Showing posts with label marketing. Show all posts
Showing posts with label marketing. Show all posts

Thursday, January 21, 2016

Where's Rey? Dark Side of Marketing Forces Heroine Out

Left: Screenshot of Rey from Star Wars the Force Awakens. Right, a letter from 8 year old Annie Rose that reads "Dear Hasbro, How could you leave out Rey!? She belongs in Star Wars Monopoly and all the other Star Wars games! Without her, THERE IS NO FORCE AWAKENS! It awakens in her. And without her, the bad guys would have won! Besides, boys and gorls need to see women ca be as strong as men. Boys or girls, who cares? We are equal, all of us!" letter courtesy of Carrie M Goldman.
Star Wars: The Force Awakes looks to shatter box office records. It's brought in an estimated 1.5 billion dollars in box office sales so far. Rey is the heroine of the story, which is why it's been downright weird to see her missing from so much of the official merchandise Hasbro has been releasing. For example, on Hasbro's Star Wars Monopoly set, there were two characters from the main Star Wars series as game peices: Luke Skywalker and Darth Vader. There were two characters from The Force Awakens: Kylo Ren and Finn. So, representing the classic and modern Star Wars? All men.

The “Battle Action Millennium Falcon” playset tie-in to The Force Awakens has Finn, Chewbacca, and BB-8-- but not Rey even though in the film she is the actual ship's pilot! And while Hasbro released a statement apologizing for leaving her out of the board game release and promising to include her in future releases, most official merchandise for Rey is still exceedingly difficult to find, and what does exist is rather thin on the ground. This has lead to the hashtag #wheresrey as fans and parents have taken to social media to talk about this representation.

According to an insider source with Lucasfilm marketing, Rey's lack of visibility in merchandise was not just some sort of accidental oversight. In an article on pop-culture blog Sweatpants and Coffee, this marketing insider said this was done deliberately:
In January 2015, a number of toy and merchandise vendors descended on Lucasfilm’s Letterman Center in San Francisco. In a series of confidential meetings, the vendors presented their product ideas to tie in with the highly-anticipated new Star Wars film. Representatives presented, pitched, discussed, and agreed upon prototype products. The seeds of the controversies Lucasfilm is facing regarding the marketing and merchandising of The Force Awakens were sown in those meetings, according to the industry insider.
The insider, who was at those meetings, described how initial versions of many of the products presented to Lucasfilm featured Rey prominently. At first, discussions were positive, but as the meetings wore on, one or more individuals raised concerns about the presence of female characters in the Star Wars products. Eventually, the product vendors were specifically directed to exclude the Rey character from all Star Wars-related merchandise, said the insider.
“We know what sells,” the industry insider was told. “No boy wants to be given a product with a female character on it.”
It sounds like a bit of a self-fulfilling, doesn't it? Marketing decision-makers say female characters don't sell, so they exclude them from merchandise. They then use this as evidence that female characters don't sell, and use it to justify excluding them from merchandise in the future. Not only did marketing execs seem to be caught completely by surprise, but according to the article, they seem stymied by the fact that real life wasn't adhering to the narrative they'd created:
“I’ve spoken with Disney people, and they were completely blindsided by the reaction to the new Star Wars characters,” Marcotte went on to say. “They put a huge investment into marketing and merchandizing the Kylo Ren character. They presumed he would be the big breakout role from the film. They were completely surprised when it was Rey everyone identified with and wanted to see more of. Now they’re stuck with vast amounts of Kylo Ren product that is not moving, and a tidal wave of complaints about a lack of Rey items.”
How about your thoughts, readers? Is this sort of aggressively gendered marketing something that's going to fall by the wayside, or will marketers dig in their heels even more?

Wednesday, August 26, 2015

What You Know About The Death of Point & Click Games Is Wrong

The popular narrative about the history of point and click adventure games goes a little something like this: they were invented in the mid-80s with the rise of VGA graphics and mouse-based navigation and GUIs. Seirra On-Line pioneered the genre. LucasArts was responsible for the genre's golden age, starting with Maniac Mansion and ending with the released of Grim Fandango. then the genre lay dormant for a decade and a half until Telltale games single-handedly revived and rescued the genre,bringing it back from the dead and introducing a new generation to the joys of point and click, puzzle solving and managing inventory systems.

The problem with that notion? It's completely wrong. It ignores reality? Why? Penguin King Games' David J Prokopetz points out that some of it is tied to sexism in the video game press:
The fact of the matter is that point-and-click adventure games never died.
The chronology just doesn’t add up. To pose a few obvious examples:

  • The Nancy Drew series, a point-and-click adventure franchise as old-school as they come, put out over a dozen titles during the early 00s. 
  • Funcom’s Dreamfall: The Longest Journey was enormously successful, both critically and commercially, during a period when the gaming press would have us believe the genre was almost wholly moribund. 
  • Likewise, the Dream Chronicles series managed three sequels during a period when point-and-click adventure games allegedly weren’t a thing... 
When FPSes began to dominate the young male gaming audience in the mid 90s, point-and-click adventure games saw the writing on the wall, and shifted their target audience en masse to young girls. And it worked fantastically - but as far as the gaming press was concerned, that was high treason.

Wednesday, July 23, 2014

Game Developers, Armchair Designers and Game Critiques

Image courtesy The Muppet Holding Company
If you haven't added the insightful blog "Ask A Game Developer" to you bookmarks, feed list or blogroll, you really should. The blog is run by an unnamed game developer who both answers reader questions about game development, and occasionally write essays on different aspects of being a game dev. One of the more interesting discussion threads that emerged was the role that game reviews and YouTube reviews played in game development. As it turns out? Not very much.
"As a whole, however, the developers don’t really pay attention to that sort of thing. We’re too busy working on the game itself to really pay too much attention to the gaming media outside of cursory attention just to keep abreast of current events in the industry. A handful of people might enjoy watching the youtubers or other video makers (I think Zero Punctuation is fairly popular at my office) who post let’s-plays or reviews or opinions on games, but that’s more of the exception than the norm."
Well then, according to this game developer, who does care? The marketing team.
"...they absolutely care about the gaming media, youtubers, and anyone else who creates content related to the (possible) promotion of games. In these situations, however, what they care about is the metrics. How many of the readers/viewers are in the target demographic? What is the general attitude toward the developer and publisher by the audience? And, most importantly, if we spend part of our marketing budget to hire this person/group/etc. to promote our product, what sort of returns will we get? "
The blog author delves further into this when they discuss what they call "armchair designers" in the post "Getting Up From The Armchair":
"So here’s the thing about armchair designers. They tend to lack the context to make choices like how much time, effort, and/or money it will cost to get something done. After all, they’ve never had to deal with a budget or a production schedule or requirements before, so they aren’t necessarily aware they exist or how they work. They don’t know how long a cinematic scene will take to create, because they never had to wait for the motion capture and audio recording, or set up the positioning and timing, or make sure they stayed within the word budget, or had to create it without using any additional resources because the animation department was tasked up the wazoo already. Because the armchair designer lacks this crucial context, he lacks the necessary skills to determine whether something is easy or hard to do."
What do you think? I'm torn. I do believe that baseless, uninformed critique doesn't help anyone-- it's just posturing and pontificating on the critic's part and useless noise. However, just because someone doesn't have a background in game development doesn't mean that critiques that come from someone without a game development background are useless. Games, after all, are meant to be played. And some game studios have tried to deflect legitimate criticism with bogus technical explanations (google "assassin's creed" and "women are too hard to animate" for example), and making a game dev background a requirement for decent critique is a bit of unnecessary gate-keeping to excludes those that have already been marginalized in gaming spaces. In fact, setting it up as a dichotomy is a false choice, in my view. People can create AND critique, and many would argue that criticism is an important part of the artistic process in and of itself. While I think there's an effective way and an ineffective way to critique, I also think that creation doesn't exist in a vacuum and artists and creators will never learn, develop, or improve from an echo chamber.

What say you, readers?

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