Sunday, October 16, 2016

Product Placement: The Good, the Bad, and the Pizza Command

Key Takeaways:
Product placement is at its best when it is harmless and helps drive the overall content of the game without irritating the player

Delivery of messaging can range in unique ways that may subtly address the brand

Blatant product placement, while not offensive, may be perplexing for a gamer to comprehend and potentially erode at brand equity of both the game and the company represented


             (Yup, this actually happened. Credit: MMOBomb.com)

Product placement has been a longtime mainstay in several forms of media. Not to be confused with Advergames (take a look here at 7-Up’s Cool Spot for a good example of advergaming done right), product placement refers to a company having its product specifically in a media, whether drawing attention to it or not remains up to the partnership. Since the early days of gaming, product placement has been able to carve out its own niche in gaming; however, there has been no perfect strategy for figuring out the proper way to utilize product placement in gaming, and as a result, the gaming industry has been left with some instances of success, some of failure, and a lot of random and unusual attempts at promoting brands. In most cases, we’re left with unique results.

Case 1 – Crazy Taxi Takes You To All Your Favorite Brands:

                                      
        (Get to the Colonel ASAP. Credit: Mweb.co)

When Crazy Taxi hit the arcades starting in 1999 no one had ever seen anything like it. It was a fast paced, punk rock fueled, driving game where you played a taxi driver. It was not a traditional racing game trying to beat out opponents. Instead, players were tasked with driving to an available passenger in what seemed like a downtown San Francisco. Passengers were marked with colors ranging from green, yellow, orange, and red depending on distance to destination (green was extremely short or easy, while red was a longer, more difficult drive). Players were paid various sums depending on how fast they could get to the destination and driving skill, meaning if they were able to swerve through traffic without getting hit or fly through shortcuts or jumps they would be rewarded with bonus cash. There was a limited amount of time that would be replenished somewhat once the drive was completed. It’s important to stress that the game is more of an action racing game, and again, unlike anything seen for the genre. Players do not have a lot of time to think about the destinations or routes. The game focuses on reactions and trying to hold off the time limit from expiring. Marketers realized the potential hit and partnered with Sega to utilize the game for superb product placement.

What made the product placement so great was that the products represented were the destinations players would deliver customers to for fares. The game included Fila, Levi’s, Tower Records, KFC, and Pizza Hut as potential destinations. While Tower Records may not have been able to fully utilize the advertising effectively going forward (a result of a changing market), the other brands still remain household names. Furthermore, in a game about speed and quick reactions, the transmission power associated with the products may have made it even easier for players to recognize what to look for. Instead of a generic location (and there are some in the games), players knew what the destination was ahead of time, even if they had not seen the virtual location previously. This marketing also provided locking power, because if a player were to play it with a friend and barely reach a destination, at least there would be something to talk about in the story following the in game activities. Most importantly, perhaps due to the rapid reaction time and lack to fully comprehend the advertising attempt, there is not enough time for a player to bemoan the use of product placement, because the product simply does not have relevance for its advertising and is instead meant as a key part of the game. With Crazy Taxi being the 2nd best-selling Dreamcast game in 2000 (selling nearly 750,000 units), it is fair to assume the advertisers got their money’s worth.

Case 2 – Mercedes-Benz has no idea who its audience is and decides to partner with Nintendo:

          (Well those aren’t traditional go karts…)

When I think of Mercedes-Benz, I think of luxury. The high priced cars that hopefully I’ll be able to afford sometime shortly after finishing business school[1]. The longstanding brand that seems to ooze class and success. I do not think of it as the primary vehicle of choice for the inhabitants of the Mushroom Kingdom. Nevertheless, Mercedes-Benz and its team thought of the idea of partnering with Nintendo to provide a downloadable content pack for the Wii U’s Mario Kart 8 in 2015 which allowed Mario, Luigi, and all of their friends to drive in current and older models of the company’s famous cars. While the jury is out on whether or not it was truly effective, in a very short period of time it has been largely questioned across the industry. Furthermore, it has appeared on several “Blatant Product Placement” lists, which is clearly not the greatest outcome for either company[2].
In attempt to stop publicity from taking on a life of its own, Mercedes attempted to address the rationale as to why it wanted to add its cars to the game. According to Caroline Pitz, the head of product placement with Mercedes, the main factor was nostalgia, as she specifically stated that “Many people grew up with Mario during the last 30 years, so there are quite a lot of 30- and 40-somethings around for which Super Mario Maker hails back to their childhood days and gives them a large dose of nostalgia”[3]. While this quote directly references Super Mario Maker where downloadable content was produced earlier this year from the automaker, the quote still rings true for the efforts in Mario Kart 8.


         (The Super Mario Maker collaboration. Credit: Nintendo.com)

Unfortunately, I would strongly disagree with Ms. Pitz’s assessment on a number of factors. First, the individuals that Mercedes is looking to target are not playing Mario Kart 8. Since the console wars of the 1980’s and 1990’s, Nintendo has been battling against being typecast as a children’s console. As time has progressed that sentiment has not truly changed, if anything, it’s gotten worse. Third party developers who focus on more mature titles have shied away from Nintendo’s recent consoles, continuing the stigma that Nintendo systems are meant for children. While I personally do not agree with this concept (Mario and Zelda are great regardless of age) it cannot be denied that the industry is shifting. Therefore, it would be a mistake to assume 30 and 40 year old individuals are playing Mario Kart on the Wii U, and thus Mercedes is left with individuals who will almost assuredly not be able to purchase one of their cars.

        (It just looks…off. Credit: businessinsider.com)

Furthermore, with a very low install base compared to the Wii, Mercedes missed a golden opportunity from years earlier. Had it partnered with Nintendo back during the Wii era Mario Kart I am positive it would’ve been a more bona fide hit. Back from 2006 – 2012, Wii fever was everywhere, across all age ranges and genders, as motion control turned the industry upside down, and forced the competition to add motion control to their platforms. Furthermore, with a historically large install base, the opportunity to reach a substantial number of individuals was significant. Here is where Mercedes would have been more successful. By focusing on the Wii U, Mercedes missed nearly 90 million consumers[4]. Lastly, the content itself is simply too realistic for Mario. Mercedes has done a good job using its brands in other games on the PlayStation and Xbox, but with Nintendo, I think adding some cartoon effect would have made the product placement more successful. Having a cartoon character driving a realistic car just looks awkward. Nintendo did all the right things with the partnership as it just established itself as a more viable partner to work with, but perhaps some additional quality control would have helped deliver stronger overall content.

Case 3 – EverQuest 2 assumes all gaming stereotypes and gives you the opportunity to order a pizza while you play.
(Game Nom. Credit: Daybreakgames.com)

Let’s face the facts – gamers have not been the recipients of the kindest stereotypes. When I think of how Hollywood, the media, or the general public portrays gaming, I usually see overweight teenage boys with pimples, no social skills, and an affinity for getting angry whenever they lose. Even worse, there is a connotation of stupidity or childish nature associated with gaming, even though the industry makes billions of dollars a year and the average age of a gamer is 34. I myself for a very long time would keep my passion for industry a secret when meeting new people because I was embarrassed of what people would think of me. Furthermore, I’ve been ardent in proving people wrong in that gamers can be sociable and active[5].

Nevertheless, when I think of an individual who plays a Massively Multiplayer Online Role Playing Game (or MMORPG) I realize these stereotypes are even more enhanced. MMORPGs offer deep and rewarding experiences at the expense of countless hours and grinding for level improvement. Thus, the obese, loner stereotype is only stronger here, South Park even made an episode about how the four main characters played the most famous MMORPG, World of Warcraft, for months to conquer one player who had been killing all other players in the universe. The player in question was obese, old, losing his hair, had a wrist protector (likely due to carpel tunnel syndrome) with junk food surrounded by his computer. In order to defeat the player, the boys decide to go on a training regimen. In their training they gain a substantial amount of weight and pimples across their faces. In truth, it’s actually a very funny episode, but really emblematic of how players are perceived.

With this perception in mind, Pizza Hut thought of a ridiculous (albeit kind of brilliant) means to promote itself to these specific players: /pizza. In EverQuest 2 (one of the older but beloved MMORPGs that helped bring the genre to the mainstream) players had the opportunity to type in “/pizza”, after which, a special Pizza Hut menu would pop up, where you could type in your order, address, and payment information while still in the virtual world. Within 45 minutes, there would then be a pizza delivered to you in the real world. This was introduced in the mid 2000’s (EverQuest 2 was released in 2004), well before online ordering was commonplace. Needless to say, the campaign received a lot of publicity, simply for its ludicrousness. Nevertheless, I think it’s a brilliant marketing strategy overall. Pizza Hut believed it understood the targeted audience well enough to know that to enjoy the game a lot of time was required, and thus gave itself the opportunity to drive sales in a simple partnership. It’s unlike almost any other type of product placement I’ve ever seen before (or since) in media, and it clearly drove content and interest[6]. You really need to give the credit to Pizza Hut in this case. It was able to come up with something so innovative than the typical product placement used in video games. Since then Pizza Hut has partnered with Xbox to provide a platform to order its pizza through your console, so clearly the company has some faith in the platform.


(Clearly there were fans. Credit: EQ2wikia.com)

These are just a few instances of product placement. There have been countless others that have ranged all over the spectrum, whether it’s using an Axe light fixture as stealth in Splinter Cell, a billboard for President Barack Obama’s presidential campaign in Burnout Paradise, or a Verizon commercial in Alan Wake, product placement is everywhere[7]. Furthermore, it appears to be growing steadily with the industry. That being said, it’s not nearly as offensive or effusive as it is in other industries, where it can be downright ridiculous (see all Transformers’ movies). Instead, it seems as if it is either something unique to notice or a mild irritant. Of course, given gaming’s growth more towards the mainstream with the influence of mobile gaming, that all could be subject to change.




[1] “Shortly” means within 10 years. Maybe?
[2] https://www.youtube.com/watch?v=jQzf4SkZTx8
[3] http://fortune.com/2015/12/15/mercedes-benz-targets-nintendo-fans/
[4] The Wii sold 101 million consoles while the Wii U has currently sold 13.3 million consoles (www.vgchartz.com)
[5] Sometimes we even attract members of the opposite sex. Crazy I know.
[6] Just google EverQuest 2 and pizza to see the publicity.
[7] https://www.theguardian.com/technology/2014/jul/03/six-of-the-best-product-placement-video-games

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