In August, PlayStation unleashed a massive marketing campaign to get its live shooter, Concord, in front of millions. Streamers who played the game on their channels mostly gave positive reviews. Weeks later, the game shut down, and in October, Sony announced it was closing the studio down. Concord now faces overwhelming dislike from users on Metacritic. Were the streamers so wrong? And if so, why do game marketers continue to turn to them first to get a game off the ground? When a video game company is looking to push sales of a game, the go-to option is no longer to show a presentation at an annual convention (RIP E3), to place a splashy poster at a retail store, or even to buy traditional online ads (though that is clearly part of the strategy). A lot of companies now are going straight to individual enthusiasts to push their games. In many cases, getting a large influencer to play a game is enough to have it trend for days. The “For You” page sitting at the top of your feed has become the new vanguard for determining which video games are fun to play. It’s a huge departure from a decade ago when companies would approach consumers via traditional forms of advertising. “Now creators are brands, and rather than creators trying to leverage a brand for financial gain or some promotion, I feel like that is reversed, where it’s brands that are often trying to leverage the power, influence, and relevancy of a creator, who are themselves their own brands,” Twitch’s chief marketing officer Rachel Delphin tells Inverse. “The streamer knows their community, they know their aesthetic, they know what’s going to resonate.” |