Breaking The Fourth Wall
Take the example of Microsoft Game Studios' "Dungeon Siege II" for the Playstation 2, wherein a character offers a special treasure if the user enters a code obtainable only through playing the PSP installment of the "Dungeon Siege" franchise. Each of the games are referred to by their real-world names, with all the appropriate trademark symbols looking so very dissonant in a fantasy character's dialogue box.
That dialogue was featured this week in the games blog on Ars Technica, drawing a range of comments from its readers, ranging from offended, to defensive, to aggressively apathetic. And, in the game's defense, it's not breaking new ground in hawking the portable game in its console version--games like "Legend of Zelda: The Windwaker," "Splinter Cell: Pandora Tomorrow," and "Metroid" all have similar promotions, allowing players to get some sort of game feature or unlockable content using the portable version of the game.
But Ars Technica's Ben Kuchera--surely an influencer in the video game space--declared that "Dungeon Siege II" is in his "do not buy or play folder." What's the difference between what "DSII" did and what the other, abovementioned games did?
Well, games break the fourth wall for a variety of reasons, and in a variety of ways. Most often, it's to instruct the player how to make the character do something. In most games, the instruction is delivered in a detached way, so that the player's immersion in the game is left intact. Other games play with this convention--in "Windwaker," a helpful fairy floats around your character, occasionally instructing him on what buttons to press to perform which actions. So when the same fairy tells the player he can plug in his Gameboy Advance for a little bit of help on a certain game sequence, it's not a problem for the player's immersion; it's already been established that the game will talk about out-of-game controls.
Once the fourth wall is already broken to help the player out a little bit, other elements can be slipped in--even product plugs. But in a game like "DSII," which for the most part plays it pretty straight, a pitch like this one is totally out of place. Marketing in games, just like marketing everywhere else, is all a matter of execution. Do it right, and your players won't mind; do it wrong, and get put in the "do not play" folder.
Recent Gaming Insider Articles
-
May The Force Be With EA May 10, 12:11 a.m.
With the “Star Wars” holiday of May 4th right behind us, it seems a fitting time ...
-
How to Use Gamification For Mainstream Consumers, Not Geeks Jan. 25, 4:51 p.m.
The idea of “gamification” has rumbled loud and long throughout the marketing and branding echo chamber ...
-
Contests Powered By Play Dec. 28, 3:07 p.m.
Whether it’s a coupon, a giveaway, a white paper or an app, the competition for consumer ...
-
Gamification Ate My PowerPoint Oct. 12, 3:53 p.m.
At some point in your career, your brain probably experienced death by PowerPoint. I'm sure you ...
-
Gaming 24/7: Reaching Your Audience Day & Night Aug. 3, 3:18 p.m.
If you're paying attention to digital marketing, by now you've heard that gamification can improve engagement ...
-
Creating Games That Maximize Cross-Platform Potential July 13, 5:52 a.m.
With the global game industry expected to grow from $52 billion in 2011 to $70 billion ...
-
Five Ways To Gamify Your Facebook Marketing July 6, 1:49 p.m.
Whether or not you “like” marketing your business on Facebook, your users want to do much ...
-
Gaming For The Greater Good June 1, 1:48 p.m.
Whether from aliens, traitors, mutants or disease, it can be argued the classic video game narrative ...
-
Feeling Special April 27, 1:15 p.m.
Every day, social games are enabling players to express themselves in subtle but powerful ways. By ...
-
Bored With Board Games, Toymakers Go Digital April 6, 10:37 a.m.
Timeless as they may be, classic toys aren’t immune to today’s digital trends. A new age ...


Be the first to comment on "Breaking The Fourth Wall"
Leave a Comment