Buzzkill

Over on Gamasutra, Richard Garriott’s Tabula Rasa‘s Richard Garriott (see what I did there?) gave an interview that touches on what was done right and wrong in the marketing of the game:

“I actually think the biggest mistake was made not by the marketing department, but by the development team. We invited too many people into the beta when the game was still too broken.”

I’ve discussed the change in perception about what beta means before, and Garriott’s interview illustrates my points nicely. Clearly the marketing imperative to get the product name out in front of the public trumped the dev team’s imperative to make a fun game. A common tale, I fear.

Which leads us to another point to consider, just so you don’t think I’m repeating myself.

The number of non-paid testers who can objectively look at the early stages of a game and not judge it as compared to a finished product is very, very small. Some can, which is why those people are excellent to bring into a friends-and-family stage of beta. But such folks are vastly outnumbered by the majority of players who want to use beta as a chance to play a game for free.

The lesson here is that, outside of your paid testers and those few you know you can rely upon for objective feedback, you shouldn’t put any phase of your product out in front of players until you know it’s fun. Realize that your whole game is going to be judged by the smallest detail of what you put in front of the audience, and your beta NDA is only as strong as its weakest link.

I wasn’t in the World of Warcraft beta, but everything I’ve heard about it suggests that the game was already fun when it got into the hands of a decent audience and it only got more polished and fun from there. Compare that with Vanguard, which suffered from negative word of mouth during its beta and saw many of its major flaws go unaddressed by launch.

Good buzz is crucial to the commercial success of any art form, and games are no exception. Rare is the book, movie, television show, or video game that overcomes negative consumer buzz to become massively popular. While it’s not unusual for the audience at large to ignore the reviews of professional critics, most people put a lot more weight upon the opinions of their friends, family, and coworkers.

If the people around you say that a game sucks, and online influencers in the communities you frequent concur, you’re probably not going to buy it. All the interviews given by visionaries about how much better the product has gotten since launch will only do so much to change that fact.

Your whole wardrobe is going to be judged by the outfit you wear to your sweet sixteen party. A lesson for us all.

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