The Stanley Parable is, once more, likely to be a hot topic of discussion as it pertains to the nature of narrative design in videogames and the illusion of choice. What isn't an illusion is the title's initial success, pushing out more than 100,000 copies in its first weekend.
In a postmortem published on the product's blog, Davey Wreden of Galactic Cafe explains how the team created original content not found in the final release (but using largely the same assets) to produce marketing materials which were unique and entertaining on their own without a focus on "selling" the product. In addition to the five trailers released during development, none of which contained significant footage from The Stanley Parable, Wreden cites the free demo released last week as a major success, having received significant buzz from news sites. Further, a torrent of "Let's Play" videos from notable personalities on YouTube, some containing small amounts of personalized content created specifically for those personalities, helped to expose hundreds of thousands of viewers to the title.
It's a fine read. Wreden notes that these strategies may not be practical for all developers, as demos effectively constitute an entire additional product cycle of development and release, but can provide unique opportunities to engage audiences.
Get more destructoid: We're indie-run, blogging for the love of it, and our site will always be free. Optionally, you can support us and get: (1) Faster pages from our cloud server (3) Wide(r)screen (3) No big ads on Dtoid, Japanator, Tomopop, or Flixist (4) Auto contest entries, and (5) Dibs on betas & downloads. Try it out
Unsavory comments? Please report harassment, spam, and hate speech to our moderators, and flag the user (we will ban users dishing bad karma). Can't see comments? Apps like Avast or browser extensions can cause it. You can fix it by adding *.disqus.com to your whitelists.
destructoid's previous coverage: The Stanley Parable HD