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Marketing As Part of Game Development

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.'"

28 comments

  1. Umm... No. by vertinox · · Score: 1, Interesting

    Better marketing does not make a better game.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
    1. Re:Umm... No. by Anonymous Coward · · Score: 0

      It makes better sales, though, and the number of sales seems to be the only metric by which a company judges the quality of its games.

    2. Re:Umm... No. by SSpade · · Score: 4, 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.

    3. Re:Umm... No. by Lord_Dweomer · · Score: 3, Insightful
      " Better marketing does not make a better game."

      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.

      --
      Buy Steampunk Clothing Online!
    4. Re:Umm... No. by supabeast! · · Score: 1

      "...they are also responsible for conducting research to let the designers know what their target audience wants..."

      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 fighting genre that never existed until Capcom created Street Fighter II, or for the entire concept that turned into Katmari Damacy.

      All marketing can find out from consumers is what they want to see more of the same of. This is useful for companies like EA that just want to keep making the same game over-and-over with yearly visual tweaks, or for letting Eidos know that nobody wants to see Lara Croft in another game, but market surveys are all but worthless when it comes to bringing new ideas to market.

    5. Re:Umm... No. by Leroy_Brown242 · · Score: 1

      It sure can help.

      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.

    6. Re:Umm... No. by Trister+Keane · · Score: 2, Insightful

      Because we all know that a "better game" and "a game that people will buy" are the same thing. It's well known that "Deer Hunter" is one of the best games ever made.

    7. Re:Umm... No. by vertinox · · Score: 1

      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.

      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.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    8. Re:Umm... No. by Lord_Dweomer · · Score: 1
      "All marketing can find out from consumers is what they want to see more of the same of."

      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.

      --
      Buy Steampunk Clothing Online!
  2. A step away from art by Irish_Samurai · · Score: 0

    I cannot argue with this mentality from a business perspective, but there will be reprocussions. You cannot expect to be taken seriously as an artform if your precursor all design decisions with "In regard to the target market."

    1. Re:A step away from art by Errandboy+of+Doom · · Score: 1

      Yeah, it might be fair to focus on target market when designing a purely functional product, but when designing a piece of entertainment, the factors you must weigh are completely different.

      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
      Civilization
      Myst
      Gran Turismo

      Many of these games had no prior target market to rely upon, because they were fairly novel, at least for their chosen medium.

    2. Re:A step away from art by Slow+Smurf · · Score: 3, Insightful

      You're fooling yourself however if you don't think they knew, or at least think they knew, what their target market was and aimed for that at every step. It doesn't mean "rip off competitors" or "rip off previous ideas" it means figure out who you expect to play your game(boys, girls, small kids or adults, etc) and cater to THEM. For example, you wouldn't make an adults only Mickey Mouse game. I mean, that's an extreme examble, but everyone knows that would be a bad plan...

      *note I'm aware mario bros, pac man, and tetris might have had no thought to such things given.

    3. Re:A step away from art by servognome · · Score: 1

      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.

      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, just not on computers)
      Doom - FPS Wolfenstein 3D (market existed)
      Civilization - God/strategy Game (market existed)
      Myst - Point + Click adventure ala *-quest (market existed for a long time)
      Gran Turismo - Racing car game (market existed for a long time)

      The key to the success of these games was not that they brought something completely new to the table, but they added great new ideas, characters, and/or implementations. These titles excited the already existing market, and extended the appeal, but they did not necessarily create completely new markets.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    4. Re:A step away from art by Errandboy+of+Doom · · Score: 1

      Good response.

      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 Gran Turismo.
      Gran Turismo was novel not because it was a racing game, but because of it's meticulous emphasis on real cars and physics. It may not have been a ludicrous and unheard of idea, but it was a novel enough departure from the existing market that the idea was repeatedly passed on by game producers until Yamauchi built up enough credibility in the company that he couldn't be refused. The producers represented the "target market" philosophy, and Yamauchi represented designing something interesting for the sake of itself, to follow his inspiration. Yamauchi was right, the producers were wrong.

      Now, I'll concede that completely disregarding what games work and which don't is a bad idea. If no one wants another tennis game, then don't make another tennis game without bringing something new to the table. But if you're checking your inspiration at the door because you don't have 100% surety that a market will support your product, you should stop trying to create things, and just go be an actuary.

    5. Re:A step away from art by servognome · · Score: 1

      Gran Turismo was novel not because it was a racing game, but because of it's meticulous emphasis on real cars and physics. It may not have been a ludicrous and unheard of idea, but it was a novel enough departure from the existing market that the idea was repeatedly passed on by game producers until Yamauchi built up enough credibility in the company that he couldn't be refused

      Actually that is probably the least novel of ideas. The licensed car market existed with "Test Drive", long before Grand Turismo. The fact that management passed on GT, was most likely because racing car games were saturated (it would be difficult to differentiate a product to make it sucessful). Ultimately when it was published it was successful not because of new ideas, but that it executed existing ideas so well it set itself apart from the competition.

      You can create great games without inspirational ideas, by simply polishing an existing genre. Doom polished Wolfenstein 3D, C&C/Warcraft polished Dune 2, GT polished racing car sims (and not by providing 100% realism).

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  3. I like how... by Errandboy+of+Doom · · Score: 1

    I like how the article makes a point of distinguishing between well-reviewed games that make money and well-reviewed games that lose money.

    It's pretty comprehensive. Because as we all know, no game ever gets anything less than a 7/10 from critics.

    Except for Daikatana.

  4. Hmmmm... by Sugar+Moose · · Score: 4, Funny

    An article about how the engineers should listen to the marketing department more. This one's going to go over GREAT on slashdot.

    1. Re:Hmmmm... by Lord_Dweomer · · Score: 2, Interesting
      Unfortunately, its the truth. As is the reverse. What happens typically is that both sides ignore the other because they think they always know best, and what happens is an utter lack of communication that results in promises to customers that can't be kept, thus, a disappointing product.

      --
      Buy Steampunk Clothing Online!
    2. Re:Hmmmm... by Seumas · · Score: 1

      Here's the thing - marketing is not R&D. Marketing markets stuff that R&D and programmers make. I make something and you sell it. If you oversell it or tell complete lies (I see this ALL the time) then that's your problem. If you sell a v6 sports car as a v8 muscle car to a customer - it's not MY fault you either didn't know what you were talking about or bullshitted the customer. And if you knew what made a good (fill in the blank product) then YOU would be making or designing it rather than marketing it.

      I don't tell marketing how to promote anything. They can stuff it and not tell me how to MAKE anything.

      (Note: I don't make or promote anything.)

    3. Re:Hmmmm... by helfire57 · · Score: 3, Insightful

      Sorry, but this is a common error: you are confusing Advertising and Marketing. Marketing is full life cycle and includes advertising the finished product to the potential end users. In this case, Marketing also contains focus groups (of all sorts), research into the desired market segment, AND brainstorming what should be developed.

      Good marketing is done rarely because it is so difficult to determine what the market will want prior to the product being determined.

    4. Re:Hmmmm... by marco.antonio.costa · · Score: 1

      If Im a game developer in a brainstorming session and the guy in marketing opens his mouth with some great idea about "adding FPS dynamism and blablabla" to my carefully thought out, beautifully balanced CRPG Guild Wars ripoff Id be charged for murder in a few days.

      --
      Send your spendthrift head of state this
  5. Uh, duh? by NotoriousGOD · · Score: 0, Troll

    Wow. The game should target the people it's made for. Fucking genious.

    --
    Where all think alike, no one thinks very much.
  6. haha...ha? by Brantano · · Score: 0

    Of course a game can be good only on marketing alone. I mean take a look at halo! ~dives and takes cover~ ^_^

    1. Re:haha...ha? by Leroy_Brown242 · · Score: 1

      I'm with you, man.

      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. :)

  7. oh my god... by Bozzio · · Score: 1

    This talks about video game design as if it was just a means of making money.

    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 music, the movie industry is killing innovation in movies, and now the VG industry is removing the art in VG design.

    If it wasn't for the underground/independent scene in video games now, I wouldn't bother playing new titles.

    --
    I just pooped your party.
  8. With respect . . . by Trister+Keane · · Score: 1

    "we argue that every element of commercial game design should be prefaced with the phrase 'With Respect to the Target Market.'" YES! This is exactly how great art has always been made.

  9. Marketing is a necessary evil by LordZardoz · · Score: 1

    Marketing is a very strange beast to deal with as far as game development go. In many cases, the budget to market the game is much greater then the budget to develop the game.

    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 advance, and the hype machine needs time to spin up. Games ship with bugs because the marketing requires that the game launch on time. Once the marketing campaign starts, in many cases, the game must ship. Especially if the marketing is more expensive then the development of the game.

    In a perfect world, the game would be finished, or at least finished enough that its a very stable late beta. But that basically only happens for companies that can get away with saying the game will ship 'when its done'.

    The only company I have known to delay a game after the advertising geared up was Nintendo, and that was for Twilight Princess. In every other case, the publisher will either ship and patch, or they will go into "game design with an axe" mode, and just ship a piece of crap that satisfies the "Technical Requirement Checklist" or Lot check tests.

    And if a game is low profile enough that it does not warrant a big marketing campaign, they may just axe the title if they dont think they can turn enough of a profit to justifiy marketing the game.

    Marketing is important, but not so important that it should dictate the development schedule.

    END COMMUNICATION

  10. Ridiculous with exceptions by Anonymous Coward · · Score: 0

    There is a big problem here. Yes, if you market something no one wants, they won't buy it. But marketing to what you THINK people want is just as costly and stagnates innovation.

    No marketing department decided that people WANTED to roll shit up (Katamari Damacy). No, you have to experiment, refine, make things FUN, and THEN let Marketing figure out how to sell it.

    Develope only what the loudest idiots say they want and you'll end up with a Homer Simspsons-mobile. Lots of focus-group BS that just don't work together in the end.