Sunday, 31 October 2010

She was a candle in the wind. Unreliable

I always thought Channel 4 was the most digital savvy of all the channels. But apparently this doesn't stop them from making a mistake so short sighted that I'm shocked it still happens after all these years.

A little example of their latest initiative involves Garth Marenghi's Dark Place. A great, original, but criminally under-watched show that I love to share with anyone who'll listen. Or at least look like they're listening.

To help share this show, and encourage people to buy the DVD, I show people two clips. One is of the intro, which brilliant sums up the faux-80s TV show appeal and the other is a user made 3 minute version of a song from the series called 'One Track Lover'.

None of these are a replacement for buying the DVD, but crucially, they are great tools for selling the DVD. So why Channel 4 has decided to remove them from Youtube I simply do not know. The content works better than any viral campaign an agency could come up with.

At this point I should make it clear that I don't think this post is making any points that haven't been made a hundred times before (I probably should have opened with that and saved everyone some time). However, it's the very obvious nature of this thinking that makes me wonder how great creative companies can take this kind of action.

Now if I want to tell people about the show, I have to link them to videos that might actually act as a replacement to buying the DVD http://video.google.com/videoplay?docid=-4073600336827045127#docid=5549328067719771845

Tuesday, 19 October 2010

Find out what this post is about by reading it

I saw a lot of adverts for that Seven Days programme on Channel 4 recently. A lot of adverts.

I saw posters that stated it was a new kind of reality show. However, it didn't tell me what it actually was. A teaser poster you could say.

I then saw a TV advert for that Seven Days programme on Channel 4. A lot of TV adverts. They said it was a new kind of reality show. However, it didn't tell me what it actually was.

When it came to the show starting, I watched an episode of Friends. A lot of episodes of Friends

What kind of freak has a default state of being interested in anything they see or read or hear in an ad? Yet I've seen quite a few examples recently of teaser style ads that have made no attempt to get me interested in what they have to say, they just assume I'm going to take time out of my busy day (of watching that episode where David Schwimmer says 'pivot' a lot) to research their campaign.

I would give examples of these other ads, but I cant remember who or what they were for... if indeed I ever knew.

Sunday, 8 August 2010

Sir Sell-a-lot

The other day I bought some shoes. True story.

As I was trying them on, a shop assistant edged their way over to me, like some kind of professionally uniformed crab. Normally I don't like shop assistants coming up to me and distracting me from a good browsing, but I like it even less when they hover around, waiting for the moment I look remotely confused.

I have found this much worse since I've moved to London, with all these empty brand heavy stores. Assistants are part of the brand, so they leap at you, and there's no place to hide!

So, the ultimate brand store should look a little like this:


Yes, the Robot Wars arena.

Notice the Corner Patrol Zones (CPZs). If you enter one, the House Robots are allowed to attack.

Truly this is the ultimate shoe buying layout. Staff don't need to stare at customers to check if they look confused, and shoppers can browse freely!

Thank you Sgt. Bash, for showing us the light.

Monday, 26 July 2010

FTEW

I have been waiting for the Epic Win app for many years. Pretty much since the original 'Sims' came out actually. Something that rewards the dull and fruitless things in life with pointless experience points and irrelevant rewards!



It always seemed strange to me that people would get a computer character to read a book, in the hope that they would learn enough to get a new job, yet they wouldn't read a book themselves.

Unfortunately most things in life take a lot of time and effort to achieve, so a visual way of showing how every step makes you better is actually a potentially powerful tool.

Of course, this is only likely to be the case when you set the app to reward things with a clear goal at the end, but as FarmVille and World of Warcraft have shown, some people will do anything for a virtual reward.

So I look forward to seeing how successful this becomes. I think there's a slight lack of enthusiasm for interactive experiences that reward users in advertising, but if this app manages to make people happy about doing the washing up, why can't an app make them change their brand of washing up liquid?

Sunday, 4 July 2010

Super Marmite World

Here is legendary computer game designer Shigeru Miyamoto talking about how he creates worlds for players to experiment in. I often talk about how this should be the basis of interactive advertising campaigns, but unfortunately he has managed to put it into words far better than I could with my previous 72 posts...


"If they have a natural acceptance of the rules and of what's happening in this world that's been created, then that bond between creator and player becomes that much stronger and that much more important."

"And then what happens is as the player begins to understand the world that they're playing in, then they're going to begin to think about ways that they can play within that world; they use their own creativity and their own imagination to tell the story or to come up with their own parts of the story, and at the same time they come up with new ways to play in this world that has been created for them."

"As a developer then, we have to try to predict some of the ways that players will try to play in that world, and give them reactions or responses or rewards for using their own creativity for finding new ways to interact within that environment."

Sunday, 6 June 2010

Why did Mario cross the road/bridge of death?

I've just read this interesting article about new feedback loops in game design http://www.eurogamer.net/articles/feedback-loop-article

It's funny how much it all sounds like using Google Analytics on a website, and I'd be quite interested to have a gander at data for something like Super Mario World. Did everyone else die on that damn cheese bridge level?

Anyway, with this stuff standard behaviour for websites designers, and now games going at it, I wonder how long until we start seeing widespread tweaking of TV ads based on people ranting online.

Don't think "There's method in the Magners?", well we think you'll love "How do you get to Magners? Practice!"

Wednesday, 26 May 2010

Navigate-gate

There's a funny thing in the computer game world, where a trailer for a game looks completely different before and after you play the actual product. (Yes it's a post that vaguely links computer games to advertising - I've found my niche gosh darn it)

Before you play the game, a video of it looks amazing. Characters running around, performing outrageous actions - leaping, diving, shooting - you have complete control of a relentless killing machine.



The strange thing is, when you come back to a video after playing it (which admittedly rarely happens), you suddenly see those movements differently. He's no longer leaping, but some one's pressing 'X'. He's no longer diving, but initialising pre-set diving animation 1. Suddenly you see the strings and you're snapped right out of the moment.

Sometimes this can be how it feels with campaign sites. They can be wrapped in the most creative skin, but it still looks and feels like an average website. You still navigate and move around in the same way you would on a news site, or a site about lovely socks.

I think this is why the digital campaigns that I really remember fondly are those that weren't set up in the usual way. Cloverfield for instance - spreading bits of an introduction to the story across several sites and social media. People certainly got lost and couldn't find all the story, but I bet they felt more involved than they would have reading a full and thorough 'About' section.

Of course, this can't work for 99% of campaigns and usability is quite rightly regarded very highly. But sometimes, for certain brands, helping a user navigate is good, but helping them get lost is better.