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Marek Bronstring’s game blog

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Okay, so the whole debate about episodic games has been done to death. Don’t worry, I won’t start blabbing about the reduced risk for developers or that whole value-for-money issue. Almost everything about those topics has already been said. I want to talk about something else. You see, while most people see episodic gaming as a new production model, I think its most important advantage is actually being somewhat overlooked. Sam & Max shows, most of all, how episodic games function as a marketing model.

Sam & Max are on a monthly release schedule, meaning there’s a Sam & Max news cycle every two weeks — alternating between reviews of the current episode and previews of the next one. That means blogs have something new to write about every two weeks. That means players are reminded of Sam & Max every two weeks. Like an inverse pyramid, coverage for later episodes promotes the earlier episodes, in theory lifting the season as a whole.

If that doesn’t break with the traditional hit-driven nature of the video game industry, I don’t know what does.

Having said that, Telltale’s approach is also vaguely reminiscent of what another company already did years ago. As much as Telltale is seen as a continuation of the LucasArts adventure game tradition, I actually prefer to liken them to (gasp) good old Sierra. I know I’m making a pretty far-flung connection here, but I think their focus on episodic games is actually sort of a miniature version of Sierra’s sequel strategy (King’s Quest, Space Quest, Leisure Suit Larry, Quest for Glory, etc.). Telltale isn’t building the perfectly polished, completely original and at times visionary adventure games that LucasArts made. They are setting up multiple pillars (Sam & Max, Bone, CSI, and hopefully more) each with multiple installments. Not polished to extreme perfection, just solid product. It’s about brand building and getting gamers to come back for more. I think that approach fits really well with Sam & Max, which is a pretty weird and niche intellectual property (but one that lends itself to an episodic structure very well).

There are always games with such a broad appeal that, given the right marketing campaign leading up to the Big Launch, they can immediately sell millions. But not all games are like Gears of War or The Sims (thankfully!). Some games need time to gather buzz. Sadly, most games don’t get that chance. If a game doesn’t immediately sell, it’s pulled from the shelves. Telltale circumvents this through digital distribution. On top of that, since Sam & Max has six little releases spread over half a year instead of one big launch, the series is allowed to gradually reach boiling temperature.

I’m reminded of what Monkey Island creator Ron Gilbert said in 2005 in an interview with Idle Thumbs about the critically acclaimed but financially lackluster Beyond Good & Evil:

I think the problem with those games is, publishers put out a new game and then when it fails, they turn around 180 degrees and run away from it. What they need to do, what Ubisoft needs to do, is do Beyond Good and Evil 2. They should immediately turn around and do that again, because that game got very good reviews, it certainly has—I don’t know if I’d call it a cult following—a group of people who really like that. There’s something about that game that appealed to people. They should hit it again.

In the same interview he also mentioned his past company Humongous Entertainment, which created the long-running series of Freddi Fish and Pajama Sam games. “It really wasn’t until we’d put about three or four of those things that it started to catch, and when it did, it caught really really big.”

I guess what I’m suggesting here is that episodic is theoretically the same as doing lots of sequels, except it’s all compressed in a very short timeframe making it a lot more feasible for a small independent developer to pull off.

Now, I actually have no idea what Sam & Max’s sales numbers are, but it is apparently selling well, and I’d be surprised if each new episode didn’t also see a small boost in full season purchases. Of course, the flip side of the increased exposure gained from a monthly release schedule is the risk of overexposure. You want people to anticipate the next game and not get burned out. I think Sam & Max will probably hit a ceiling when episode six comes out. Fortunately, if there is ever a second season, there will probably be a long gap between the two that would get people warmed up again.

While I do believe that episodic brings some new creative possibilities, such as character arcs, running jokes and call-backs to previous episodes (here’s some further reading I found in the comments yesterday) I think that what I just tried to describe is the real lesson to learn from episodic gaming.

TO BE CONTINUED.

4 Responses to “Episodic gaming as marketing model”

  1. I think disjointed and haphazard marketing if one of the biggest deficiencies in adventure games. That and the vague release dates of games. It gets released in a couple of countries before a publisher is nailed down for other locations. You know exactly when Sam & Max is going to be released. Telltale has gone a long way in dispelling the distrust that gamers have in episodic release dates.

    Melanie

  2. That’s a good general point you’ve made there. Vague release dates for different territories have been a big issue for the genre. Also I think there’s often a much too long gap between the announcement and release of many adventures, with PR getting really drawn out. Maybe that’s because unsigned adventure games usually get announced extremely early in the hopes of attracting a publisher. In contrast I think the first episode of Sam & Max appeared within a very reasonable time from the moment Telltale started publicizing the series.

    Marek

  3. I think that, in some way, the fact that Sam & Max episodes are not far apart and use an ‘incremental’ basis [i.e. location for episode n-1 is seen in episode n] is double edged swords. It’s great for all that you mentionned but the gamers might be lead to think that the studio is able to correct stuff in episode n+1 when issues are brought to their attention on episode n.
    From what I understand, Telltale said that when criticisms reach them, the next episode is wrapping up and the next after that is in full production, so they can only rectify stuff in episode n+3. I’m not sure this delay can be understood by most gamers or critics.
    While, in S&M case, it’s not a problem for they had pretty much everything done well from the beginning, it might hurt them on more risky stuff in upcoming episodes.

    Vimes

  4. Everything about Sam & Max was formally announced at E3 in May, then five months later on October 15 the first episode hit GameTap.

    Telltale did put out a press release and set up a mini-site maybe six months before that, announcing that it had secured the license and was going to make the game, but no media or anything beyond the initial announcement was released until the trailer and full discussion of the 6 episode schedule, etc at E3.

    Jake

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