The Other Side Of The Game Hype Issue


   A few months ago, I wrote a feature called Where's The Hype?.  This 
feature examines the advantages and disadvantages of hyping a game months 
before its release, with 3D Realms' Duke Nukem Forever serving as a case 
study.  In the end, I concluded that the disadvantages out-weigh the 
advantages in most cases.  Of course, there are two sides to every story, 
and who better to tell the other side of this story than a marketing 
executive at a major video game publisher?  What follows below is an 
interview I recently conducted with Infogrames' Tom Richardson.

Ivan Trembow: To start off, can you summarize why you believe that the 
advantages of hyping a game throughout its development cycle out-weigh the
disadvantages?

Tom Richardson:  Video games are generally not impulse purchases for gamers.  
This is primarily due to their cost and the investment of time to play a 
game.  Therefore, gamers are often very interested in receiving information 
about a game well in advance of its release date in order to form an 
opinion on it before it hits store shelves.  Sales figures substantiate 
this by showing that most games sell most of their copies in the first few 
months of release.  
   Building interest throughout the development cycle has a few key 
benefits.  Besides helping gamers form an opinion before the release date, 
it also gives retailers an understanding of what games are coming and what
they should plan on stocking.  It also generates feedback that can be 
incorporated in the continuing development of the game.  Plus, if there is 
a demo that will be released prior to the ship date, it promotes that.

Ivan: Is getting feedback from consumers based on pre-release information 
really a valid approach?  How qualified can any consumer possibly be to 
provide feedback on a game based on screen shots and press releases rather
than actual gameplay?

Tom: Feedback is useful, but you are correct that feedback from someone who 
has only seen a few screen shots is only marginally useful.  We take the 
feedback we get from the press, who have played early versions of the actual 
game, very seriously.  On many occasions, this feedback has gone back to 
the development teams and has been taken into consideration.  
   However, consumer feedback is very important to us as well.  We make use 
of formal processes, such as focus groups, that are designed specifically 
for end-users and involve gameplay.  For example, Looney Tunes Racing for 
the PlayStation has had two big events where end-users played in-
development versions and gave written feedback to the development team.

Ivan: Building interest with retailers is a nice side effect of hype for
many games, but does it really make a difference with highly-anticipated 
games like Duke Nukem Forever?  Do you think it's accurate to say that 
retailers will stock games like DNF and consumers will buy them regardless 
of how little they're hyped?

Tom: While the need to build anticipation for a marquee title is not 
necessarily as strong as it is for an unknown title, I don't think building 
anticipation is ever a mistake.  Consumers are constantly being offered up 
different forms of entertainment, whether it's video games, movies, or web 
sites, which creates an enormous amount of competition for mindshare.
Therefore, a very passive marketing strategy is risky.  Solid pre-ship 
anticipation could very possibly impact retailers' pre-orders for products.

Ivan: How valid is the argument that not hyping a game actually adds 
mystery and intrigue to a project?  Do you think there are a significant
number of consumers out there thinking to themselves, "I have no idea what 
3D Realms is doing with DNF, but I can't wait to find out"?

Tom: This entire discussion really comes down to the concept of hyping.  
Hyping a game implies creating an inflated sense of excitement or value, 
and I think this rarely is a wise strategy in this industry.  Gamers are a 
pretty savvy group of people who respond to quality and not hype.  Heavily-
hyped games that really aren't that good may sell well out of the gate, but 
the hype won't carry them very long.
   Now that I've defined hype, let me answer this question specifically.
Shrouding a project can be useful if it is highly anticipated, such as your
DNF example.  It's more of an art than a science to determine the 
difference between intrigue that grows anticipation and silence that 
ultimately causes people to lose interest.  The bottom line is that 
restricting pre-launch information only makes sense with a highly sought 
after title, but complete silence is most likely counter-productive.

Ivan: One of the biggest complaints about game hype is that it spoils many
moments in games that would otherwise be complete surprises.  Do you agree 
with the idea that games as a whole would be a lot more surprising if they 
weren't hyped as much?

Tom: This is highly dependent on the type of game.  If it's a game that 
involves an unfolding story, then pre-launch info should be metered out 
carefully.  one in the Dark: The New Nightmare is an unfolding story, so we 
have not dissected the game ahead of time.  Conversely, we have been wide 
open about Demolition Racer: No Exit because the fun is based completely on
the aspect of plowing into cars and causing damage.  Explaining all the 
cars, tracks, and music doesn't take away from the experience, it just 
makes the attributes more clear.  

Ivan: In the case of companies like 3D Realms, do you think it makes sense
to not show their games at E3 in any way, shape, or form, or should an
exception be made for the biggest video game show of the year?

Tom: The right E3 strategy for a game depends on its release schedule.  
While it is the biggest video game show of the year, the timing may not 
mesh well with the game's timeline.  Building anticipation too early can 
result in a stream of criticism from the press and gamers alike if they 
feel things are moving too slowly.  E3 is a great opportunity to showcase a 
game, but it also requires significant amounts of time and money.  
Developers and publishers typically weigh the pros and cons very carefully 
before committing one way or another.

Ivan: It seems like every year, "The Game of E3" is not an actual game, but
a teaser video of a game.  This was true in 1997 with Metal Gear Solid, 
1999 with Freelancer, and this year with Metal Gear Solid 2.  Is it 
tempting to release lots of teaser videos for upcoming games when they seem
to generate even more interest than playable demos?

Tom: Teaser videos can be a powerful cocktail of breathtaking visuals and 
early insight into a new title.  Like E3, they are theatrical in nature and 
can be, as you astutely pointed out, very influential in that venue.  We 
aren't tempted to release lots of them because it needs to be a 
simultaneous combination of the right title, the right time, and the right 
venue.  They also take resources to produce, so the decision to make one is 
pretty well thought out.

Ivan: In much the same way that giving away specific gameplay details can
spoil games, do you believe that teaser videos do as well?  For example, 
I was absolutely amazed by Resident Evil: Code Veronica's intro, but I 
would have been even more impressed if I hadn't already seen it before the 
game's release.

Tom: It's a lot like movie trailers.  If it gives away the entire plot, it 
may be interesting but it may significantly hurt your enjoyment of the 
full-length movie.  There is no scientific formula for how much to give
away, but there is one concept to keep in mind.  Gamers get a lot of their 
information through word-of-mouth.  Your particular experience may have 
been diminished by seeing something early, but when you share your 
impressions with your readers and your friends, it has a ripple effect that 
can build interest in general.

Ivan: Do you believe that hyping games de-values the work of developers
because it reveals their work to competitors?  Would the amount of 
re-hashes decrease if everyone played their cards a little closer to their 
chest?

Tom: Competitive issues are definitely a concern to developers and 
publishers.  I know I sound like a broken record or a skipping CD here, but 
everyone involved with a game has to reach a happy medium.  No publicity 
will result in no anticipation, no shelf space, and no sales. I doubt that 
tight secrecy would reduce re-hashes.  If you look at why companies do 
me-too products, it's not because they found out about the concept while it 
was in development and whipped something together.  They typically see a 
million-seller out on the market and then do their own version.

Ivan: What are your thoughts on 3D Realms' strategy of never announcing a
release date for Duke Nukem Forever?  Do you think it makes more sense to 
set a release date and build up the marketing towards it, or to not set a 
release date at all?

Tom: Generally, we set release dates for products and plan marketing 
accordingly.  There are times when that may not make sense, and this may be
the case for Duke Nukem Forever.  It all depends on many factors, so I 
can't comment on this case specifically.  In general, I think people 
outside of a project should be less quick to criticize the development 
process.  Perhaps people were slinging arrows at Tolstoy because he was 
spending too much time finishing some book called War and Peace...

Ivan: How much does it hurt a game if you publicly announce a release date 
and then the game gets delayed?

Tom: Well, look at Diablo 2.  Theoretically, the delays in that product 
hurt it, but it has gone down in history as the most successful launch of a 
PC game ever.  I don't think there are any tidy, absolute rules for 
anything we're discussing here.  The best any developer or publisher can do
is make a quality product, support it with appropriate "anticipation 
marketing," and avoid the "H" word.  It's best for the consumer and best 
for the company's bottom line.  

Send your thoughts on this interview to ivan@mastergamer.com

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