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The History of the Commodore 64 in Twelve Objects #3: “We promise you won’t use the Commodore 64 more than 24 Hours a Day” – advertising

Jesper Juul

Though Commodore lacked a global advertising strategy and left it to individual countries come up with their own, there was an early global pattern of focusing on the serious side of the C64, and only mentioning games as an aside. This circa 1987 Swedish ad makes fun of apparently delinquent youths. “Where have you been?

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How Much You Should Spend on Board Game Advertising

Brand Game Development

” I got a lot of responses, and one of them was about how much to spend on board game advertising. I want to particularly focus on part one, which can be roughly summarized as, “how much should I spend on advertising for my board game?” Basics of Board Game Advertising. Need help on your board game?

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Do you have any tips for designing great puzzles?

Ask a Game Dev

When designing a puzzle, a designer must think of the process by which the player interacts with them. Place and advertise the clues to the puzzle goal within the environment. This can be subtle or it can be obvious, depending on whether the puzzle is optional or part of the critical path.

Puzzle 52
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The Curious Case of Playable Ads and Traditional Marketing Strategies

Deconstructor of Fun

Digital advertising has come a long way since the first banner ads of the 90s. This is the future of digital advertising - where creative interactivity transforms even the most traditional marketing principles. Playable Ads created by Playable Factory (Angry Birds, Whiteout Survival, Eatventure, Smash Legends) What Are Playable Ads?

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Can Hay Day Pop Solve the Puzzle?

Deconstructor of Fun

A bold move for Supercell, going against giants that continue to rule the casual puzzle space. Playing levels awards stars , which are used to earn coins in the Puzzle Pass. Looking at the market, there have been plenty of combinations of Puzzle Core + Invest & Express hybrid games attempted. The Twist: The Puzzle Pass.

Puzzle 52
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Solo dev Diego Ras of Raccoo Venture “Everything starts with paper and pencil”

PreMortem.Games

He started his career in advertising, but the world of video games always held his real interest. Many years passed and, after graduating, I started working in the advertising field. However, the studio still focused on the advertising area and my interests were increasingly focused on the games.

Dev 163
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Feral Cat Den is pushing the audio-visual boundaries of games with Nirvana Noir

PreMortem.Games

Previous to making their own indie games, the studio’s background was in advertising and product design. Evan Anthony: “Alternating between two timelines with such different visual designs, mechanics, and stories has been a real brain puzzle for us. This gave the studio a bit of an outsider perspective.

Art 138