I've been in the back of a few board rooms - both real and virtual - and I've learned that advertising is exploitative and sociopathic (duh).
Here are some examples, mostly from gamedev.
The average phone/browser has a unique ad id which tracks users between sites (like insta/youtube) and apps.
They use this to work out whether their ad campaign was successful (i.e. did customer 1 see our ad and then download the app?).
They also use analytics provided by google to know audience interests. i.e. their market may be in the venn diagram of mountaineering and tamagotchi. Weirdly the game theme rarely matches to interests.
They may also use browser profiling (i.e. what plugins you do/don't have, what settings are on, etc to identify an individual), and I've spoken with people who actively lament privacy implementations because they hamper their hokey business model.
Most games are made based on the success of what came before.
This seems like an obvious one, but most companies aren't innovating new designs. They just see what has sold previously and make more of that. Remember Minecraft and the open world crafters that came afterwards? Remember "souls-like" games?
In a recent meeting my game was decided to be "too new and weird" and instead they showed me their flagship game about a kid and his dog with awful art made using a game template and declared it the best of that genre.
Original research and development is reserved for actual indie developers so they can take all the risk. Then the companies swoop down with a bigger ad budget and take the ideas wholesale.
Game marketers aim to be "just one of you".
Well, not one of you. A bottle of turps, a learning disorder and religious parents is all they'd need for emulating the standard Agoran.
No, this particular advice is for advertising on rebbit and Twitter etc where they encourage indie devs to talk about """their experience""" making a game and carefully hand pick the most flashy screenshots and video. All of it is fake, from the persona of the struggling artist to the carefully crafted title and the people who come in later asking for a link to the game. They'll gather a few upvotes from their employees when the post launches to make sure it starts off well.
When the quarterly profits need to look good they fire a few people.
I was told by a director that if a game wasn't going to increase its profit that year they were considering firing the team so they could retain profits for themselves and their stakeholders instead of putting it into the developers. This is mostly because they've got investor cash and the investors must be appeased. Essentially investors make an investment (duh) and want to see a return (increase) on that investment.
Attention retention is the name of the game.
A metric for success in games is how long the game is running on the target machine. As you can imagine this can lead to all kinds of fuckabouts including bigger assets to make the game take longer to load, making gameplay purposefully addictive or the odds of winning much lower.
Weirdly enough this is also a metric for success in dating apps - the longer they can leave customers dangling at the end of the hook the longer they'll be on the app, thus the more premiums they pay as they get more desperate for success.
Summary
This is the end of my little shot of misery. Things haven't been going great for me in game dev this month and it's made me incredibly bitter, so if you want to check out and wishlist my game on Steam you can find a link here.
Of course not, you idiot. This is exactly what I warned you about. Just. One. Of. You.
Here are some examples, mostly from gamedev.
The average phone/browser has a unique ad id which tracks users between sites (like insta/youtube) and apps.
They use this to work out whether their ad campaign was successful (i.e. did customer 1 see our ad and then download the app?).
They also use analytics provided by google to know audience interests. i.e. their market may be in the venn diagram of mountaineering and tamagotchi. Weirdly the game theme rarely matches to interests.
They may also use browser profiling (i.e. what plugins you do/don't have, what settings are on, etc to identify an individual), and I've spoken with people who actively lament privacy implementations because they hamper their hokey business model.
Most games are made based on the success of what came before.
This seems like an obvious one, but most companies aren't innovating new designs. They just see what has sold previously and make more of that. Remember Minecraft and the open world crafters that came afterwards? Remember "souls-like" games?
In a recent meeting my game was decided to be "too new and weird" and instead they showed me their flagship game about a kid and his dog with awful art made using a game template and declared it the best of that genre.
Original research and development is reserved for actual indie developers so they can take all the risk. Then the companies swoop down with a bigger ad budget and take the ideas wholesale.
Game marketers aim to be "just one of you".
Well, not one of you. A bottle of turps, a learning disorder and religious parents is all they'd need for emulating the standard Agoran.
No, this particular advice is for advertising on rebbit and Twitter etc where they encourage indie devs to talk about """their experience""" making a game and carefully hand pick the most flashy screenshots and video. All of it is fake, from the persona of the struggling artist to the carefully crafted title and the people who come in later asking for a link to the game. They'll gather a few upvotes from their employees when the post launches to make sure it starts off well.
When the quarterly profits need to look good they fire a few people.
I was told by a director that if a game wasn't going to increase its profit that year they were considering firing the team so they could retain profits for themselves and their stakeholders instead of putting it into the developers. This is mostly because they've got investor cash and the investors must be appeased. Essentially investors make an investment (duh) and want to see a return (increase) on that investment.
Attention retention is the name of the game.
A metric for success in games is how long the game is running on the target machine. As you can imagine this can lead to all kinds of fuckabouts including bigger assets to make the game take longer to load, making gameplay purposefully addictive or the odds of winning much lower.
Weirdly enough this is also a metric for success in dating apps - the longer they can leave customers dangling at the end of the hook the longer they'll be on the app, thus the more premiums they pay as they get more desperate for success.
Summary
This is the end of my little shot of misery. Things haven't been going great for me in game dev this month and it's made me incredibly bitter, so if you want to check out and wishlist my game on Steam you can find a link here.
Of course not, you idiot. This is exactly what I warned you about. Just. One. Of. You.
Virtual Cafe Awards