Too much fuss about games does not help the game or the game maker

Unfortunately, the need to create hype and excitement around games has now become vital in the gaming industry. An intermittent trickle of information about the game and promised features has become a vital part of the video game hype cycle, and with that comes unnecessary pitfalls and risks that can cripple a game before it's even released. Often times, the success of a game is not determined by its quality, but by the lack of excessive advertising around it. The right decisions in the important game of player expectations can effectively be the difference between a good game that is considered a great work, or a great game that bears the label of all-out failure.

BingMag.com Too much fuss about games does not help the game or the game maker

Unfortunately, the need to create hype and excitement around games has now become vital in the gaming industry. An intermittent trickle of information about the game and promised features has become a vital part of the video game hype cycle, and with that comes unnecessary pitfalls and risks that can cripple a game before it's even released. Often times, the success of a game is not determined by its quality, but by the lack of excessive advertising around it. The right decisions in the important game of player expectations can effectively be the difference between a good game that is considered a great work, or a great game that bears the label of all-out failure.

With the increasing development of social networks at the level The potential society of receiving positive feedback and being accepted has become a temptation for humans. Apps and social networks have tapped into our natural drive to be validated by our peers and built algorithms that perpetuate positive and negative feedback loops. As a result, the pressure that the average social media user feels to get views and likes on their posts is undeniable.

Similar to the mainstream media that use extreme and exaggerated headlines for new stories rather than traffic and views. and increase the conversation on their news. People also unconsciously turn to extreme "opinions against the public" in order to be approved and accepted by their peers. So there is an unconscious feeling here to say that what we have consumed is the best or the worst kind of what we have consumed. These exaggerated opinions drive engagement, which naturally leads to approval and acceptance by one's peers.

Hype culture is bad for the gaming industry

BingMag.com Too much fuss about games does not help the game or the game maker also adopt this belief. In an effort to advance the conversation around their games, publishers make empty promises, leading players to believe that any AAA budget game will be the best game they'll ever play.

Something. What publishers should do instead of overhyping their games is to control expectations. Going against what seems normal and normal is obviously difficult, but in the context of advertising a game, this strategy is often the best solution for the final product. Publishers must introduce their products with complete confidence, while avoiding raising expectations and Beware of empty promises. What's really dizzying is how much the gaming industry has grown and developed without realizing this, while the strategy of controlling expectations among policymakers is known and has paid off.

Examples of games that This trap was caught a lot. The clearest example in recent years is CD Project Red's Cyberpunk 2077 game. The game was announced at the time of PlayStation 4 and Xbox One consoles, but it was released only when these consoles were no longer considered current generation. Cyberpunk was hyped to Mars. Over the course of the game's seven-and-a-half-year release, CD Projekt RED has drip-fed new information about Cyberpunk to keep the game's name alive in the memory of gamers and the video game media.

More And the increasing hype around cyberpunk CD Project Red not only did not control the expectations, but also rode this wave and made bold claims about it, such as "We make every car and motorcycle with special attention to details on the mold, body and even the design inside them. We have created You can expect each to not only look unique, but also offer a unique driving experience. The quote was part of the Official Vehicles trailer that was released on October 15, 2020, just ahead of the game's November 19, 2020 launch. Cyberpunk was once again delayed before its release, and during this time CD Projekt Red continued to hype the game.

BingMag.com Too much fuss about games does not help the game or the game maker

With the release of Cyberpunk, the game was full of implementation problems that made the game largely unplayable on Xbox One and PlayStation 4, even when these two consoles were announced as the main game platforms. Now, after the release of the game, the developers' plan to fix the bugs and port the game to the new (current) generation of consoles has been delayed to this year. Cyberpunk is a reminder of the complete destruction of a video game due to the hype that the studio created around it.

Another example that comes to mind, but not as strongly as cyberpunk, is all of Peter Molino's games, especially Fable 3. Before the launch of Fibula 3, Molino promised gameplay capabilities such as an evolving world with the potential to plant a An oak that turns into a tree during the game. Despite his reputation for making false promises, Molino never managed to destroy any game as much as CDPR did with Cyberpunk. Plague: Innocence, Hitman 2016 and Control. The games that were able to properly manage expectations, whether due to franchise fatigue (Far Cry 5) or simply due to lack of budget (Control), these games were not in the center of attention of consumers and managed to attract attention thanks to their decent quality. In the handful of exceptions where the games weren't quite as hyped, the player experience has been a pleasant surprise. Far Cry 5 was promoted as if it would be a radical improvement over previous games in the franchise, but audiences were never promised that this new Montana adventure title would be a life-changing experience.

Hype video games

BingMag.com Too much fuss about games does not help the game or the game maker

Possible consequences of advertising strategy More compact and modest is not only better for each game, but it will also have a positive effect on the gaming industry as a whole. Although with too much atmosphere around the game, that product can be completely paralyzed, on the other hand, not marketing it well may cause the game not to sell and it becomes impossible for publishers to return their investment.

In other words, if a game To advertise in two different ways, its success and failure depends on the advertising strategy used in each method. If cyberpunk hadn't been promoted as if it were a resurgence of role-playing games, and instead presented as a modest attempt by the creators to create a role-playing game in a new environment and world, it wouldn't have been so criticized. On the other hand, if Far Cry 5 had been advertised as if it would revolutionize open world games, players and audiences would have been called much more than the game experience. Advertising is a tricky practice balancing between letting players know a game exists and not overhyping it. The effect of social networks on the advertising cycle of video games is also undeniable. Satisfying some Twitter and Facebook users is virtually impossible.

Although this is harder said than done, a simple solution for publishers is to stop the hype cycle by refraining from exaggerating their products. . If publishers are a little humble in their advertising and promote games with more emphasis on fulfilling expectations, audiences will often be satisfied with the product they get instead of being called out by it.

Source: Goombastomp

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