Game Development Reference
another. The first review of a game might bring up a talking point that's
copied and recopied until it becomes part of the cultural narrative of the
game—even if it was chosen arbitrarily in the first place.
We can't control word of mouth, but we can influence titling and
marketing messages. So think about what expectations should be set to
prepare players for the best possible game experience, and craft titles and
marketing messages to match those. If you have dedicated marketing
people, don't ignore them. Left alone, marketers have no way of knowing
which parts of the game have to be carefully introduced a specific way, and
which do not. Designers should regard marketing people as part of the
core experience-crafting development team, not as extraneous add-ons—
their decisions affect the experience of play the same as ours do.
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