When print gives up the ghost
There’s been a lot of talk over the years about the death of print. Newspapers have been terrified by it and, in turns, avoid, deny and confront the possibility. Video games seem to be moving away from it, lured by the sultry promises of online advertising and smooth online deliveries through systems such as Steam. Apple have made digital delivery a reality with the App Store and we have all seen, and perhaps experienced, the ease with which new software can be obtained, bypassing the traditional bricks and mortar distribution channels.
There’s little point denying it or fighting it. The future of print and boxed product has changed radically.
So what does that mean for Publishers? And, more importantly, what does it mean for companies such as Head First who are charged with producing packaging solutions for games? Currently we do a lot of work online. Campaigns are thought out in every dimension known to man. We propose a campaign and think how would it work in print, online, PR and how it would play out if it were transferred into a stage show set on ice. It’s a full service offering we have going on around here.
So the change from print to digital wouldn’t, on the surface, change anything. Business-wise at least. We’ve always known that a good idea is a good idea which is flexible enough to work in any medium.
What the change would mean, however, is that packaging would alter drastically. Not because digital delivery don’t require cover illustrations, they do. Cover art can still be seen on music downloads and Apple’s new “reinvention of the 12inch” approach could actually breathe new life into the artform.
But games, as always, are different. Or they like to think they are.
The biggest difference between a musician and a game developer is skillset. Musicians, on the whole, aren’t designers. They aren’t illustrators or photographers. Game developers, on the other hand, have a whole range of skills at their disposal. Including some very talented artists. When we begin work on a game campaign we sometimes get a suite of assets which to either use or draw inspiration from. Some of it is amazing, some of it decidedly GCSE. And you wouldn’t always know it from the skill with which the game it being put together. But it’s getting easier for Developers to believe the skills of a game artist are an easy and cheap way to control their “brand”. As the need to understand the print process lessens, the arguments to use one of the in-house artists become stronger. And sometimes with great effect. Personally I dig the new cover artwork for Borderlands. It’s well executed, eye-catching, uncluttered and has a certain iconography about it that we’d be proud of getting through. The designer or team involved was a great mix of illustration and design.
And I mean “mix”.
Illustration and design are two distinct disciplines. And that’s key to any attempts to create cover art. After the research and the experience stages of pack design comes design. Layout in terms of design can be a very different thing to composition in terms of illustration (just look around at the websites of illustrators and you’ll see how amazing art can be set on the most clumsy, poorly laid out websites).
Let me give you a story.
Many years ago we produced a logo which happened to be 3D. It was for a game that was itself 3D.
During the presentation the client (who happened to be the developer) turned to me and said that if he’d wanted a 3D logo then he’d have got one of his very talented (and they were) 3D artists to do it.
No doubt they could have got the texturing and the lighting finished to a much better standard than we had. But he’d missed the point. The logo wasn’t 3D because we had a new bit of software (in those days it would have been a process to avoid rather than embrace due to the primitive nature of the software). The logo we presented was 3D because that was the right thing to do for that product. It helped project the right set of associations at the time. And that 3D logo was initially designed by someone who understood logo design. That person (our Creative Director, Carl Pugh) had years of experience in designing logos. He had the skill to create a logo type that suited a product, that could become (as Steve Jobs calls them) a gem.
The logo was approved eventually though in its much earlier vector format. It looked distinct enough but it didn’t add that extra polish to the packaging we were aiming for. On a different pack, as a different approach, it would have been perfect.
As we move to more and more digital downloads. As our shelves move from the high street to our phones and computers, the need for more thoughtful, more designed cover art will increase. The browsing experience along with the triggers that draw our attention, will need to be re-examined.
But then we’re back to the merits of the idea coming first.















The move to digital distribution is an interesting topic and I think the fact that certain stores across Europe are refusing to sell the digital distribution only PSPgo shows we’re still a long way from giving up on traditional retail and the design and advertising skills that make it work.
Working to create ideas that work across all media is definitely the right approach, and to me the actual task of the ‘packaging’ for games remains fairly similar however the games are received. Many years ago when I was an avid Gameboy player, the first thing that had to win me over was the artistic impression of the game on the front of the box. In an age when the grey and yellow graphics were no where near good enough to use, it was down to the designer/illustrator to sum up what the experience/characters/theme of that game was, to peak my interest enough to look at the back of the box and see how the game actually played.
Fast forward to the likes of Steam today and it feels like the game pages are the modern day back of the box, with screenshots and bullet points upgraded with videos and demos. The back of the box has never been stronger, but to me, it still needs that winning artistic impression of the game to make the right kind of gamer look at that information in detail, above all the other games fighting for attention on the virtual shelves.
There is some difference these days with gamers able to find out info on games very quickly; but the principles of box art/blurb vs online info/media are very similar… particularly where it comes to apps/download only game etc.
The PSPgo is interesting, these boycotting retailers sell ipods with no repeat purchases. I feel like there is an opportunity for in-store download stations to go halfway.