Marketing

Abstract

Problem: How should game developers approach marketing, given the tension between its necessity and its frequent failures?

Approach: Tim Cain reflects on his career-long love-hate relationship with marketing, sharing specific experiences from Fallout and The Outer Worlds.

Findings: Marketing is more essential than ever due to game market saturation, but campaigns frequently fail when marketers don't understand the game they're promoting. The best results come when marketing teams invest time to genuinely understand the product.

Key insight: Marketing isn't a necessary evil — it's simply necessary. Developers must actively participate to ensure their game is represented accurately.

Source: https://www.youtube.com/watch?v=LDSF7Ek4wec

The Case For Marketing

Tim opens by acknowledging that marketing is absolutely essential in today's game industry. The sheer volume of games — from AAA publishers to solo indie developers using Unity, Unreal, Godot, and GameSalad — makes discoverability incredibly difficult. A good marketing campaign connects the people who want to play your game with your game. Dismissing marketing is not an option.

The Outer Worlds: Marketing Done Right

Tim highlights the marketing campaign for The Outer Worlds as an example of excellent collaboration. Private Division (and parent company Take-Two) brought in a trailer production company called Buddha Jones. What made them great:

  • They watched full playthroughs of the game
  • They talked to multiple people on the development team
  • They took time to understand the game's humor — which required extra effort
  • The resulting trailers genuinely captured the essence of the game

The key factor was that the marketing people got the game.

Fallout: Marketing Done Wrong

Tim contrasts this with his experience on Fallout, where a marketing person insisted on rigid "rules" — such as "covers must have faces on them." Tim was told he couldn't use the power armor helmet and had to show a human face underneath. Meanwhile, he was literally looking at the box for Descent — Interplay's best-selling game of 1996 — which featured nothing but a blue ball on the cover.

The Problem With Marketing "Rules"

Coming from a hard science background (engineering, computer science), Tim sees marketing rules as neither hard nor soft science. They're made up, constantly changing, and reflect shifting consumer tastes. Marketers who treat them as immutable laws end up misrepresenting games — showing an RPG as an action game, or pitching a game as a thriller when it's not.

The Stereotyping Problem

Tim draws a pointed analogy between marketing and insurance. Both industries rely on demographic stereotyping. He shares a personal story: as a teenage boy getting car insurance, he was charged more despite being a straight-A student and safe driver, simply because "teenage boys drive badly." Insurance is legally allowed to discriminate by gender.

Marketing operates similarly — it buckets players into demographics and builds campaigns for those buckets. Tim often found himself outside the bucket for his own games. He's "not the typical 50-something white male" in terms of consumer interests.

Modern Marketing Is Improving

Tim acknowledges that modern targeted advertising is more sophisticated. Online tracking means ads are tailored to actual interests rather than broad demographics. He now sees ads for chocolate and video games instead of diapers and sports cars. He's even discovered games through ads.

Within the last five years, he's worked with significantly better marketing people than 20-30 years ago.

Developer Responsibility

Tim's varying levels of involvement in marketing ranged from deep collaboration to simply being shown a finished ad and asked to confirm screenshots were real and words were spelled correctly. His advice to developers:

  • You need marketing more than ever — the market is too saturated to rely on word of mouth alone
  • Make sure marketers understand your game — invest the time to educate them
  • Maintain some control over the campaign so what's being sold matches what you've built
  • Marketing isn't a necessary evil — it's just necessary. Do good with it.

References