Quoted from Bublehead:I think the identity of the player
Thoughtful and interesting post...
When manufacturers release their pre-made vids that "really" sell the games they should consider aiming for this idea: (great job btw by sdtm to help out and give us good looks up front, much appreciated)
>>> Focus your marketing story from the point of view of the player, not from the point of view of the manufacturer: <<<
Instead of opening with: "We put x,y,z into this and we think you'll love it..." change the marketing narrative to:
"From the moment you drop a quarter in the machine, you are the X in the story attempting to achieve Y in a mysterious world of Z... etc..."
And of course, make sure you actually DESIGN from that point of view...
I'm not asserting that Wonka did or did not hit the mark in both regards, or may or may not down the road, with code updates... but I'm pretty sure, this is the IDEAL way to go about designing games AND the best way to frame a marketing pitch.
My assertion is: Playing pinball or 1-player vids at their best is about the mystery of unlocking a story based on your skill level... Instead of watching a movie or TV show (where you have no control). We choose these media not only for the skill challenge -- but we want to be in control of unlocking a narrative our way. While I'm not a seasoned game producer (in RL or on TV) -- I'm pretty sure this is the favored approach (as a player of vid games for the last 40+ years.)
So in the case of Wonka: Who am I in the story? What is my final goal in the game? What is the mystery of the experience -- what am I slowly unlocking based on my skill? (while these may have been answered already, it sounds like this wasn't made clear for some people)