Off to GDC I go! Tomorrow.

plane

Keeping with the tradition of highly frequent blog updates, here’s another highly frequent blog update! I’m heading to San Francisco tomorrow for the illustrious Game Developers Conference, a show that brings together loads of game-industry folks and those who would someday very much like to be game-industry folks for a few days of panels, lectures, workshops, drinking and drinking. It’s going to be great to catch up with some of the journalistic types I haven’t seen in a long time.

This year’s a bit different than in the past: I’m not actually being paid to go there! Instead, I’m heading down solely to fulfill my own selfish desires: yell at people in the halls to tell them how awesome Empire Avenue is; throw some free-game codes for GOG.com around like they’re going out of style (which they’re not); go hang out at the Paradox suite to mooch whatever freebies I can; and to try and drum up some more business for Evolve PR. That last one’s kind of an interesting one.

I have to admit that I’ve been ridiculously (perhaps even ridonkulously) busy lately. The prospect of bringing on even more business kind of makes me cry. But I do have a big, evil, master plan: I’m also going to spend my time trying to find someone to help out. That’s right — Evolve is expanding. I’ve got a few folks in mind, but really, if you happen to read this, are a highly experienced PR/marketing rep in the games industry, and will be in San Francisco this week, shoot me an email or tackle me on the street. Alternatively, if you’re a PR Director, VP of Marketing or whatever else, be sure to wear your best shoulder pads, because there’s a good chance I’ll knock you over and throw a business card in your face. It may not be the most effective bizdev tactic, but I’m not about to actually… you know… set up meetings, print out all sorts of fancy brochures, perfect a sales pitch and try to woo you with my eloquence. That shit’s so 1996.

I hope to actually do some blog updates from SF, as I should have plenty of time on my hands…. again, my highly effective business-development practices don’t take a lot of time… but if I don’t, try not to miss me too much.

Engadget drops the hammer on superidiots

Watch out, trolls. It's hammer time.

Watch out, trolls. It's hammer time.

The apocalypse is surely approaching, as I ready my hands for another gripping blog post — the first time this has happened all year, and my fingers are struggling a bit with this new task, like a pubescent boy fumbling with a bra strap. So bear with me if I ramble a bit; like that boy, it might take some time for me to get to the goods. It doesn’t help that it’s barely past 6:30am and my coffee cup isn’t refilling itself without the intervention of my fumbling fingers… which are writing this blog post. Duh.

Okay, so yesterday a pillar of the tech blogosphere/websiteosphere (I don’t even know what to call websites these days anymore, since most of them are blog-like), Engadget, shut down comments on its stories. As explained to VentureBeat by Editor-in-Chief, Joshua Topolsky, the decision was made because of a recent shift in the tone of comments, spurred largely by an influx of new visitors who found their way to the site because of the iPad unveiling. Now, apart from concluding that the iPad is an inherently evil device created to brainwash hipsters the world over, I’m forced to think about whether shutting these abusive commenters out entirely is really the right decision for Engadget. Continue reading Engadget drops the hammer on superidiots

Stay on message. OR I’LL BEAT YOU GOOD.

messaging

Ah, what a great vacation that was. So relaxing. I can still hear the sounds of the waves crashing on the white, sandy beach, tropical birds singing their alluring songs in the lush forest behind me. I really meant to update the blog from my cabana, but the resort was having problems with their wireless intern– ah, who am I kidding? The muses just weren’t watching my back. I try to keep updates here interesting, and have to wait for inspiration instead of just picking a random topic out of a hat.

So I was listening to the always-entertaining Mobcast last week, and the guys got to talking about “staying on message” and I went through a series of emotions — first, excitement about the onslaught of inspiration. Then I grew very, very angry, remembering meetings about messaging and training game developers how to stay on message for hours and hours before trade shows and media tours. Then I laughed because my dog was trying to hump my other dog. Then I grew sleepy. And so the weekend passed, and I’m finally getting around to writing this post.

Continue reading Stay on message. OR I’LL BEAT YOU GOOD.

PR Shorts: The pitch

prshorts

It’s time for another entertaining installment of PR Shorts, our highly informative — if somewhat basic and embarrassingly infrequent — look at a particular aspect of this job we do. Today I’ll discuss the daunting task of pitching a journalist.

The last PR Short touched on the press release, a vital weapon in the PR rep’s arsenal. The press release, however, is ultimately a rather passive way to secure media coverage; yeah, you have to do some legwork with follow-ups, but you’re really just carpet-bombing media with a subject you hope they’ll find interesting. You’ll largely end up sitting at your desk, drinking coffee, updating your Corey Feldman fansite and waiting for responses and inquiries. The pitch, on the other hand, requires a different approach.

Continue reading PR Shorts: The pitch

Evolve now rolling with the Paradox crew

paradox

I’m hoping to extend my streak of success with awesome PC-game developers — having thoroughly loved working with CD Projekt RED (The Witcher) and Stardock (Sins of a Solar Empire, Galactic Civilizations II) — as I announce the addition of Paradox Interactive to the Evolve family of clients. Join me in welcoming these wonderful Swedes to our intentionally small roster!

This project will once again allow me to flex my community-outreach muscle (eww, gross), as it’s no standard “here, promote this full-priced boxed game” deal — I’m working on two community-driven projects aimed squarely at the company’s devoted fanbase of strategy gamers. For the Glory and Arsenal of Democracy are uber-mods for Europa Universalis II (yes, II, not III) and Hearts of Iron II, respectively, that Paradox is going to publish through their GamersGate service. I love to see devs and publishers supporting their communities like this, and I hope that I can help the games succeed.

It’s also a fun opportunity to work alongside some other PR folk at TriplePoint, as well as Simon Callaghan, with whom I worked on Neverwinter Nights way back in the day. Anyway, keep an eye on this site and on games sites everywhere for more info! And, of course, if you’re a journalist interested in talking to the devs or getting more info, just let me know.

The changing face of PR

people

For years, big-name PR agencies — and sadly, most game publishers, movie studios, record labels, plywood manufacturers, etc. — have focused most or all of their publicity and marketing efforts on scoring the big kahuna: coverage, big or small, in top-tier media. A small column on the fifth page of USA Today’s Money section was — and still is, to some extent — a glorious achievement, to be pursued at any expense.

Quick digression: the Internet’s been around for a while. I remember having a Geocities site back in 1997 or something. Since the birth of the hideous Dancing Baby there have been countless sites run by enthusiasts — for free, simply maintained out of love for the subject matter. You could say these guys were the low-fi ancestors of today’s blogging elite. There were chat rooms, message boards (BBS anyone?), and generally a ton of places where consumers gathered to learn about products, talk about them and share their love for them.

Is that really any different than the current situation?

Continue reading The changing face of PR

PR Shorts: The press release

prshorts

I’m going to try to put together a series of brief posts about PR practices, and thanks to my current diet of cold medication and coffee the best name I could come up with is PR Shorts. I know that sounds like a pair of cut-off jeans that will never give you a straight answer, but maybe you guys can suggest something better… or I’ll wait until the medicine wears off.

Today’s PR Short is about press releases. There’s definitely an accepted standard for the format of a release, so let’s talk about that quickly. In most cases your press release should look something like this:

Title
Subtitle

Intro paragraph

Detail paragraph(s)

Quote(s)

Boilerplate

The Title should grab the journalist’s attention. Usually you’ll want this to quickly explain the main point of the release, but in some cases you may want to just put a potential story headline in there. Let’s say you’re pushing a new emergency-diaper technology that cleans the baby’s butt if it drops a deuce (again with the underpants theme… curse you, medicine). Your title could be, “Hankypants Introduces New Diaper Technology to Avoid Poopy Accidents” (the straight-forward one) or, “Never Clean Baby Poo Again” (the less direct option). I probably could have avoided a poop joke there.

The Subtitle is optional, but I’d recommend making use of it. It allows you to briefly offer more info about the announcement. If you were to use the Never Clean Baby Poo Again header, for example, your subtitle could be something like, “Hankypants Introduces New Diaper Technology that Cleans Infants’ Bottoms.” A lot of journalists will really only read your title and subtitle; if they’re not interested at that point, they’ll likely just move on, so you may as well give them as much info as possible in those lines.

The Intro Paragraph gets to the point. It will usually begin with “Edmonton, AB, Canada – September 9, 2009.” — the location and the date of your announcement. Then you’ll want to explain what the announcement is about — “Hankypants, the leading creator of leading-edge diaper technology, is excited to announce its latest model, the PooFree 3000.” You can provide a bit more info, including availability, pricing, etc.

The Detail Paragraph(s) will just include some more info. In some cases you may not even want to provide more info — your intro may have already provided enough detail, but I’d recommend using this space if you can. It allows you to talk more about the product itself, your company, unique features of the product, etc. Don’t get overly verbose with this or any other paragraph, though — the more you write, the more time the journalist has to just stop reading.

The Quote is also optional, but it allows you to show off your executive team to the world and to push your corporate messaging a bit. Particularly if you’re announcing a partnership of some sort, quotes might allow you to include an external perspective on your company. Having someone else (preferrably someone reputable) in your release saying, “We’ve evaluated the PooFree 3000, and the product is, without a doubt, the pinnacle of diaper technology” will add some legitimacy to your announcement, and makes it a bit less about patting yourself on the back.

Your Boilerplate is just a description of your company. Talk about past products, your strengths, corporate ideals, etc. And be sure to include a URL for more info.

Pretty simple, right? If you have any questions about writing effective press releases, feel free to comment or email me!

Aww damn, now that’s a bargain.

aww shit

In a sure sign that this is not just a blog on which I post insightful commentary on the ins and outs of public relations and marketing, I’m actually writing something about a client! Beware, for this can only end badly — shilling kicks all kinds of ass.

This week we’re celebrating the one-year anniversary of GOG.com’s launch. A little later today or tomorrow I think I’ll put together a post about the first year — it’s definitely been a roller-coaster ride, as the cliché goes, with a fair share of struggles and successes on the PR and marketing fronts. But that’s not the point of this post!

This one is just to talk about the wicked bargains we have on the site this week. Okay, so we have the Buy One, Get One Free promo on the Interplay catalogue. Fallout 1, 2 and Tactics, Freespace 1 and 2 (pretty much the best space sim without the Star Wars license), MDK 1 and 2 (look for my first credit — a huge contribution I made to that game, of course… not!), Shattered Steel (another great BioWare game), Kingpin, Hostile Waters (awesome) and more for $5.99 each, then you get a free one. Pretty good.

In the past few weeks we’ve been trying out a Hidden Gem of the Week promo, which basically spotlights one game that people may have overlooked — something really good, unique or otherwise interesting — and doing a little write-up and a 10%-off discount for the week. For the editorial bits, we brought some great writers on board – Pete Davison and David Craddock – who should certainly be in consideration for any sort of freelance writing gigs you people have! The past few weeks have featured Descent 1 & 2 (the two are bundled as one in the Interplay promo) and Shogo, an early Monolith creation… and this week it’s all about Rise of the Triad – particularly timely, given the recent indication of a franchise reboot.

As if compelled by the mythical Dealosaurus, we also just released Might and Magic 6 Limited Edition, which includes six games (Might and Magic 1 through 6) for $9.99. I haven’t played through most of the games in that package, and will do so at my earliest convenience… I get it for free, though, muahaha.

Treevenge: Awesome

This video is too funny for words. Fun to see some of the Trailer Park Boys alums, including the host of Jonovision (if you live in Canada and are between the ages of, I dunno, 24 and 28, you are the only people who know wtf Jonovision is), but the baby squashing totally makes this short film for me. It’s pretty bloody, but in a fun, happy Christmassy way.

Check out Treevenge on Twitch!

Reverb infiltrating the App Store?

kidiphoneHere’s a bit of deception to kick off your Monday (though the story was posted on Saturday, and it’s already evening today… so if your day is just kicking off… lay off the booze, buddy): MobileCrunch has tossed up a rather intriguing article alleging that Reverb, one of the industry’s more recognizable PR agencies, has its interns write glowing reviews for its iPhone projects on the App Store:

“Fortunately, iTunes allows you to see other reviews posted by the same reviewer. So, we clicked on the reviewer “Vegas Bound” (iTunes link) and started to look at his reviews. He reviewed 7 applications, and gave each one of them 5 stars. Each review was short and sweet, and extremely positive. These reviews represented 6 different developers. A quick Google search revealed an infuriating truth: every single one of these developers was a client of one PR firm: Reverb Communications.”

The evidence looks pretty damning, but ultimately Reverb denies any wrongdoing in a response that states its ” interns and employees write their reviews based on their own game play experience, after having purchased the game by themselves, a practice not uncommon by anyone selling games or apps and hardly unethical.” This is where things get a bit fuzzy, of course. Have I given games I’ve worked on 10-out-of-10 reviews on sites where I had the ability? Yeah, it happens. But hey, guys, I also review other games and give them high scores if they’re deserving. I’ve given games I worked on mediocre reviews if I didn’t like them (well… nothing lower than an 8, of course, or I’d give them no review at all :D ). So maybe these interns just need to wisen up a bit and start reviewing other stuff. Only kidding. Of course that wouldn’t get to the root of the problem and would probably just make it a little bit worse.

MobileCrunch point out an excerpt from a pitch doc provided by a developer, alleged to be from Reverb, in which it’s stated that it “…employs a small team of interns who are focused on managing online message boards, writing influential game reviews, and keeping a gauge on the online communities.” Seems that their interns may also be going around to message boards and hyping their clients’ products. To me, that’s just as upsetting — at least if they’re doing it under some pseudonym and trying avoid being outed as PR reps.

I was in a situation a few years ago when I was working for an agency on the NVIDIA community account, as we were accused of essentially shilling, paying shills or planting shills for the video-card manufacturer. I don’t know where the NDAs and such stop, so go ahead and read the statement we (I) sent to Shacknews back in the day. I still stand by it and am sure that we weren’t acting unethically. You’ll have to trust me on that, I guess, but even so, it was already getting too close to OMG VIRAL MARKETER territory for my liking at the time. Now, though, I see that our practices of just working really, really closely with the community — talking and interacting with them on a very personal level (IM, phone and whatnot), hoping that they’ll appreciate our clients and us even more — is what we do on a wider scale now thanks to Twitter, Facebook, etc.

After all, the fans are out there. They like reviewing games. Games they like will probably earn at least a 4 rating, unless the player is holding onto his stars as if they were a rare commodity; so why even bother putting your own reviews up? For one game quoted in the MobileCrunch article, HydroTilt XL, there were over 300 5-star reviews (of 900-something total) — clearly any cover shilling tactics need not be employed here. Ah yes, the quality factor. Well, I think that any sensible person in this industry realizes that, especially these days, if you offer a quality product, people will buy it. With the rise of social networking, we have a huge connected audience that wants to share its love of games or music or movies or plywood manufacturers. Give them something they want to talk about.

I should finish off by saying that we really don’t know if Reverb has done anything wrong. It may just be unfortunate levels of zeal on the behalf of its interns, who really did love the game they were working on — and as it may have been their first experience with the iPhone App Store, their first review inevitably raising questions about the motivations. I do hope it’s not true — being accused of being greasy when you think you’re being clean sucks, and the people I do know at Reverb are good, honest people.