"We certainly never assumed that by fiat alone people would care about the game," Anderson said. While many indies marketing their games go for quantity of touch points with the audience-frequent drops of new screenshots, trailers, open development blogs, and so on-Anderson said Campo Santo limited those sorts of events, but tried to maximize the impact of each as much as possible. "There was always a tension there, given that we had a narrative, story-focused game and we kind of contorted ourselves into pretzels trying not to have a bunch of stuff in the game spoiled." ![]() It should feel totally like what the game is like without giving away what the mystery part of the game is." But aside from the weird novelty of there never having been a game about that before, the premise alone doesn't really convey anything at all about what the game is. "There's the base premise that you're a guy doing this job. "Certainly Firewatch is a mystery story, so we had to be kind of cagey about what the game was," Anderson said. Speaking with recently, Campo Santo designer Nels Anderson said there was an inherent challenge to putting that campaign together. ![]() Though that's partly due to favorable reviews, the game's interesting marketing campaign no doubt played a role as well. Campo Santo's debut title Firewatch released last month and quickly outsold the studio's wildest expectations.
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