Shall We Play a Game?
Welcome to SCAVENGER. The Hunt Begins.
www.scavengerthegame.com
With the ever-changing book marketing landscape, each publicity campaign requires new and innovative ideas to capture an audience’s imagination. Not so long ago, viral marketing was considered cutting-edge. But like so many trends, what was once novel is now commonplace. The challenge for me as a publicist is to continually strive to find new avenues to augment the more traditional approaches still necessary to promote a book.
For SCAVENGER, the new bestselling thriller by author David Morrell, my team and I created some unique new web-based tools to capture the attention of the reader on a whole new level. In addition to a national author tour, radio and television interviews, web interviews and national advertising in USA Today and the Wallstreet Journal, as well as advertising and articles in genre publications including Crimespree, Deadly Pleasures, Mystery Scene and many others, we needed to hit the segment of readers who are very tied into the culture of gaming and the worldwide web.
First we created banners for SCAVENGER and did banner exchanges or paid banner placement on various genre sites. We also did a five-minute video interview with Expanded Books, which posts on MSN, Yahoo, Google, You Tube and many other sites. As well, we took out paid advertisements on websites such as Backspace and Shelf Awareness. Through many publications and sites, as well as bookstores including Well Red Coyote and Mysterious Galaxy, we hosted contests with giveaways.
For the web based aspect of promotion, we knew we wanted to create a game, as we had done for Morrell’s bestselling, award-winning thriller CREEPERS. While the CREEPERS game was low-tech, because of the subject matter of SCAVENGER we knew we needed to take it to the next level. Working with my team member Nanci Kalanta, who works closely with me to help execute the more technical aspects of the my publicity campaigns, we started talking about various concepts and the practicalities and expenses involved with what we wanted to do.
We wanted to create a unique interactive web-based game for SCAVENGER, with progressive and interactive levels which propelled the player through the book without giving away any key plot elements. While other authors have also recently started creating games, we decided that the SCAVENGER game should require a much more fun and intensive level of user interaction than just simply answering questions.
Early on we registered domain names scavengerthebook.com and scavengerthegame.com. The purpose of having two separate websites was to allow us to separate the game to make it more accessible. Scavengerthebook.com features the five-minute Expanded Books video interview with David Morrell on SCAVENGER, tour information, where to buy the book, information about the book, an excerpt from the book, and a SCAVENGER video trailer. Our printed promotional materials all have both websites, as well as the author website davidmorrell.net, on them.
Scavengerthegame.com was created by Nanci Kalanta (who also owns the estimable website HorrorWorld.org, in addition to being my right-hand computer/web genius) and Deena Warner, who is a professional web designer (she is married to author Matthew Warner). The team worked closely with input from myself and author David Morrell, who is an extremely hands-on author when it comes to promotion and exploring new ideas.
“We worked hard to tie-in all of the plot elements of the book which propel the action, without giving away the story,” said Nanci Kalanta. “We went to a great deal of effort to find historical images and photos, with some surprise unique artifacts from Morrell’s work, such as a Rambo action figure, embedded in the game.”
Kalanta and Warner created an interactive, progressively challenging nine-level game. The game requires full interaction from the player, who is actively engaged in seeking clues, such as rummaging through an old trunk filled with historical artifacts, and finding clues and answering questions. Some questions require off-site research to get answers about specific topics such as time capsules. A correct answer will launch the player to the next level.
“We ran through through several different scenarios in coming up with the storyboard for the game. The author did so much great research into geocaching, time capsules and letterboxing, among other things including videogames. We wanted to bring these elements into the game without giving up the plot,” continued Kalanta. “We created the game in such a way that the player takes on the role of researcher in real life as well as in the game.”
Samples of the nine levels include:
• Explore a time capsule and find clues.
• Find letterboxes through location clues.
• Explore the Crypt to find artifacts by chipping away at cement.
• Ottendorf cipher.
• Explore locations in New York City with a GPS.
• Charter a plane.
The payoff for completing the game? The game also features a contest running through April 30. Winners who successfully complete all nine levels receive signed copies of SCAVENGER, and are entered into a grand drawing for an hourglass, signed back-copies of Morrell’s work, and other prizes. To date more than 2100 entries have been received.
Working with people you trust, and those with computer know-how, creating tools such as we did for SCAVENGER is not necessarily a costly venture. Depending on the type of project, creating games and websites can cost anywhere from hundreds to thousands of dollars – it all depends on the type of project and designer you go with. Those with extensive computer experience and know how may even be able to do it themselves. When it comes to marketing a book, the sky is the limit for ideas in coming up with new and fun ways to attract and engage readers. Don’t be afraid to explore!
*****
www.scavengerthegame.com
With the ever-changing book marketing landscape, each publicity campaign requires new and innovative ideas to capture an audience’s imagination. Not so long ago, viral marketing was considered cutting-edge. But like so many trends, what was once novel is now commonplace. The challenge for me as a publicist is to continually strive to find new avenues to augment the more traditional approaches still necessary to promote a book.
For SCAVENGER, the new bestselling thriller by author David Morrell, my team and I created some unique new web-based tools to capture the attention of the reader on a whole new level. In addition to a national author tour, radio and television interviews, web interviews and national advertising in USA Today and the Wallstreet Journal, as well as advertising and articles in genre publications including Crimespree, Deadly Pleasures, Mystery Scene and many others, we needed to hit the segment of readers who are very tied into the culture of gaming and the worldwide web.
First we created banners for SCAVENGER and did banner exchanges or paid banner placement on various genre sites. We also did a five-minute video interview with Expanded Books, which posts on MSN, Yahoo, Google, You Tube and many other sites. As well, we took out paid advertisements on websites such as Backspace and Shelf Awareness. Through many publications and sites, as well as bookstores including Well Red Coyote and Mysterious Galaxy, we hosted contests with giveaways.
For the web based aspect of promotion, we knew we wanted to create a game, as we had done for Morrell’s bestselling, award-winning thriller CREEPERS. While the CREEPERS game was low-tech, because of the subject matter of SCAVENGER we knew we needed to take it to the next level. Working with my team member Nanci Kalanta, who works closely with me to help execute the more technical aspects of the my publicity campaigns, we started talking about various concepts and the practicalities and expenses involved with what we wanted to do.
We wanted to create a unique interactive web-based game for SCAVENGER, with progressive and interactive levels which propelled the player through the book without giving away any key plot elements. While other authors have also recently started creating games, we decided that the SCAVENGER game should require a much more fun and intensive level of user interaction than just simply answering questions.
Early on we registered domain names scavengerthebook.com and scavengerthegame.com. The purpose of having two separate websites was to allow us to separate the game to make it more accessible. Scavengerthebook.com features the five-minute Expanded Books video interview with David Morrell on SCAVENGER, tour information, where to buy the book, information about the book, an excerpt from the book, and a SCAVENGER video trailer. Our printed promotional materials all have both websites, as well as the author website davidmorrell.net, on them.
Scavengerthegame.com was created by Nanci Kalanta (who also owns the estimable website HorrorWorld.org, in addition to being my right-hand computer/web genius) and Deena Warner, who is a professional web designer (she is married to author Matthew Warner). The team worked closely with input from myself and author David Morrell, who is an extremely hands-on author when it comes to promotion and exploring new ideas.
“We worked hard to tie-in all of the plot elements of the book which propel the action, without giving away the story,” said Nanci Kalanta. “We went to a great deal of effort to find historical images and photos, with some surprise unique artifacts from Morrell’s work, such as a Rambo action figure, embedded in the game.”
Kalanta and Warner created an interactive, progressively challenging nine-level game. The game requires full interaction from the player, who is actively engaged in seeking clues, such as rummaging through an old trunk filled with historical artifacts, and finding clues and answering questions. Some questions require off-site research to get answers about specific topics such as time capsules. A correct answer will launch the player to the next level.
“We ran through through several different scenarios in coming up with the storyboard for the game. The author did so much great research into geocaching, time capsules and letterboxing, among other things including videogames. We wanted to bring these elements into the game without giving up the plot,” continued Kalanta. “We created the game in such a way that the player takes on the role of researcher in real life as well as in the game.”
Samples of the nine levels include:
• Explore a time capsule and find clues.
• Find letterboxes through location clues.
• Explore the Crypt to find artifacts by chipping away at cement.
• Ottendorf cipher.
• Explore locations in New York City with a GPS.
• Charter a plane.
The payoff for completing the game? The game also features a contest running through April 30. Winners who successfully complete all nine levels receive signed copies of SCAVENGER, and are entered into a grand drawing for an hourglass, signed back-copies of Morrell’s work, and other prizes. To date more than 2100 entries have been received.
Working with people you trust, and those with computer know-how, creating tools such as we did for SCAVENGER is not necessarily a costly venture. Depending on the type of project, creating games and websites can cost anywhere from hundreds to thousands of dollars – it all depends on the type of project and designer you go with. Those with extensive computer experience and know how may even be able to do it themselves. When it comes to marketing a book, the sky is the limit for ideas in coming up with new and fun ways to attract and engage readers. Don’t be afraid to explore!
*****
