To say that Dead Cells was (or is) a success is a gross understatement; the game achieved wonderfully high scores across the board from critic reviews, has been received in a very positive light from fans around the world, and has managed to shift a fair few copies in the process. The Switch has played a large part in this, too, with developer Motion Twin recently confirming that sales on the console have outsold those on PS4 by a ratio of four to one.
Steve Filby, ex-marketing manager at Motion Twin, recently spoke with GamesIndustry.biz about this huge success, noting how streamers, press, and events played a part in getting the game's name out there. One of the earlier steps involved getting demos of the game into the hands of streamers, although Filby went against the norm with Dead Cells.
"Basically the strategy with the streamers was to do the opposite of what most people do. Most people are going to try and get the biggest streamers they can, and that includes spending money on them. So we did the opposite."
"We started off with streamers with 0-5 concurrent [viewers], then 5-25 concurrents, then 25-to-100, 100-to-1,000, and that happened progressively over three months with the demo version. And about two or three weeks before launch, we were pitching the full version of the game to all the top-tier YouTube and Twitch guys with an embargo... By the time those tier 1 and tier 2 [influencers] were playing it, they'd already seen the guys we'd hit previously playing the demo, and a lot had sent us code requests."
Essentially, rather than splashing out the cash early on to reach the biggest names, Filby built up the game's reputation in a more organic way, forcing those big-name streamers into playing the game out of a necessity to be relevant, rather than to receive a paycheck. This way, Motion Twin had top-tier streamers playing the game without even having to pay them.
From here, attention moved on to press and events. Filby's first action involved following gaming press on social media to learn how they source their news, eventually making sure that Dead Cells appeared in those places. This managed to promote the game in new, and just as important areas, helping it to secure slots at events such as the Indie Megabooth at E3.
Filby tells GamesIndustry.biz that Motion Twin "spent about $150,000 on pre-launch marketing, with $90,000 of that simply being employees' time as they did the legwork associated with a proper campaign." The rest of that budget went on events, which turned out to be a key move; the game's growing reputation and appearance at key events helped Motion Twin to land key meetings with the likes of Nintendo, resulting in the Switch version we all know and love today.
The whole interview is an interesting read, so make sure to check it out here if you're interested. It's certainly an interesting approach to marketing, and one that has very clearly worked wonders for the studio.
Have you enjoyed playing Dead Cells on Switch?
[source gamesindustry.biz]
Comments 33
What I love about this sort of promotion is that it's so organic and in the interest of the invested gamers.
Twitch streamers and their audience are often the right audience for these kinds of games, so introducing it to this platform before the game's launch does wonders and lets everybody interested know about it.
The keyword here is community, absolutely.
I think they also got a nice bump due to the IGN plagiarism scandal that happened. However it also happens to be a great game which never hurts. Also I was hearing a lot about this game from twitch/youtube as well so that definitely seemed to help with their marketing strategy.
Interesting read on a great game.
Well, strategy aside, it really helps a great deal if your game is actually just really good. I know, it's kinda obvious and no, not always does quality in fact rise to the top, but if you've got good quality, word of mouth by itself can do a fair bit of marketing for you. I'll never forget about Demon Souls in that regard
I dream of a world where people see through YouTube influencers and companies don’t pay them.
The guys playing and showing from love of games are the real influencers.
The plagiarizing scandal must've done wonders for this games advertising as well
And we keep going with the new marketing BS with the Indie developers when it comes to sales.
4X a "?" in a financial/sales statement means just that... "?" 😂
I heard about this game from the scandal. Bought it on PC initially, then bought it again for the Switch so I have it on the go. One of the best games to come out in a long time.
I haven't played the game myself yet but I've had my physical copy for a while. It looks really good so I do look forward to playing it when I eventually find the time.
Top-tier streamer makes $30K an hour. Fudging ciskusting!
I find it fairly grotesque that we live in a world in which we are to be herded by "influencers" who will gleefully "influence" us when paid to do so, and that this is considered so normal, ethical, and completely fine that we openly hear that they are influencers as though there's not even the slightest thought that anything about this is completely wrong. While we've always had advertising, advertising is on the nose. "Personalities" to "influence" is a very much more insidious thing. TV and radio hosts often did "plugs" for products since forever, and their content, via guests was often an extended "plug", but that's far different from the nature of "influencing."
@NEStalgia Amen Mr Algia.
@Agramonte An odd narrative you insist on pushing, the alleged meaninglessness of fractions. Of all the things to be bothered by this is among the most curious.
@PanurgeJr A narrative that will continue to pop up. Especially when he had no problem bragging about the actual PC numbers.
https://www.pcgamesinsider.biz/news/66984/dead-cells-has-sold-730k-copies-since-early-access-launch/
He went on record. And pretty much what this article actually talks about. Give a number like Team Cherry did with Hollow Knight and DotEmu with Dragon Trap
Little Dragon Cafe on Switch "outsold the PS4 version 2-1 in Japan". But knowing the base number you know that means 11K total, so it was a failure. Without the base number "4X" means nothing.
Very clever well done
I’m sure a certain review helped its visibility as well 😉
@Agramonte I will grant that 4x provides less information than an actual sales number; what flabbergasts me is that you seem to believe that it provides zero information. That is simply untrue. It is not meaningless.
That seems like 10x more marketing effort than Ntinedo did in 4 years for the Wii U.
@NEStalgia Best explanation of this I ever saw was this Game Theory piece from 4 years ago about PewDiePie and Floppy Bird. It's overly simplistic but everybody who's confused trying to follow this should watch it once. Probably the first time I'd ever heard of PDP, wish it was the last.
@NEStalgia talking about radio... What about radio? Music radio presenters are the archetypal "influencers", and that's their entire job. The difference now is (a) the process is democratized and you don't get a literal job first, and (b) the process is so well known and transparent that we get articles like this all about the process.
@rjejr Really good video. Unfortunately it makes me no less depressed about the state of "civilization"
@Thefongz if it were transparent it wouldn't work, and wouldn't exist, and the "democratization" of "every day person you can trust doing videos" obscures the line between ad and non ad. In radio, you know the company on the other end is there to promote products, they have dedicated promotion time. They're promoting concerts, albums, and singles, by name, overtly. "Drink your Ovaltine, because I love the stuff!" in canned bumper leads is overt.
The youtube personality thing detaches it from a company with a direct statement of advertising. The idea that it's all public access cable type fare by random people sitting at home who just so happen to be popular or entertaining is why people trust it unwittingly. It's not presented as "drink your ovaltine" or "I recommend flappy bird. Once again, that's Flappy Bird, by dotGears!" It's presented as a random down on their luck person doing videos as a passion sitting at home, maybe making money from advertising because they're so popular.
The idea that these people are taking payments for product promotion and have worked an entire business model to taking payments for product promotion, while presenting it as anything but, and it's all tied into the marketing and advertising agencies while the general populace is unaware of what they're watching being paid promotion and the programs actively lead people to believe it isn't. It's all very shadowy, yet the marketeers have no sense shame over it, it's just business as usual.
I do also love the "I'm using you to use others" aspect of it. It's "democratized" meaning everyone can do all the work to climb entirely unpaid, battling each other...whoever happens to win the popularity contest has a career now, but it's entirely unstable and subject to whim and fad. Which explains why the bulk of the participants are under the age of 25....nobody else has the time or ability to spend endless hours working for free hoping to rise to the top to make the money by clandestinely taking payoffs for promotion. Yet the young fresh faced demographic is part of what makes it work so well to appear innocent. People might be a bit more skeptical if a bunch of 50 year olds in polo shirts were the ones promoting things.
The other insidious thing is paid advertising, in the US, must be labeled as paid advertising. This was a law from about 20 years ago to combat television and print ads not presenting themselves clearly as such. This has not been applied to youtube, thus this whole channel very overtly circumvents advertising law by working behind the curtain. This all works out well for Google, who can skim off the top of all bad internet behavior, meanwhile their own AdSense monopoly would have to display that it was an ad.
@NEStalgia - I totally see getting world-weary about all that underhanded marketing stuff. But from my perspective, when I wanted to find out about the latest music in X genre I'd listen to the X genre show on the radio. And you know, I'd find gems. When I want to find out about switch games I'll come here. But other people will see what their favourite YouTube or twitch celebrity is playing. Gotta find out somewhere. And this is dead cells we're talking about - a good game that people can stand behind. Even GTA needs marketing, and what is the vector? Influencers, whether in inverted commas or otherwise. Personally I like to think that we can sometimes underestimate the public. If nintendolife gives generic pool game #128 a 9 out of 10 I'm not going to automatically go and buy it. But it does keep me informed of what's out there. And for those with something to sell, something they habe worked hard on (or are paid money to sell) why wouldn't you go where the eyeballs are?
@Stocksy I don't know why your comment didn't get more hearts than this. Tbh, I don't believe anyone should be getting paid to play a game, which is why I never subscribe to any of them. Matter of fact, I don't think anyone uploading videos to YouTube or Twitch should be making money. Some streamers are making thousands or even millions for doing some dumb stuff on there.
My favorite game of the moment, been playing it an hour or two a day for 2 weeks now. I hope they add on to it sooner or later.
That’s a really good way to market the game. I generally follow small channels on Twitch anyway and not the big name ones so they pretty much capture all audiences by doing it this way. By the way, I really like the game! 😁
@Ralek85 You had me until you brought up Demon's Souls. That game was proof that a game whose popularity spreads through word of mouth can still be overhyped. I'll never forget Demon Souls, either, no matter how much I want to.
@NEStalgia "Unfortunately it makes me no less depressed"
Yeah sorry, video wasn't meant as a pep talk, more like, this isn't new, it's been this bad for at least 4 years already.
There's very little I don't find depressing these days - sports, politics, the weather, music, TV, movies, video game news - so it's hard for me to notice if a video is depressing or not. It rained on my bbq today, first time my friends have been over in about 8 eyars - that's all my friend can stand of me - but it's rained on almost ALL my bbqs this eyar - Mother's Day, Memorial Day, relatives bbq, and every day summer vacation traveling. One long hot summer that always seemed to rain on all the days it shouldn't have.
@CanisWolfred What's so wrong with Demon Souls? I played an import from Canada between Christmas and New Years 2009 (my sis lived over there and brought over when she came to visit for the holidays). Back then, I don't recall any mainstream "hype". I'm not saying that there was necessarily none at all, but by "hype", I am thinking about something like Fortnite those last months. That's a "hype". Demon Souls never had that, not even close.
Anyways, the game was imho a pretty incredible experience. I for one had played a lot games before, but never anything like it. Was is it flawless? No, of course not, far from it, the framerate really tanked at times, it often played more than just a bit too clunky for its own good, most of its systems were shrouded in utter mystery (I guess, that is why the subsequent EU edition came with a small strategy guide covering antics like the world tendencies and such) ...
But was it a new, unique and utterly engrossing experience? Something that kept me hooked for days, really weeks on end and something that I still remember quite vividly almost 10 years later, whereas hundreds of other games I barely recall playing at all? Absolutely. Maybe it was different for you. Some folks probably had played King's Field before and where not completely floored by the experience, I guess. A diamond in the rough then, but still a diamond, one that eventually would turn into Dark Souls, which went on to be one defining game for a whole generation.
I think said Dark Souls managed to generate some real "hype" around itself. Demon Souls not so much. Sure, it reached into the mainstream eventually, but never to the same degree. I mean, I come across Demon Souls when a friend pointed me to an article about it, by Quinns, which we knew from Rock, Paper & Shotgun (https://www.gamasutra.com/view/news/116182/Analysis_The_Game_Design_Heaviness_Of_Demons_Souls.php). That's what sold me on the game. At least back then, there was no "hype". Just a game that struck a real chord with a lot of folks, who just wouldn't shut up about it after that experience
@Ralek85 It was a clunky mess with terrible level design, cheap difficulty that relied heavily on the player being blindsided, and overall just felt like a game that purposely wastes your time, in that old-school kind of way when developers were worried about people finishing their games within a rental period more than actually making their games fun enough to be worth more than a rental. At the very least, I wouldn't call it unique, just outdated. It was the successor to King's Field, and while I never got to try that series, I went in having been told it was a good game, and that it was difficult but fair. A unique and fun experience for those looking for a challenge.
It was none of those things. It was cheap, it was unfair, it wasn't difficult once you learned its tricks, but it's never rewarding - only slow, meticulous, clunky, and dreary to look at. Did I mention it was so dark I had to turn the lighting up to max just so I see where I was going? Yeah, sure, what a challenge, having to fight enemies I can't even see. What a load of crap that game was. I had my issues with Dark Souls as well, but it was nowhere near as bad as Demon's Souls.
I mean it when I say that it was a lesson to be learned when it comes to 'Low Key Hype' - at the time I heard about Demon's Souls, I was into Etrian Odyssey, Shin Megami Tensei, The Dark Spire, and Retro Game Challenge. All of these had been propped up more by their fans than their publishers, and it was clear that there was an audience primed and ready for a game like Demon's Souls. And since it was on consoles, that gave it an even bigger audience outside Japan than any of those DS games. It was even one of the main reasons I bought a PS3 back in 2011, along with Tales of Graces f, Wizardry: Labyrinth of Lost Souls, and 3D Dot Game Heroes.
Maybe for you, it was something unexpected, but for me, it was just the next step in a sequence of events I had been watching unfold since the mid 2000's. I tried going back and giving Demon's Souls numerous chances to impress me, and instead I was always left feeling defeated. It's no Castlevania, no Wizardry, it's not even Dark Souls. It's just a depressing monument to how rough the transition to HD gaming had been on the market since 2006, how many studios struggled to keep up, gaming was becoming oversaturated with me-too experiences literally aimed at the lowest common denominator - a fact publishers flaunted during press conferences, even as they were stripping down experiences millions of people enjoyed just to try to appeal to "them young folk"...we had seen better days, and Demon's Souls promised to bring us back to those glory days.
I just don't think that's what we got in the end. Others had to pick up the torch to reach that goal.
I'd say that's a nice segway into Dead Cells, but I'm actually not a fan of Random Level Generation in any game, period. Hence why I didn't bring up the Mystery Dungeon games earlier. They're just not my bag. I mean, if it's not clear enough already, I demand thoughtful level design in my games. Can't get that with RNG.
@CanisWolfred I don't know. So first, was it clunky? Yeah it was, like I said before, but a large part of that was by intent. The design clearly harked back to ancient philosophies like say Mikami's vision for Resident Evil, an approach that was not at all about the now ever present, ,mantra-like approach of empowering players, but quite the opposite. Not to mention, that at times, the clunkiness was highly appropriate. Two cities over, there is a big annual knights festival ... suffice to say, that being a knight is not much like in the movies. It's indeed pretty e**ing clunky. I mean, the fact that there was such a thing as a dodge roll almost feels like a major concession in that regard, as that is not something that's actually even remotely feasible.
Long story short, the famous "tank controls" of RE had a point, as they actual made groups of zombies feel like a threat of sorts, and so does the Demon Souls clunkiness.
It was less charming when you were e.g. playing a light-amored mage, but the fact that the game was this incredibly versatile in terms of playstyles, be it close range, archer, mage or a combination of all of that, was a strength that - in my mind - was more than making up for the inherent clunkiness, that worked better for some "classes" then others.
The difficulty is partially cheap, true, much about it is rote memorization, be it traps within levels, enemy placement or attack patterns for enemies in general or bosses. But so what? Dark Souls and its successor including Bloodborne are hardly any different in that regard, neither are most "retro" games. In fact, that is kinda the downsight of handcrafted levels.
Was it dark? Sure, but I thought the level design was pretty darn alright, if not as good as the whole interconnectedness Dark Souls had going. Demon SOuls had interconnectedness, but on a smaller, level-based, instead of world-based, scale. I still feel that the art direction, be it enemy design or the architecture, as well as most of the sound/music, were top notch. The game had some of the best atmosphere of any game I can recall. It was also nice to see a non-JRPG being made in Japan
I gotta ask though, how DO you feel about Dark Souls and Bloodborne? BEcause again, most of these issues, the "clunkiness" (to one degree or another), the "dark" visual style, the often "cheap" difficutly, at least in terms of an overreliance on memorization and reflexes/timing, is really present in all Souls games. Hell, the exact same criticisms, forgoing the clunkiness here, can also be leveled at Hollow Knight (seeing as I am just now playing this ^^). Unsurprising of course, as that game obviously took huge cues from the Souls series.
Now for the meat of the argument though ...
"It's just a depressing monument to how rough the transition to HD gaming had been on the market since 2006"
I'm with you on that. THe game was, as a I said, more than rough at times, the framerate going nowhere fast when things got busy for instance with some big dragon showing off his fire-breathing skills Still, it was a vast world, it had physik, it was completely 3D-rendered, some decent lighting going and such. Japanese developers, esp. the smaller to midsized ones, were and still are struggling with the HD transition. Just look at Atlus... that they used Cathrine a puzzle-game of sorts, to dipp their toes into HD is hardly a coincidence, just as their insistence on sticking with the 3DS hardware for as long as humanly possible. Not anyone ever anywhere was blown away by Mirage Sessions on WiiU either and what 3D titles did they ever develop for PS4/X1 to date ... right, you can count those on one hand. From Software was hardly any different.
"lowest common denominator - a fact publishers flaunted during press conferences, even as they were stripping down experiences millions of people enjoyed just to try to appeal to "them young folk"...we had seen better days, "
See, I don't quite get that. How could a game have been any further from things like "the lowest common denominator"? To THIS day, roughly 10 years later, you will find people, and plenty of them n ol ess, who feel that Souls is "too hard", that its story telling is "too obscure" (and that is another thing, Demon Souls successfully more or less pioneered the notion of environmental Story Telling in AAA games, at a time, when CGI and motion-capture and Hollywood-Talent-level voice actors where increasingly all the rage ... don't tell me From Software did not swim against the current here, sure they did).
"Maybe for you, it was something unexpected, but for me, it was just the next step in a sequence of events I had been watching unfold since the mid 2000's."
Well, okay, but how so? What games lead up to Demon Souls? Where is the lineage you are alluding to? What games is it a logical next step of? I mean, sure, Kings Field, but who in the STates or Europe had ever played a Kings Field game? It's not a mainstream series, that any significant impact on the major trajectory of the industry in the early 2000s. Are you seriously suggesting that Demon Souls was not a significant disruption to the industry, a disruption no less, not anyone had seen coming? I mean, where were its competitors? Today Souls-like is a buzzword, for sure, but that started at it earliest with the overwhelming success of Dark Souls. Not even after Demon Souls had been released did people catch on to this supposed logical progression. If what you are saying were true, I would certainly have expected plenty of others projects to have appeared similar to Demon Souls, before anyone even ever heard of Dark Souls.
There is plenty more to talk about here of course. I already alluded to the style of environmental story telling, that was popularized by Demon Souls for this kind of big AAA 3D-"action"-game, but you could also talk about how the game went against the die in terms of regen health, check points, overuse of cinematics/cutscenes in general, or the whole notion of "cinematic gaming", how it made difficulty - no matter how cheap - an integral part of the experience, not just one of the ilk of "slide here for less damage and more enemy HP". Non-linear level design was also not exactly a common-thread for these types of games, at least the ones out of Japan. I'd also argue, that the combat was much closer aligned to the likes of Monster Hunter than anything else. Depending of your weapon of choice, you actually had to "commit" to actions like a slash or thrust and time them accordingly. Button smashing didn't get you past the first 5 enemies in Demon Souls. It was also not a game reliant on complex scripted events. Like, just look at the first "boss". Other games would have made that boss unbeatable by nature, and then have you deal him some damaga, trigger an elaborate cut-scene and what not and then present you with the same boss 30 hours later, introduced by yet another elaborate cut scene. We could also talk about the absolute absence of any kind of hand-holding in Demon Sous, a game encouring you to learn its intricacies by a trial&error experimental mode, which was not and still is not envogue today (also something familiar from MH btw, where even after the tutorial). We could talk about how it used online in an interesting and to my knowledge back then pretty unique way, be it invasion, "co-op" or the messaging system. It was all kinda obtuse, but it was also interesting, refreshing and it also worked, not ideally of course but still.
There is so much here to unpack, at least from where I am standing, that it would take several essays to argue what made Demon Souls not just special but also really good.
I'll grant you this though, and without reservation: "I tried going back and giving Demon's Souls numerous chances to impress me, and instead I was always left feeling defeated. It's no Castlevania, no Wizardry, it's not even Dark Souls."
First, yes, it is hard to go back to, because it is really rough. It's a rough HD game and it's packed jam full of ideas and vision that the game did not manage to 100% realize. So no, it's not Dark Souls, one of the by all acounts finest videogames ever made, certainly one with the most profound impact on modern gaming. But Dark SOuls would not, could not exist with out Demon Sousl, which pretty much already featured all the things that made Dark Souls great (again, like even the idea of interconnectedness was already there, it was just way short of being fully realized and having all its glorious impact felt).
It's also not Wizary or Castlevania, sure, but it didn't want to or need to. Those are vastly differnet games, and by 2009 their formulas were already thoroughly established. There are Castlevania/Metroidvania games ... and now, thanks to Demon SOuls, there also Souls games. I don't quite see how they relate to one another back in 2009, other than both Castlevania and Wizardy were certainly part of the overall inspiration for Demon Souls and Kings Field before it. You cannot make a dark medieval fantasy RPG in Japan at that time, without being at least aware of those series, as Hidetaka Miyazaki certainly was - just as he was aware of series like Resident Evil, from which, like I said, he must have taken more than just a fair bit of inspiration.
As for Random Level Generation ... I dunno, I don't see any viable alternative for a rogue-lite game like Dead Cells. That is of course not a particularly fine argument in favor of it in the end, but still ... Anyways, seeing your criticisms of Demon Souls, it's not like there are no benefits of it. Like I said, the rote memorizatio nof enemy placements and traps and such, is removed by random generatization.
I'd also contend, that Dead Cells is just one path of the rich legacy of Souls games. I already mentioned Hollow Knight, which is obviously inspired by many games, one among them certainly the Souls Series (not sure the actual "Soul" within the game is supposed to be a dead-giveaway here, but it is obvious right from the first minute anyways ^^). Point being, that is a game that spun out of many of the same inspirations like Dead Cells, sure did, but took a completely differnet path in terms of level design, one I presume is much more to your liking.
Finally, in terms of level design, I would contend that there is no finer "level" as the world of Dark Souls one, and that holds true even if you exclude external levels, like say Anor Londo. It's just ... so many ways to go, so many shortcuts, such inspired architecture, such beautiful vantage points, the whole idea of "you can go there, if you can see it" virtually already realized, and how each part of the world was so steeped in the mythology, that of Nito, surrounded by his dead, the Witch of Izalith and all the others.
I can hardly express how much I appreciate the world of Dark Souls, and also, if to many of the aforementioned reasons, the world of the Demon Souls, which is a flawed prototype - for better and worse. I still feel there is nothing quite Dark Souls 1 (not even Bloodborne imho, even though it really gets close at times and its victorian-steam-punk-lovecraftian style is superior or at least more interesting than Dark Souls "dark-fantasy middle-ages" approach). There are so many memorables areas in Dark Souls, I cannot even pick a favourite. So yeah, no, I don't think there is anything tha can compare. I loved me some God of War recently, one of the finest games I have ever played, but purely in terms of imaginative and at the same time daunting level design, it tries, but it still cannot stand up to Dark Souls. It does many things great, almost all of them in fact, and some of them even better than Dark SOuls (they are still vastly different games of course as well), but in terms of level design, I feel it stands a singular achievement - even now 7 years on.
In that I conclude that no, Demon Souls was never supposed to bring back any kind of past glory days. In some very specific aspects maybe, but overall, it was meant to the light the path for a whole host of new and fairly unique experiences that threw overboard many, if not most established ideas of what a AAA game in the 201X years was going supposed to be. It looked at something like Uncharted and it was a clear-cut and resounding: NO, we are not going to do THAT!
I feel Demon Souls was a harbinger of many, many glory days, of Dark Souls (and its good but not amazing sequels), of Bloodborne, of Nioh, of Hollow Knight (at least in part), of Dead Cells, of Dark Maus, of Hyper Light Drifter, of Titan Souls and of many others, and of course, probably, of Eitr, Ashen and Sekiro: Shadows Die Twice as well (all three of which I am very excited for).
Of course, many games took single aspects of the vast cosmos of Demon SOuls/Dark SOuls design and incorparted them into their own approach. All in all I think that few games in the last 15 years have been as fruitful for the industry (and continue to be so) as Demon Souls/ Dark Souls, and I continue to contend that this was not despite its various issues, but equally because of it. As Quinns said back in 2009: Against all odds for a big game like this and unlike virtually all other games back then (and even today), Demon Souls was NOT focused tested to death. It was one of the few games that I can confidently say where conceived of, produced as and released as auteur games, to borrow from film class. It was not a game, unlike almost all games ever made since there is such a term as AAA, a game designed by comittee. There is only a handful AAA games for which this is clearly true, and in that regard Dark Souls is indeed, factually I dare say, the next best thing to divinely unique.
This is so striking in light of releases like the aforementioned God of War, which to a high degree, was the realization of the ambitious vision of its director, Cory Barlog. He had undoubetly to make a few more concessions than Hidetaka Miyazaki at the time, with GoW being an established franchise and all, but by and large, by his own account, he was allowed to and successful in bringing his personal vision to life. And the game is so incredibly much better for it. It's really no surprise to me, that it went on to spawn endless discussions, op-eds and videos on youtube on how it was a game that "we needed", because it was and it is, but the exact same thing, in my humble view, was true for Demon Souls/ Dark Souls. It needs then not only to be compared to God of War, but to other auteur games that were such rich soil for the industry, like Mikami's Resident Evil and Kojima's Metal Gear Solid. Games that were unabashedly weird or clunky or against the current, so unabashedly their very own thing.
Just for that alone, I at least think, Demon Souls is deservant of just about all the praise it ever received. I think it was Jim Sterling who said that games like God of War don't really get made anymore. That's true, they don't but that has indeed been something "I had been watching unfold since the mid 2000's". Because even back in 2009, games like Demon Souls weren't really made anymore. Design-by-comittee was back then and still is today's reigning principle, and just by-the-by, the same goes not just for games, but - speaking of auteur theory - movies as well. Direction&writing-by-committee is one of the most suffocating forces in Hollywood today, and - if you were to ask me - the main reason the DC Universe failed so miserably. The story of how Josh Whedon fought tooth and nail to keep the 'farmhouse scene' in Avengers is basically legend by now and really drives the point home. DC never had that. It never had individual voices that looked beyond a 2025 movie roadmap. Voices that wanted to tell a story in their own way and who wouldn't shut up no matter what.
It's no surprise that indies are proping up the Switch these days. Indies are by their very nature, the place where an auteur can turn today to realize his or her vision. Unless you are named Miyazaki or Kojima (I mean, CHRIST, just LOOK at Death Stranding.... what else is there to say anymore really!?), you can virtually flat-out forget about having your vision of a AAA game turned into a AAA game. That is simply not going to happen anymore, outside of these few auteur individuals and the rarest of rarest of rarest cases as in God of War - unless you don't go AAA and you make your own indie project, maintaining complete creative control. That is what it is all about. A game is a creative project. It just happens that these days, the pople in control of these creative projectives ... are not exactly the creative types
@RupeeClock couldn’t agree with you more. I like the idea that simple hard work and dedication can go along way to inflate game sales... even in today’s world where money talks, sponsors are everything and views are as good as gold.
@Stocksy your comment is so simple yet so refreshing to read. It shouldn’t matter if you get paid or not to review or play a video game, back when I was a kid I would have been soooo insanely happy with just a free copy of the game or download code. Nowadays to some people that just isn’t enough.. without going into to much detail, what I liked about reading this article is that Dead Cells went against the grain, the developers weren’t afraid to try a different tactic. Makes me happy and optimistic for the future.
I don't have much experience in marketing section but this is a fact that its not so easy job as we think. What kind of thinking should a good marketer have? Do not believe different. At the time of developing an elegant packaging design, the right side should work. And if, is considered the effectiveness of the action - the left. And all this in one person. And you need to switch quickly so that marketing is more interesting and better. So, it only remains to develop key marketer skills and build the perfect marketing in your companies eg redleos(.)com. Thanks
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