way to explain that shirt.
But although Volition have spent a few quid bringing Gary on board, it’s still just shouting at you. It’s still a gameplay clip. There’s nothing there that immerses you… that asks you to participate beyond parting with your hard-earned. Same goes for Resident Evil’s virals, which are mini-trailers with lip-gloss and hair-gel. Giantology, released over several months and using fuzzy routes to reach its clear objective, probably cost a fraction of the budget and was, for me, far more interesting. Alright, so the nature of the game is very different. Shadow is thoughtful, slow-paced, and personal. SR2 is gleefully childish. Having said that, the ultra-violence of SR2 earns it an 18-certificate, whereas Shadow – a game much more ‘adult’ in its pacing – is more or less suitable for all.
People consume advertising very differently these days. It’s no longer enough to shout at your customer 5 times a day on Channel 4, and sweep them up with a big poster on their way home. We’re so adept at tuning out marketing messages that we only look up when something genuinely tickles our fancy. Part of the problem with gaming’s advertising world is that, in spite of the medium’s cries to be taken seriously as a genre, it rarely rises above the childish. That’s a no-brainer for a game like Saints Row, which is only adult in the sense that it’s brutal and graphic. But when you think of the more cerebral and narrative-driven games to stand out in recent years – Bioshock, Fahrenheit / Indigo Prophecy, and the like – they demand marketing and advertising that has a little intellectual rigour to match their grand aspirations.
I’m probably not alone is salivating over the arrival of David Cage’s Heavy Rain later this year. As a game that aims to redefine how narrative can be used within the controllable context of a video game, it deserves a campaign that illustrates the potential of the medium. Perhaps they’ll be able to do that without resorting to the tried and hackneyed route of simply showing us large chunks of it. You never know… it might help to redefine the audience as well as the genre.

Shadow sold so well, because of Ico. Ico was just beautiful and different enough from the crowd that, though not advertised well, those that bought it, spoke volumes about its merits. By the time Shadow came out, people were already influenced and ready to be wowed. I never saw any viral advertising for Shadow, so that side of it did not work.
However, some viral stuff works very well. Remember the unofficial, “nothing to do with us” (yeah right!) VW Polo advert? Or the cat killing evil Ford Ka? They were good, and made me (and I assume others) feel warmer feelings towards those products at the time. Perhaps we need some more tongue in cheek, naughty advertising for the PS3. Totally deniable stuff of course!
Comment by LordOfRuin — Feb 13, 2009 @ 12:24 pm
May just be me personally as I got involved, but the Halo2 ARG “I Love Bees” was probably the best “promotional” piece I had ever witnessed.
Still have all of the audio from it - played in the right orders its like a 6 hour audio book!
Granted you need to have a budget behind you - but its stuck in my mind and cemented my love for the Halo universe.
Comment by JohnSketch — Feb 13, 2009 @ 12:35 pm
Good article, although I must say that when you don’t show gameplay clips, you really run the chance of being to clever for your own good, and just loose anybody except for a few people who are ‘in the know’.
And as far as I know, that is not what advertising a game is supposed to do.
Creating hype by other means then gameplay footage.. hell yes, but why do some companies think that their job is done then, instead of following up, and letting the world know what it is they are trying to sell ?
Comment by sentry23 — Feb 13, 2009 @ 12:39 pm
@ Lord of Ruin…
I think you’re right to a certain extent, but I also think you overestimate the number of people that would have made the connection between the two games.
@ JohnSketch…
I thought about I Love Bees for this, and you’re right… it was very well done. Didn’t illustrate the points I wanted to make, but definitely worthy of a mention.
@sentry…
Agree. It’s a fine line. I guess the thinking behind really brave stuff that doesn’t show gameplay is that, if you get it right, people will hunt it down themselves.
Comment by Guernican — Feb 13, 2009 @ 2:05 pm
@guernican: I’ve read my comment again, and I think it came across much harsher then it was meant.
I do like to see new advertising being used, especially when it makes people more involved in the whole process.
)
The best way I have seen this done (even though it wasn’t for a game) was the whole Art is Resistance campaign by Nine Inch Nails, which involved a whole hunt through the web, finding USB keys, and even a heat sensitive print on the audio disc with binary ascii codes that pointed again to another web site. Everything was neatly tied together, it was not just a campaign added as an afterthought by an agency (well.. at least it looked that way
Anyway, what i wanted to say.. I do agree with most sentiments expressed in your article, I’m just a bit sceptical on the successfulness of most attempts.
Comment by sentry23 — Feb 16, 2009 @ 2:50 pm
[...] read our recent articles on advertising and gaming (parts 1 and 2), do you think there are other things that might work? Any ideas for some off-the-wall Killzone 2 [...]
Pingback by Killzone 2’s ten second TV teaser… | Three Speech: Semi-Official PlayStation Blog — Feb 16, 2009 @ 7:19 pm
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