Printer friendly version

June 7, 2004

The Opportunities for New Concepts Online

From the maker of that intriguing Samarost Flash game that made the Internet rounds a few months ago comes a new game called Quest for the Rest. It's only got three levels, but the more interesting innovation of the thing is that it's intended as a promotional tool for the pop/rock band The Polyphonic Spree. Hey, if I've got money when the CD comes out in July, the game might have gained the band a customer.

Makes me wish I had the time to do more toward learning Flash than periodically intending to plan to pick up the thick book that I've got teaching the program! Other bloggers are more knowledgable about the ins and outs of the marketing world, but I think Flash games would be a great way to introduce potential customers to pretty much any form of independent artist, or even artisan, whether their trades involve music, literature, or visual works.

When I've periodically dreamed of acting like a businessman, I've thought to hire Ferry Halim to design one of his beautiful games for Timshel Arts, or for some specific work in the future. You know... someday.

(via Shiela Lennon)

Incidentally, I'm aware that large companies — and major productions (e.g., the Harry Potter movies) — have already hit upon the idea of using Flash games for promotion. However, to my experience, they are so focused on getting the promotional message across that they undermine the strengths of the medium.

In the game mentioned above, the Flash designer and the band are essentially on an equal level. The designer was free to express his own style and to run with an idea that was only thematically connected to the band in a superficial way. ("Help the three lost members reunite with the rest of their group...") In this model, the client gives a purpose to the game, but the designer gives the game its ability to ride the waves of Internet preferences and word of mouth.

Posted by Justin Katz at June 7, 2004 1:42 PM