Five things on Friday #21

Five things of note for the week ending Friday May 25th, 2012

1. Amazing post-Yugoslavia monuments

There are 25 of these monuments (all different, by the way) scattered across the former-Yugoslavia. Built during the 60s and 70s to immortalise battle sites and concentration camps, these relics of remembrance are as varied as they are stunning. Melancholic yet engaging, spend some time looking them over and hey, if you’re ever in the area, seek them out.

2. A whale, in a forest
The work of Argentinian artist, Adrián Villar Rojas, this forest-beached whale is a sight to behold; even just digitally.

Sad, confusing and yet somehow deeply compelling; the life-sized mammal so out of place in such a way is a sight hard to forget. This is a rare occasion where I really wish I could be there in person to see this work.

3. Assassins Creed II – aka ‘playing with Desmond’
I’ve been a huge fan of the Prince of Persia games for ages and ever since the last decent round wrapped, I’ve been looking for a suitable free-playing replacement. The Batman: Arkham Asylum/City games came close (and actually win out in many respects), but I still missed that parkour-esque freedom. That was until, at long last, I finally dived into Assassin’s Creed II.

Thanks to recommendations from Rob (and I think Sweena too), I skipped the first one and went straight to the sequel (a fact I’m kind of regretting now) and I am loving it. If you’re an Xbox* owner and haven’t played these yet, they’re available to download now via the Xbox Marketplace at fifteen quid a pop. Not bad at all.

*other consoles are available.

4. Railroad-based awesomeness
First, this video – found via Mr Siminoff – of a group of mates creating a purpose-built railway go-kart – aka ‘The Rail Rider’ – is just awesome. I can’t watch it without grinning from ear-to-ear.

While you’re still smiling, take a deep breath in, scroll down, and breath out.

Nice and slow.

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5. Keep C.A.L.M.
The campaign against living miserably is a charity setup to combat male suicide – aka: the biggest killer of young men the UK today.

I first encountered them just a little over 18mths ago and have been a big fan of their work, and what it is they’re actually trying to achieve, ever since. This past Thursday night I finally met the whole team and am looking forward to supporting them further over the coming weeks, months and years, in their ongoing mission. Expect more on this, soon. In meantime…

If you’re a man (or if you know one) who doesn’t want to admit that things are pretty crap right now, or is really struggling to keep things together or, worse yet, doesn’t feel like they’ve got anyone else in the world to turn to.

It’s OK. You’re not alone. I promise.
And you can talk to CALM.

 

 

Whatley out.

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Reputation Management: Duke Nukem Forever

Chatting to Neville Hobson the other day about gaming (of all subjects), we touched upon a mutual love of the first person shooter (FPS).

To put this into context, Neville and I have talked about a multitude of things in our time, including but not exclusive to; a love of technology, social media, all things mobile and – on occasion – a shared love of really good whisky. Not this day however, this day we touched upon gaming. Particularly: Duke Nukem Forever (DNF).

It was when Neville and I were attending a conference together that he happened to tweet this Duke Nukem Forever review (from Ars Technica). To save reading time the overall opinion of the (fantastically written) piece is that DNF is terrible.

The first 30 minutes of the game consist of moments where people idolize you—oh, and you can turn the lights on and off. You walk through a museum where relics from the first game are stored, which gives you a hint at how this title was put together. While Gearbox obviously remembered all the neat little details that made Duke such a classic, they didn’t remember to put those details in a good game. The game is hollow.

The thing is, Ars Technica aren’t alone either; to put it bluntly, the game has been universally panned.

Not good.

Another thing to make clear at this point is that I am not a Duke Nukem player. However, I am aware of the series in general and, even if you have only a modicum of knowledge around the DN series, you know that this game has been at least 15yrs in the making and one point was consigned to the deadpool of games that were rumoured to exist but never actually get made – aka ‘vaporware‘.

So at long last – after 15yrs of waiting – the game arrives and it is ‘an overwhelming disappointment’.

“They’ve ruined it” said Neville. “It’s terrible. It’s like the developers [on purpose or not] have never left the 90s”

When such a monumental mistake is made with this kind of global brand property, the question has to be asked: what kind of effect has this had on the long term validity of the franchise?

Will there be another Duke Nukem game? Perhaps not. In the same way that in the film industry, trilogy opener The Golden Compass didn’t exactly set the box office alight (and subsequently never got finished), will Duke Nukem suffer also?

More and more we’re seeing money being thrown at invested in gaming and – when systems are so far advanced and development costs are so high – a decent ROI is required to keep things moving. The question I posed to Neville, a fellow social media industry pundit and veteran, was:

How long will it be until the kind of reputation management processes we preach about make their way into this industry?

Devs on Twitter defending their work? Programmers blogging up in arms about the stress they’re placed under to deliver? What of the fans?

Another, arguably more popular, FPS franchise Modern Warfare came under fire recently for their plans around Call of Duty Elite that will require players to stump up an extra monthly fee for access to certain features. Pleased with this trend, the fans are not.

My point is: Reputation Management isn’t just about big FMCG brands, car manufacturers and retail. Other industries need to be involved too as, when the proverbial hits the fan, the processes need to be in place to handle it.

And, while Duke Nukem won’t exactly be taken off shelves and redesigned from the bottom up, perhaps the publishers will think twice in future before ruining such a beloved franchise ever again.

As the old adage goes:

It takes years to build a good reputation, and only seconds to destroy it.

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UPDATE:
Shortly after publishing, Neville pointed me to this further post from Ars Technica pointing out almost exactly what you SHOULD NOT DO in this kind of situation. Wow.
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Engagement: BRINK

A week or so ago, while en route to see X-Men: Class, I happened upon this piece of advertising for BRINK.

Brink

I don’t know what it is about this image that is so striking (or in fact what it actually says about my brain’s stimulus/response mechanism), but for some reason it makes me want to find out more. Of Brink, at the time, I knew nothing. Further exploration has uncovered that it’s a new first-person-shooter (FPS) and that actually, apparently, it’s not very good. Translated: I asked a fellow gamer and he said – “Well, it’s alright.”

The image above has stayed with me. If there was a demo, I’d download it –  as a hook, it got me.

However what has yet to happen to my nascent advocacy is any kind of pick up.

Advertising like this is crying out for integration. And by that I’m not just talking about having print, TV and outdoor all matching, I mean having a demo available, having monitoring tools in place picking to pick up any mention online, some kind of a social presence/activation/engagement strategy – something, anything that is there ready to spot that I have an interest.

As it stands, my gaming schedule(!) currently consists of re-visiting Modern Warfare 2, playing to the end of Red Dead Redemption and slowly getting drawn into the world of L.A. Noire. Room for another game in my life, there is not.

But Brink really does have me thinking; both about the advertising campaign around it and of course, the game itself.

 

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Incidentally, sometimes it works the other way around – this piece of engagement for Bulletstorm for instance fell on deaf ears. I had no idea who or what Bulletstorm was or is and found myself googling it to try and find out more. Frustrating really; I loved the asset, but the whole thing lacked any kind of personalisation. It did actually drive me to download the demo mind, but still – it left me feeling somewhat empty.