Dev Team Videos can be Cheap Unlockables

You know the author of a book. You know the director of a film, and its major players. You know the names of the members of your favorite band, and if you're a music buff, you might even know who inspired them. So why do we still have no real idea who makes our games?
Sure, we're often familiar with whoever's name is on the project as director. You'll see the publisher's producer quoted constantly on a title you're looking forward to (sometimes with unintentionally hilarious results) - even if that guy's never laid a finger on the game itself.
Game teams are often enormous, and it's unlikely that the audience will be familiar with every hard worker who made a successful project happen. But marketing departments are apparently so terrified to let "the message" get out of their control that it's very rare that the press is able to speak to a real, live designer - which means the audience probably never knows who that is.
Why is this a problem? Other than the fact that individuals deserve credit for what they do, it may result in an under-valuation of games themselves; the danger of treating games strictly as a software product and not as the product of the creative and technical expertise of its development leadership means that many audiences will never never see games as anything other than - well, software products. Not art, not experiences, not human interaction, just shiny things in boxes that tend to sell units.
-- Leigh Alexander, Kotaku
There's a ridiculous amount of space on game discs these days. Most games fill the remaining space with unlockables, usually the game-breaking superweapon kind. Why not instead record some short, low-video-quality interviews (individually or as a group) with the entire development team and make the videos be unlockables in the game?

It would probably be a good idea to make the more important interviews harder to find. (particularly the design lead) Additionally, the locations of videos within the same "importance-class" can be randomized to make strategy-guides less useful for finding them.

Alternatively to interviews, you could instead make them short blogs (allowing potential for multiple videos from the same person) where the dev team member can just talk about whatever they want. (of course, all videos would need to be screened before publishing)

Another option would be to record dev team events if any such as birthday parties or whatever and put that in.

Note: If a member doesn't want to record a video, it shouldn't be held against them. They're already losing out on free publicity, so there's no reason to penalize them any further than that.

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