Titanfall’s a tricky thing to market
If you followed last year’s E3 and Gamescom conferences, you’d no doubt have seen quite a bit of hype for Respawn’s mech-battling, free-running FPS Titanfall. It’s had two bits of news that have cast doubt, in the public perception, on how good the game will be; its lack of single player, and more recently, the controversial 12 player cap. Respawn’s admitted that the game is a little tricky to market.
It’s mostly the lack of a single player element that’s making it hard to convince people to jump in though.
“It’s actually been really tough trying to accurately market Titanfall,” producer Drew McCoy said on NeoGAF. “If you look at what we’ve done, its a lot different than what most FPS games do. Without a bunch of highly scripted [single player] moments to recam from different angles, the usual ‘movie-like’ trailer is just about right out.
“Instead, we’ve decided to show unedited gameplay segments that last 3-5 minutes (so far – more footage coming, of course!) to show the ‘flow’ of the game,” he continued. “Starting as a Pilot, taking on AI and other player Pilots, wall running around a Titan, earning your Titan, climbing in, battling other Titans while stomping on humans, ejecting, etc. There’s a huge amount of gameplay mechanics available at any one time, and encompassing them in a few minutes is actually quite hard to do.
“Its also why we took an extremely early pre-alpha build of the game to events like Gamescom, PAX, etc to let normal dudes hands-on time with the game. There’s no amount of polished marketing that can replace playing the actual game.”
It’s really true that. As the resident FPS naysayer, I had zero interest in Titanfall – until I actually got the chance to go hands-on with the game Odd though; developers and publishers have been shoe-horning multiplayer in to games as a selling point and here we have a developer of a game built around multiplayer, admitting that without single player it’s kinda hard to sell.