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GameSlice Daily Editorial
Behind the Scenes of the Game Industry

Editorial For: Thursday June 11th

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Game Boxes: What Works; What Doesn't.

One of my pet peeves with the interactive industry has always been the lack of a clue many companies seem to posses when working on their advertising campaigns for games. You don’t have to spend long flipping through a PC game magazine before you find a truly terrible advertisement. However, the game box is another vital piece of the puzzle that publishers need to consider when putting together a product. Far too often even the box design leaves a lot to be desired.

Take, for example, the box for Acclaim’s Forsaken. Sure, it has a cute girl on the cover, but the problem with this box is that the girl has absolutely nothing to do with the game. If she was somehow involved in the game then the imagery would make sense, but the way it stands now, she’s simply a red herring – It’s just as obscure as putting a picture of a penguin on the cover of a baseball game. Although the image is certainly eye catching, what it suggests to me is that the company didn’t think the images from the game would be able to move product. I still remember the first ads for BattleCruiser 3000AD from a few years back that featured a girl in a nightgown holding a game box. Ploys like these clearly don’t do much for game sales because they have nothing to do with the product. Imagine someone’s disappointment in seeing this beautiful girl on the cover of a box and then buying the game…and finding that she isn’t even featured ONCE in the game. Deception will not get you very far. Sex sells but deception doesn’t. Bottom line: Images on game boxes need to be focused (one key piece of art is vital) but they also must somehow relate to the game experience.

I’m also always amazed at the amount of technical garbage that is on game boxes today. I remember reading the back of the Blade Runner box from Westwood last year and they used the words "volumetric and attenuated lighting" as bullet points to sell the game. Do you think the average consumer knows what these terms mean? Far too often game publishers try to sell their products like they are a new toaster oven or a garden hose, talking about the technical features. When was the last time you read the back of a video box at Blockbuster and the text said, "The movie was filmed on Kodak Film and features breathtaking computer-generated visual effects created on SGI Onyx 2 Machines." You never see this because movies are sold on the idea of stories and the imagery is supposed to speak for itself. Unfortunately, far too many game publishers want to list off the technical features of a game – On the Forsaken box the big quote form Computer Gaming World is "Forsaken is the best Direct3D game I’ve ever seen." To the average consumer, the word Direct3D scares them. Do they know or care what Direct3D is? No they don’t. They just want an immersive game experience. Unfortunately, most game publishers don’t understand this. All the box copy should talk about the technology as it relates to improving gameplay.

Finally, companies still seem to struggle at classifying their products – Although I think there is a lot of genre busting going on (games that can’t be pigeonholed into one genre), companies seem to be unable to sum up their game in a sentence or two. Today, few games have taglines or short two sentence descriptions that really summarize what the game brings to the market. This needs to happen. With a short tagline, a consumer can easily understand what a product is about. The back of the box should provide more detail, but the front should state the game title and have a short teaser blurb of a few lines that draws the player into the box.

The easy way to draw someone in is to put a sexy girl on the cover, but it will only lead to disappointment. Easy sells tend to be short-term cash cows, not long-term strategic advantages.

I'll be back tomorrow with another editorial! If you have a suggestion for a future topic, please drop me a line!

Geoff Keighley
Editor-in-Chief
GameSlice

Feedback on this editorial or a suggestion for a future topic?  E-mail: feedback@gameslice.com

 

 


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