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Inside Halo 3’s $10 Million Marketing Push

Microsoft has known how important Halo 3 will be to their success this generation since before they even announced the Xbox 360. Halo 2 sold $125 million on the first day, but then the original Xbox was just struggling for recognition in the wake of the PS2 juggernaut. Now the 360 holds a tenuous lead in installed base and isn’t selling the way Microsoft may have hoped. If it’s possible Halo 3 may have become even more important to Microsoft’s strategy than they originally hoped. Fortunately, they’ve been planning ahead.

In an article released today on Brand Week, the calculated ten-month marketing efforts behind ‘s trilogy finale is dissected starting from the Starry Nights TV spot launched last November through the public beta this spring/early summer. They talk about the Project Iris viral campaign and the efforts they’ve gone to secure strategic branding partners. This has included the Mountain Dew Game Fuel limited edition soft drink that comes plastered with Halo 3 imagery plus a total of $5 million from Pontiac to help push the launch of the game on September 25.

And they aren’t done yet. Microsoft will begin the full blitz with the new Believe campaign that will lead up to the launch taking place at midnight in over 10,000 stores to give Halo fans a chance to grab the game as soon as possible. It’s an interesting read about the science behind building a monster.

Read More | Brand Week via Kotaku


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Games With Online Multiplayer Sell More

Multiplayer, Globe with Halo 2 Lobby

A research paper from Electronic Entertainment Design and Research has been released that suggests that games with online support can be crucial to a game’s retail success. Not surprisingly, another way to boost sales is to create a quality game (defined as those with a 90+ score on Metacritic), with these well-reviewed titles outselling the average release well above 5-to-1.

While making good games typically means making good money, naturally, it is a bit surprising to see the report indicate that sales can be doubled by dropping in an online mode. With online games selling twice the number copies that offline titles do, it’s curious to note that over half of games released don’t offer even basic online support.

Read More | Ars Technica

T-Shirts Speak Geek

Posted by Sheila Franklin Categories: Wearables, Design, Internet

Geek Speak T-Shirt

For those of you with buds that text or code better than they speak, these are the shirts for them. Cafe Press allows you to buy others’ or design your own and sell shirts, stickers, buttons, coffee mugs, and other items on their site free of charge. They set a base price, you add on a mark-up, and they mail you the commission once a month. Although the site has been around for a while, its users are just now catching on to the fact that the Internet and text messaging sells.

 

Read More | Cafe Press

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