Currently there is no way to miss Pokémon Go. In its short lifetime, the game is breaking records left and right like being the biggest mobile game in the US ever or attracting more users than services like Twitter or Tinder.

We looked into our coverage tracking tool (more info on the tracking method here) to see how well Pokémon Go is doing in terms of press coverage. To make the coverage of the only recently released title comparable to other games we looked at data from the last three years and picked the highest performing week in terms of number of articles for each title (technically, the best 7 consecutive days).

In the graph below you can see that Pokémon Go managed to get by far the most articles on it’s highest performing week.
graph_01 One of the main reasons Pokémon Go was able to achieve such a high amount of coverage is the fact that many general interest websites and gaming websites currently cover the game with several articles a day.

This makes sense as the appetite for Pokémon Go coverage is remarkable at the moment. For instance, Game Network (a publishing house hosting some of the biggest gaming sites in the world including Eurogamer, VG247 and Rock Paper Shotgun) noted that they had their biggest traffic day so far thanks to Pokémon Go:

And Kotaku’s Keza MacDonald stated that Pokémon Go articles see outstanding traffic numbers, with over half a million clicks at least per article, making it “considerably bigger than E3”:

In short: there seems to be no game in the last three years that managed to generate nearly as many articles per day as Pokémon Go.

Of course this only shows a snapshot of the media coverage for the games listed. While Pokémon Go had an impressive start, games like Overwatch manage to keep up media buzz over a long period of time.

Even so, looking at the coverage from Pokémon Go, Fallout 4, Overwatch and Zelda: Breath of the Wild over a longer period of time (June 2015 to July 2016) it became apparent that Pokémon Go has an impressive head start. It even even stacks up well against Fallout 4 which saw outstanding coverage numbers and is internally our benchmark to see how much coverage it is possible for a game to get. For the overview graph we also highlighted the biggest news beats where possible. Some titles like Overwatch didn’t see one particularly strong communication topic but rather saw a very high amount of coverage from a mix of sources.

graph_02

What makes the extremely high number of Pokémon Go articles even more impressive is the setup of the game: Whereas Fallout 4 perfectly orchestrated a genius PR coup last year by revealing and extensively showing the game just a day before E3 started, with press and players already eager for news, Pokémon Go was simply released in a few countries without any event, fancy videos or much fanfare.

I will offer some extra food for thoughts for you as you ponder the cheer scale of the coverage that Pokémon Go has received recently. The below graphs shows the repartition of the recent coverage for both Overwatch and Pokémon Go based on the type of media:

graph_03

graph_04

Our tools have been built around media outlets that cover video games. In terms of the media that we properly track, I am very confident in regards to what we consider “games” media. However, there are plenty of “general interest” media that we are missing, because they focus much more on local news and have historically mentioned video games only anecdotally (if ever). I believe that what we see in our tools, while probably fairly accurate and representative for most video games, is missing many of those media from our data set.

This would mean that despite being so overwhelmingly dominant already, it is actually strongly under-representing the actual media coverage of Pokémon Go.

While it’s hard to predict how the Pokémon Go hype will develop over the next couple of days, it is already clear that it’s the strongest covered Nintendo title in years and it will almost certainly be the most covered game of 2016.

 

Nota bene: many thanks to Thomas Reisenegger for putting together most of the elements of the article.

Half of 2016 is behind us and it’s a good time for me to make one of those regular checks on the trends in crowdfunding and games.

The Games category

001-totalamount-games

002-projects-games

Compared to the last 4 semesters*, the first half of 2016 has seen a similar number of projects being submitted, but more projects getting funded overall, reaching a ratio of funded projects of 35%, compared to 31% in the previous period.

003-totalamount-tier-games 004-projects-tier-games

The total amount of money raised is lower than either half of 2015, but that is mostly due to a smaller number of very high performing projects. If you ignore the projects that raised more than $500,000, there has been more money raised for games. There have actually been more game projects funded than in all the other tiers for the past 2 years.

Video Games

007-totalamount-videogames 008-projects-videogames

Looking into video games though we can see that most of the money raised by games this semester wasn’t by this subcategory. A meagre $8.2m was raised, compared to more than $20m in the previous period, and this despite having more or less the same number of projects funded.

009-totalamount-tier-videogames 010-projects-tier-videogames

When breaking down the projects per tier of funding, it’s obvious that what has been missing in the last 6 months is a couple of large projects, as all the other tiers have actually raised more money than in either of the two 2015 semesters. We are not at the levels of 2014, but it is reassuring to see that despite less money being seen, the amount of funded projects has actually stayed about the same. Even more surprising, there has been a decline in the number of projects raising less than $10,000, with the other tiers having stayed the same or grown from the second half of last year.

011-success-videogames 012-junk-games

As fewer projects were put on the platform, but a similar number of them got funded, we can see that the ratio of successfully funded projects has increased. And the same happened with “junk” projects (projects with $0 pledged to them), possibly indicating the notion that Kickstarter projects are not easy to get funded is sinking in to the larger audience. As John Romero has learned the hard way.

I feel like this is when I should plug the workshop we are putting together. In a couple of weeks, the day before Develop in Brighton, I will run a 1-day crowdfunding workshop for video game developers. If you are interested, check out the Evenbrite page (UKIE members can get a discount too): https://www.eventbrite.co.uk/e/crowdfunding-for-video-games-tickets-26113940499

And before I move on to Tabletop Games, in case you can’t figure out which project raised more than $500,000 in the past 6 months, here it is:

 

Tabletop Games

013-totalamount-boardgames 014-projects-boardgames

015-totalamount-tier-boardgames 016-projects-tier-boardgames

Board games are still doing incredibly well on Kickstarter. The category is constantly growing, on all the positive metrics: number of funded projects, amount of money raised, and even ratio of funded projects.

I don’t think much needs to be added, it seems like there is healthy relationship between those projects and crowdfunding, that might not be as natural, or as elegant for video games. These past 6 months, projects in the tabletop games categories have raised 6 times as much money as video games, and 4 times more projects got funded.

 

 

As a final note, our friends at Potion of Wit, who provide us the data, have set up a Twitter bot called Bloomwatch. If you are a crowdfunding entuthisast, check-it out – it posts about projects passing key milestones, starting from the moment they pass $50,000: https://twitter.com/BloomWatcher

 

*Semester = a half year, from the Latin semestris, “of six months”. Not an American high school semester, you heathens 🙂

E3 is now over, the weekend has passed, the attendees have flown back to their homes, and it is time for me to go over the media coverage of the events, as is now traditional. If you are new to them, I invite you to first check on the methodology that we use, and then to have a read of last year’s analysis.

Platforms

We now have 3 years’ worth of data to compare, and this constitutes a relatively easy-to-read snapshot of the event, and one that sets the tone for how well the event did, from a media coverage perspective:

001-consoles_over3years

This is the 2nd year where Nintendo as a brand is declining in the media coverage during E3. The lack of any hardware announcement where both Sony and Microsoft made one, and the format of their announcement that focuses on the online audience rather than to the in-person press conferences of its competitors means that the firm is losing out on mindshare with the media during the E3 week.

On the Sony front, 2015 saw a slight dip, but this year has seen the most mentions of any console brand across an E3 week since we began our tracking. This is on the back of the teasing of the PS4 Neo, and a release date and price for Playstation VR. It is also the press conference that had the highest proportion of new games announced:

For Microsoft, this also proved to be an excellent E3, as for the 2nd year media mentions of their console brand has increased, taking it to the level Playstation had in 2014. The double announcements of the Xbox One S and the Project Scorpio with its promise of VR support were the strongest take-aways from their press conference.

 

002-plaftorms

Again this year, the PS4 and the Xbox One are the two leading platforms in terms of media coverage. Interestingly, the Wii platforms and the 3DS have both declined significantly, the former more drastically so than the latter. A lot of this can be also be attributed by the significantly smaller support from 3rd party for the Nintendo devices, that rely on its own games for the majority of coverage.

002-plaftorms_reach

Looking at the reach (details on the method at the end of the blog post), the gap between the Playstation 4 and the Xbox One is a lot narrower. The generally higher profile of media covering the Xbox new devices is probably helping.

Another interesting difference is how good the Oculus Rift’s reach is compared to the number of articles. There seems to be a strong interest in VR devices from bigger media outlets.

003-VR-plaftorms

Looking specifically at the 3 leading VR tethered HMDs, the HTC Vive still got a significant amount of media coverage, through announcements made to support it (notably Fallout 4). Last week also saw a lot of controversy pitting the Oculus publishing strategy against the HTC Vive’s, probably feeding media coverage of both devices.

Of course, the Playstation VR was at the heart of VR hardware news with a launch date and price announced.

Games

Following the format set last year, I have looked into the games that got the most media coverage, before getting into the ones specifically presented during the publishers’ press conferences, and then looking at interesting smaller case studies.

004-15games

Here are a few thoughts coming to me immediately after looking at this list of games:

  • There was no “Fallout 4-style” announcement dominating the media like last year.
  • EA’s strategy to “not attend” E3 has paid off for them. They have the 2 games dominating the media that week. It seems like the notion from last year that going first gives you an edge might be true here as well.
  • Despite Nintendo’s poor media presence, it has one of the most talked about games of the show with The Legend of Zelda: Breath of the Wild. By comparison, there were no Nintendo games in the top 15 ranking last year.
  • Overwatch is still going incredibly strong (if you follow me on Twitter, it was the game with the most media presence in May), getting into these rankings without having any E3-related news.

005-15games-reach

Looking at the reach of the articles on video games, it is impressive to see that the new Zelda has indeed caught the attention of the most influential media. In the same vein, whilst the new Hideo Kojima game Death Stranding didn’t have as many articles as the new PREY, the media covering it are overall bigger ones.

006-publishers-press

There were only 3 publisher-powered press conferences this year, with Square Enix skipping it this time around. While Ubisoft had better coverage for its top titles than last year, it is still not doing as well as EA or Bethesda, both having been set prior to the console makers events.

EA sees its two first-person shooters dominating the line up. Whilst Battlefield is a known quantity, and it doing very well is not surprising, Titanfall 2 is a surprising 2nd as the most talked about game of E3. Another surprise is the how a sports title like FIFA, a genre that doesn’t usually get a lot of media to talk about them in comparison, has had more coverage than any of the Ubisoft titles for instance. The announcement of the story mode probably played a very strong part in this. And lastly, Mass Effect: Andromeda, despite having very little shown about it last week AND being an RPG, also not the biggest genre for video games, has performed remarkably well in the media.

Out of the 4 most discussed Bethesda titles, only 1 hasn’t been released yet, and it had already been announced last year, showing an interesting trend for Bethesda’s games to capture the attention of the media beyond their launch – more so than the upcoming titles like PREY or Quake Champions.

As for Ubisoft, Watch Dogs 2 is continuing to get the interest of the media following its recent reveal. The time allocated to For Honor during the Ubisoft presentation was significant, probably helping the game garner media coverage last week. The conference closer though, Steep, despite being set as the piece de resistance, wasn’t as popular as other games from the Ubisoft line up.

For the first time (mostly because we have improved the way our tool works, and can now more properly track names that were tricky in the past for us, notably EA), I have looked into the publishers’ names mentioned in the media and the result is quite as expected:

006-publishers-press_brands

All 3 companies with a press event are doing way better than all the other ones. Interestingly, they actually do more or less the same, the excellent coverage that Bethesda got for a few games being counterbalanced by the larger number of games that are present in the Ubisoft line-up, for instance.

Case studies

Looking at specific data points, I have selected a few interesting case studies to quickly present here.

007-misc-fifa

I mentioned it earlier, but FIFA 17 did much much better than last year’s iteration. We are talking almost twice the coverage from last year. The new key feature announced (the story mode) as well as the timing of the EA press conference are my two strongest theories as to why this is.

008-misc-selection

Like last year, I made an arbitrary selection of games to share data on. This is the best way to show the different scales for games using E3 for communication. Here are some thoughts:

  • We Happy Few. It was shown, on stage, during the Xbox press event. The game has never had so much coverage since it was announced (unsurprisingly), and despite the absence of publisher support, it is seeing more coverage than other games with such support.
  • Vampyr. The new title developed by Life is Strange‘s studio DontNod, published by Focus Interactive, was featured during the PC Gaming Show and is probably the game featured there that had the most coverage.
  • Fe. The successor to Unravel as the indie-title-being-published-by-EA. It didn’t capture as much media attention as Unravel though (700+ articles at E3 last year).
  • Dawn of War III. Another game featured during the PC Gaming Show, published by Sega. It makes me think that Sega doesn’t put a lot of energy into E3.
  • Cuphead. This was the 3rd year for the title to be showed at E3. Still getting quite a decent coverage, but not something in the same scale as last year’s.
  • Oxygen Not Included. The new upcoming game from Klei entertainment (Don’t Starve, Shank), the game was one of the few games actually revealed during the PC Gaming Show. The coverage it got makes me wonder if the game might have done better in terms of coverage at a smaller event like PAX.

Overall, games that have strong infrastructures behind them (publishers mostly) have much, much better coverage at E3, as one might expect.

009-vr-games

With VR still being a strong topic at this year’s E3, I wanted to give a check on the VR games that were the most talked about during the week.

The two most mentioned games are both backed by very strong franchises, respectively Batman and Star Trek, maybe showing the path for VR to claw its way to the mass market audiences.

Closing words

All things considered, 2016 was a strong E3, although with much of the action happening on the periphery of the event itself, the “E3 show” as we know it is certainly changing. EA, running its event in parallel, actually came out stronger than it had in the past at the event. It might be a new trend starting, with the question of the role the show itself would play if more companies decide to piggy back on the draw it has with media during the week, without actually contributing to it. Would it work out at all without the support of the majority of large publishers?

 

 

A few technical notes

Why Nintendo and not the Wii?

In the graphs on consoles over the past 3 years, I am comparing the Playstation and Xbox brands to Nintendo. The fact is that the other consoles have consistent brands where Nintendo machines are using multiple brands. Moreover, Sony and Microsoft are two companies with activities spread across multiple industries and cannot fairly be compared to Nintendo when we look at articles on games. Nintendo is also a strong publisher, and its brand more established than the one of its consoles, compared to Sony and Microsoft. Comparing platforms to brands is the best way to have comparable results to look at the Nintendo brand rather than the Wii for instance (or even a combination of the Nintendo consoles).

What is the reach value?

* Like last year, I am referring a few times to the notion of reach. Here is a reminder about it:

The following graph requires some pre-explanation. In order to measure the magnitude of an article, with have created a formula based on the websites’ Alexa ranking to give their articles different “weight”. The more popular the website, the more weight we give to their article. This value is called Reach in our tools and range from 0.1 to 10. For example, currently, Eurogamer.net has a reach of 10, Gamasutra.com has a reach of 8, Road to VR has a reach of 6. So what you see below, is a chart of the total reach of all the articles showed above. We refresh the reach values constantly.

It is human nature to want to take sides when you perceive there to be a conflict, and in the EA versus Activision video game publishing war, the recurring battle pitting their FPS franchises against one another is one of the favourite conflicts of the gaming landscape.

Last week saw this year’s protagonists being revealed within days of each other, and I thought I would share the numbers we have gathered on the two games, alongside with the data related to the video reveals.

Context

To understand the different results, it is very important to look at the context of each announcement.

Call of Duty: Infinite Warfare

The name was first leaked through a listing on the PlayStation store end of April, alongside further leaks about a remastered version of Call of Duty Modern Warfare. The proper reveal really happened on the 2nd of May (Monday last week).

Battlefield 1

Battlefield had made a pre-announcement the 29th of April, announcing the date of the reveal for the 5th of May (Friday last week) at 9pm BST. Included in the coverage was a number of speculations around the setting of the game due to leaks of materials related to the event on the Friday.

Basically, there were hints of both game reveals (the exact time and date for BF1) ahead of their video reveals.

 

Media presence

Let’s look at the number of articles first. As a reminder, I am using our media monitoring tool for this.

As Battlefield 1 announced late on a Friday, it probably suffered a lot from a coverage perspective. I would usually compare an announcement over the first 2 days, but clearly, that was not representing fairly the actual coverage for that game. So this time, I looked at the first 5 days, from the moment the reveal trailer was available for each game.

001-CODIW-BF1_coverage_articles

Despite having gone through a weekend, Battlefield 1 is still quite close to the Call of Duty: Infinite Warfare numbers. But even for media, this doesn’t tell the whole story.

001-CODIW-BF1_coverage_websites

Looking purely at the unique number of websites covering each game, Battlefield 1 is slightly ahead. Considering the power of each franchise, Call of Duty being the regular better seller between the two, this is quite an achievement here. Both games have been incredibly well covered though, it is fair to say.

As my interest often lies with European specific issues, I dug a bit further to find out where the discrepancy came from.

003-CODIW-BF1_coverage_websites_languages

We have a negligible difference in numbers for English, French, Italian and Spanish. Where the difference lies is with German websites, and that very wide “Others” category which is mostly websites from Eastern Europe and Russia.

 

Video statistics

Over the weekend, there was a very interesting article link to the Forbes article titled “‘Battlefield 1’ Is The Most Liked Trailer In YouTube History, ‘Infinite Warfare’ The Most Disliked“. I encourage you to read it, I will mostly share similar data points here (post-weekend numbers though) to put them in light of the media coverage numbers above.

004-CODIW-BF1_videos_viewsb

Both videos have received an insane amount of views, but despite a head start of almost 5 days, Call of Duty: Infinite Warfare is falling short of the Battlefield 1 numbers.

005-CODIW-BF1_videos_likesb

The comparison for the “likes” and “dislikes” on Youtube highlight a very clear division between the two. There is a very clear statement of which video is more popular beyond the views, with Call of Duty: Infinite Warfare having almost as many dislikes as Battlefield 1 has likes (in terms of the percentage of overall sentiment).

Battlefield 1’s popularity lead also echoes through the social media data from VidIQ on the two videos:

006-CODIW-BF1_videos_fbb 006-CODIW-BF1_videos_redditb

 

Conclusion

This is only the first part of this year’s confrontation, but it is quite an interesting one as the timing really puts them in a head-to-head position from which comparing their relative performance is quite easy. But we shouldn’t lose perspective on the fact that both games actually got a massive amount of visibility.

While we are not quite at the level that Fallout 4 had for its pre-E3 reveal (almost 3,500 articles over the same 5 days period), this is still quite close. Since we have been tracking those two franchises (from early 2014), these two announcements were both the biggest (probably for very different reasons), which is quite promising for things to come.

008-conclusion

 

On this blog we mostly talk about topics from the video games consulting part of ICO Partners, but we also have an excellent Public Relations team working on a wide range of clients and titles (from big players like SMITE, Fractured Space, Endless Legend to indie titles such as Evoland, The Lion’s Song and Fragments of Him).

This April I did a talk at GDC about indie games PR titled “Everyone Can do PR – The 5 Pillars & Pitfalls of Indie Games PR”.  You can watch the talk for free on the GDC Vault by clicking on the image below. You can also check out the slides and download them here.

Talk description: “In today’s crowded games market that sees hundreds of game releases each month, getting overlooked is one of the biggest threats for indie games. This session covers the 5 PR pillars indie studios doing their own PR should prioritize in order to get heard by press, youtubers and streamers. This 5 key areas are backed up with practical examples and by showing data such as effects of PR stunts on media coverage and sales. The talk also covers 5 typical pitfalls in indie games PR and 5 future trends that will shape how to do PR as a small game studio in the future.”

talk_preview

The unamusing data analysis of four recent examples

[Update: The Rocket League team have been in touch with and clarified this year’s April Fool’s prank was – unlike the assumption made by us and several other news outlets – not actually made by them, but rather a community site. We added an additional paragraph in the Rocket League section on this post to reflect this.] 

Traditionally, on every April 1st countless game makers pull off April fools’ jokes, with at least as many gamers and more importantly media laughing or complaining about them. This raises the question of whether cooking up an April fool’s joke could be more than just an enjoyable team building exercise, and actually be a strong PR tool for your game? The short answer: yes! Just kidding: like almost everything in PR it depends on circumstance.

To try answer the above question more in-depth, we analysed some general data from this year’s jokes. We also examined four very different examples in greater detail. The data below should hopefully help you decide whether participating in next years April’s fool’s fun is worth your PR resources.

 

2016’s April pranks PR performance comparison

In the graph below you can see the general ranking of this year’s April fools’ jokes according to how many articles they generated in media. For more info on the tracking method please read this entry. Please also note that this selection excludes several jokes – such as Hearthstones fake MMO – due to it being a too much of a generic name for our tool to track consistently. Furthermore, other stunts that didn’t get enough coverage to be tracked, were also excluded.

general_articles

If you are interested in what the actual joke for the games in the graph were, I have listed links to them at the very end at the article but now back to the coverage graph. Unsurprisingly, big brands like The Witcher 3 and Dark Souls III led the coverage charts. However, the fact that a small title like Clustertruck gained more traction than big brands like Final Fantasy 14 and most notably Rocket League, shows that a strong name doesn’t necessarily guarantee coverage when the idea or execution of the PR stunt isn’t quite right.

In the four example case studies analysed, we take a look at what helped or hindered these stunts. But first let’s have a quick look at how the different games’ related videos performed on YouTube.

general_youtube

As mention before we couldn’t track Hearthstone’s MMO joke in terms of coverage but it still included in the Youtube overview graph which it is leading – most likely due to Blizzard’s strong community. While Dark Souls III was a very hot topic in the number of articles it was featured in, it was far less popular on YouTube compared to the Witcher 3. One explanation for this could be that news outlets were eager to pick up on the Dark Souls III news, as the game was due to be released a week after. Therefore, references to Dark Souls III would most certainly generate traffic on articles. However, in reality the audience wasn’t too impressed by the video itself, leading to the smaller numbers of views.

The big difference in coverage and YouTuber numbers could also be related to a variety of other factors, such as the Witcher 3 simply pushing video content more or having a stronger YouTube community.

Lets look at our four, hand-picked examples in a bit more detail.

 

Case Study 1
The Witcher 3: Wild Hunt with “Roach”

The Witcher 3’s joke high ranking does not come as a surprise as it has a lot going for it: a massive brand; a good quality video; and, of course, a horse. What was missing, however, was any sort of content or interaction with the actual game.

So by general metrics the Roach video was a huge success. Comparing the Witcher to its own high standards, it becomes clear that the April fool’s joke wasn’t strongly picked up by press compared to other Witcher news beats from the last year as illustrated in the graph below. Sure, it caused a decent bump in coverage, but compared to other  Witcher news beats, it wasn’t as impressive.

witcher_coverage

Through looking at the Witcher’s YouTube channel however, it seems that CD Project Red had more success in reaching its YouTube audience with the April Fools’ joke. The video hit a little over a million views, which is pretty much exactly the average view count across all videos on the channel. The video also seemed to have resonated with the audience as 99% of the over 30,00 YouTube ratings were positive. It also got more views than for example a video of the unboxing of the special edition or a making of video featuring Charles Dance (Dad Lannister from Game of Thrones).

witcher_3_youtube

 

Case Study 2
Clustertruck with “SUPER TRUCK”

If you follow my Twitter you will know I’m a big fan of tinybuild’s unconventional and often clever PR stunts. For April fool’s they managed to pull of an impressive joke for their game Clustertruck called SUPER TRUCK.

Not only does the April fool’s joke come with a high quality video, it also plays on Super Hot and perfectly capitalizes on the high profile of the indie hit. In addition, the joke offered a playable version of SUPER TRUCK that repackages and promotes the gameplay of the upcoming actual game Clustertruck

clustertruck_youtube

The video alone managed to get 88.420 views on tinybuilds official YouTube channel. None of the other Clustertruck videos from developer Landfill Game’s reached such a high viewing number.

Another very positive side effect of a playable April Fools’ joke is buzz from YouTubers. Just from a quick search of the first page of YouTube search results for “SUPER TRUCK” we spotted over 2 million additional views from additional Let’s Plays. A nice benefit that others – for example The Witcher’s Roach or the Hearthstone MMO – missed out on.

clustertruck_coverage

Media coverage also turned out to be great for a relatively low profile game like Clustertruck, resulting in the biggest PR beat for the game until now.  That being said, SUPER TRUCK alone generated nearly three times the amount of articles than articles about the April Fools’ joke that also mention the actual game Clustertruck, which might be both positive and negative. On the one hand, the lack of a clear and visible link between the two games may have resulted in the April Fool’s stunt looking less like a promotion, thus leading to more players’ interest. However, this doesn’t help Clustertruck as much as it could have in terms of brand awareness.

Either way, the joke is the biggest PR topic for Clustertruck so far and shows that with the right idea, a good asset, and something playable, an April fools has the potential to be a great PR booster for both press and YouTubers alike.

 

Case Study 3
Guild Wars 2 with “Super Adventure Box”

guild_wars_april

Guild Wars 2 has a tradition for April fool’s jokes of adding retro looking levels to the game. This years Super Adventure box missed a video (which was a bit of a shame in my opinion) but the actual new content in the game generated a very good amount of articles for the online game.

guild_wars_coverage

Looking at Guild Wars 2 coverage from the last year it is clear that the game has been out for a while and it is getting a bit quieter around the title. However, the in-game event managed to generate a nice media bump for the title that would have had most likely far less media impact if it wouldn’t have been placed on 1 April.

 

Case Study 4
Rocket League with “Ragequit Bot”

Update: The Rocket League team have been in touch with and clarified this year’s April Fool’s prank was – unlike the assumption made by us and several other news outlets – not actually made by them, but rather a community site. Apologies for the misunderstanding to the Rocket League team and congratulations to the Rocket League Garage team. To my knowledge this is one of the few times a fan made April Fool’s joke has made it into several prank round-ups from gaming websites. April Fool is on us I guess!

As mentioned above, getting media attention for an April Fools joke is no doubt easier with a bigger brand. However, our final case study, Rocket League, demonstrated clearly that even a huge name does not guarantee media attention. Rocket League’s video seemed a bit rushed, not very well thought-out, and most importantly not very funny.

rocket_league_coverage

That is also reflected in the media coverage for the trailer,  which hovered somewhere in the single to low double digit numbers, whereas more successful news beats for the game generated several hundred articles. As Rocket League was also featured on several other topics that day, the low performance of the Ragequit bot video is not very apparent in the coverage graph above. To make it more visible, we decided to display it in a separate line in the graph.

rocket_league_youtube

On the YouTube front, the video didn’t generate great viewing numbers for the Rocket League community. It should be pointed out however that the video was not featured on the main YouTube channel of Rocket League, but instead on a community channel.

On average a video on the Rocket League main channel gets 173.613 views, and the community channel 115.404 views; the Ragequit Bot only managed to get 64.254 views, meaning that it under-performed in direct comparison.

 

The five golden rules of April fool’s jokes

To conclude, we wrote up five rules to keep in mind if you try to run an April fool’s joke next year.

  1. Stick to joke that are obviously jokes – even an idiot can see it is not serious…
  2. … but even if taken seriously, then make sure the announcement can’t be seen as a negative.
  3. If you don’t have good ideas, don’t do a prank announcement. Better nothing than something lame.
  4. Announce your prank before 12:00 pm. Late jokes seem out of place and miss round up featuring.
  5. If you manage to have something that is playable, do it. It works for Let’s Plays videos, it can get you tons of extra views; but it will get better effect overall.

 

 


2016 April pranks featured in this article