It’s been a while since my last Dev Take, and I’ve been
watching several TV shows—some new, some old. None have led to any new insights
as a game designer and developer (which likely says more about my frame of mind
then the shows myself). Then I watched the season one finale of Mad Men. I’m way behind the crowd on
this one, but I would always hear references to the show and decided to finally
check it out.
In the final episode of the season, 60s ad man Don Draper
and his team need to pitch an advertising angle for an innovation on the slide
projector—a wheel on top that makes it easy to put together a slide show. The
slide projector company (Kodak) wants to highlight the newness of the tech,
even though they admit that a wheel actually reminds people of ancient technology.
But Don takes an entirely different approach in what makes for a memorable
scene.
Some of the poignancy of that scene involves what viewers
know about Don’s personal life, but I won’t get into that here to avoid
spoilers. Instead, I want to focus on Don Draper’s explanation of novelty and
nostalgia in advertising and how that relates to game development and game
marketing. Here’s a YouTube link to the scene in question, but I’ll also
include a transcript below.
Well, technology is a glittering lure. But there's the rare occasion when the public can be engaged on a level beyond flash, if they have a sentimental bond with the product. My first job, I was in-house at a fur company, with this old pro copywriter. Greek, named Teddy. And Teddy told me the most important idea in advertising is "new". Creates an itch. You simply put your product in there as a kind of... calamine lotion. But he also talked about a deeper bond with the product: nostalgia. It's delicate... but potent. Teddy told me that in Greek, "nostalgia" literally means, "the pain from an old wound". It's a twinge in your heart, far more powerful than memory alone. This device isn't a spaceship. It's a time machine. It goes backwards, forwards. It takes us to a place where we ache to go again. It's not called the Wheel. It's called a Carousel. It lets us travel the way a child travels. Around and around, and back home again... to a place where we know we are loved. (Transcript courtesy of IMDB).
When we as developers create a new game, I think our first
instinct is to focus on novelty—what are we doing different? What’s flashy
about our game? And that flash can certainly be a powerful draw. We (at least
most of us) don’t want to trot out a carbon copy of another game and call it
our own. But I still think that game developers can—and should—try and capture
that feeling of nostalgia, when appropriate. It’s tough. Some people might use
pixel art or chip tune music and say that’s enough. Others might copy every last
aspect of a beloved game of the past without modernizing the design for what
current customers have grown accustomed to.
Photo by Lessa Clayton |
Nostalgia doesn’t mean perfect replication: our minds tend
to smooth out the imperfections of even our most favorite memories and thus a
perfect copy ends up betraying our personal memory of the past. Instead, I
think nostalgia is about finding that ache that Don Draper describes. Like a
carousel, the games we develop can take people on a journey that eventually
brings them back to the familiar, brings them back home. A wheel, once connected
to an axle, takes people forward or backward. But a carousel keeps people
entertained. Attached. With Alkanaur
we’re aiming for that carousel experience. We’re not using bold new
technologies or designs. Nor are we simply pushing people backward to the exact
experience they received in other tactics games. We want anyone who has played
other games in the genre to face something new and intriguing before the
carousel turns and brings them back to a familiar place they know and love. We believe
that approach will be both a potent draw for potential customers as well as a
powerful and fulfilling experience for our players.
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