Marketing As Part of Game Development 28
Gamasutra has a piece looking at Incorporating Marketing into Game Development, how business demands can shape games. From the article: "As a game designer, it's easy to forget about improving the experience for the target market in favor of making a 'better' game for yourself. Small developers like Reflexive usually don't have this luxury, and in countless ways, the increased focus on the consumer streamlines the game design process. This focus can scale to larger teams as well: we argue that every element of commercial game design should be prefaced with the phrase 'With Respect to the Target Market.'"
Umm... No. (Score:2, Interesting)
Re:Umm... No. (Score:5, Insightful)
Actually, yes, better marketing can make a better game.
An important part of marketing is understanding your audience and applying that information to the product to, well, make sure that it's a product that people will buy.
There are several obvious ways to do this, of course. One is to make a game that offers the, well, the experience the targeted users want. In other words, to make a good game. For some markets another approach is to base the game on an already well-known character / universe / whatever.
That the latter is marketing driven game development with a crap result doesn't mean the the former isn't marketing driven game development creating a good game.
Re:Umm... No. (Score:2, Insightful)
Re:Umm... No. (Score:2)
Regardless if you know your audience, if you make a bad, buggy, rushed out the door, hard to use game that isn't fun then it doens't matter how well your marketing team is.
Re:Umm... No. (Score:4, Insightful)
Why am I not surprised that this got modded up by Slashbots. Of COURSE better marketing makes a better game.
You see, marketing is NOT just responsible for letting consumers know about your product...they are also responsible for conducting research to let the designers know what their target audience wants. This is crucial for any game on the market today.
Now what the parent probably meant was...MORE marketing does not make a better game. And that may certainly (although not always) be the case. And I'm going out on a limb and assuming that when they use the term "marketing" they really mean advertising.
I really wish people thought things through before they modded.
Re:Umm... No. (Score:2)
So what happens when the target audience doesn't have a clue what he wants? Most consumers -and most people in the game industry- had no idea that computers were capable of generating games like Wolfenstein 3D, Doom, or Quake until after John Carmack found ways to make playable 3D games on consumer hardware, so they couldn't even express those desires. The same can be said for the two-player f
Re:Umm... No. (Score:2)
Spoken like someone who has never sat in on a gaming focus group. Believe me, people have no shortage of new concepts that they wish they could see made into a game. I swear, it almost seems like everybody fancies themselves as a professional game designer these days.
Re:Umm... No. (Score:2)
How much fun would World of Warcraft or any multiplayer game be if nobody else was playing it?
It'd be pretty damn boring, if you ask me.
A step away from art (Score:1)
Re:A step away from art (Score:2)
The success of a piece of entertainment often has a great deal to do with how novel it is, not how faithful it is to past forms. We like art that's refreshing. You can't get stimulation by repeating the same process over and over again.
For example:
Super Mario Brothers
Pac Man
The Sims
Grand Theft Auto: Vice City
Tetris
Doom
Re:A step away from art (Score:3, Insightful)
*note I'm aware mario bros, pac
Re:A step away from art (Score:2)
Most of the biggest hit games tend to not be groundbreakers, but rather great implementations of something that has already existed.
Super Mario Bros - platformer game like Donkey Kong (market existed)
Pac Man - Maze game Rally-X came out same year (market existed)
The Sims - Novel
GTA Vice City - 3rd person action/adventure (market existed)
Tetris - Tile puzzle game (Market existed,
Re:A step away from art (Score:2)
Some of your corrections I agree with; while I feel others undermine the scope of the new markets that emerged based on these games. Almost every one of these games' success could not be anticipated in terms of the existing market. That was my main point: feeding the existing market what it seems to want is a recipe for disaster in content creation. It's a mistake people make in film, music, television... but video games serve the point just as well.
The most illustrative example is probably
Re:A step away from art (Score:2)
Actually that is probably the least novel of ideas. The licensed car market existed with "Test Drive", long before Grand Turismo.
I like how... (Score:1)
It's pretty comprehensive. Because as we all know, no game ever gets anything less than a 7/10 from critics.
Except for Daikatana.
Hmmmm... (Score:5, Funny)
Re:Hmmmm... (Score:3, Interesting)
Re:Hmmmm... (Score:1)
Re:Hmmmm... (Score:3, Insightful)
Good marketing is done rarely because it is so difficult to determine what the market will want prior to the product being determined.
Re:Hmmmm... (Score:1)
Re:haha...ha? (Score:2)
I thought the game was boring as could be.
Makes me glad I was only playing on someone elses system. I would have been pissed if I had actually payed for it.
oh my god... (Score:1)
What about the game itself???
The way I see it, marketing has its place, but video games used to be works of art. This new "revenue-optimizing" approach has killed the artistic side of VG design. When the driving force behind the design of a game isn't entertainment, expression, or innovation what are you creating? A "product" with no direction other than its "target's" wallet.
The music industry is killing creativity in popular m
With respect . . . (Score:1)
Marketing is a necessary evil (Score:2)
Marketing can make sure that the people who would actually like the game manage to buy it. It cannot make a crappy game better, but it can make an average game profitable.
The problem, as I see it, is when the Marketing for a game forces the game to be released at an arbitrary date. The TV and Magazine spots must be purchased well in