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06.19.2002
NATIONAL VIDEO GAME
ASSOCIATION INTERNAL MEMORANDUM
From: D. Riordan, Marketing
To: P. Jusik, Design; M. Franklin,
Planning; A. Halliwell, Vice-President
Re: New Strategic Implementation
Gentlemen:
As you're all aware, the
industry has taken some big hits in recent months. From Columbine
to Western Kentucky to the former East Germany, every time some
basket-case teen goes buck-wild with a stolen handgun, we take
it on the chin, publicity-wise, when a nosy Parker from the press
finds out he's got Doom on his PC or Final Fantasy VII on his
platform.
The question isn't if
we deal with it -- we do. The question isn't when
we deal with it -- the answer is now. The last thing we want
to do is sit on our hands until someone finds out that Mohammed
Atta was a PaRappa the Rapper freak, or that Zacaraias Moussasoui
was late for the airport because he wanted to get to the next
level of Redneck Rampage. The question is, what can we
do? We obviously need to tone the content down a bit; we've been
over this and over this and there's simply no way around it.
No one complained about the Atari 2600 or Super NES, not only
because the graphics were too cruddy to convey gore, but because
their heroes weren't sociopathic madmen (and yes, Paul, I realize
you're going to bring up Mario, but we didn't know about his
criminal record when we hired him). On the other hand, we don't
want to screw the pooch. We don't want to fuck with the franchise.
We all learned the same thing in business school: don't mess
with the brand.
So here's what we've come
up with downstairs. We propose what we term in marketing "pulling
a Coca-Cola": keep the brand, change the flavor. We hold
on to the franchises that put our butts in Lexus seats, but we
make them "family-friendly" (that's code for "less
fun") by taking the gore out, much like our boy George did
last year, ha ha. Why will this work? Because the older demographic
-- 20something slacker types -- are starting families and have
to pretend to care about child safety issues. Because the younger
demographic, once they start becoming purchasing vectors, won't
remember the way the games used to be, only the titles. And because
the middle demographic -- teens and tweens -- will buy what we
tell them to buy. Here's a few ideas we've come up with to pull
this off.
Tomb Raider: Sexy Lara Croft no longer deals
with murderous mummies and throat-hungry wolves, but internecine
bureaucracies and officious customs agents, as she carries out
the important and educational work of an archaeologist.
Resident Evil: The tone shifts a bit and the
focus of the story becomes an evil resident intern at a big city
hospital who's trying to get his M.D. even though he slacks off
on his homework and always foists his on-calls to other students.
Your character is another resident, who's trying to expose his
ne'er-do-well attitude to the instructors.
Grand Theft Auto: Our newly less-criminal hero
now focuses less on executing people with shotguns and more on
performing routine preventive maintenance on his car, making
sure the belts and fluids are checked, the oil is changed, and
the tires are regularly rotated.
These are just us blue-skying,
of course. The boys in Development will be our angels here, and
they'll be responsible for coming up with new franchises
that will carry us into the future. Todd's guys have already
come up with some great ideas once we start phasing out the old
killfests, like Double Entry Bookkeeper, Compliance,
and an amazing first-person shooter called Handstamper: Re-Entry
Patrol. The important thing is: whatever didn't kill us,
will only make us stronger -- and we'll get stronger without
killing. (That's trademarked, by the way, so don't use it without
talking to Legal.)
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