beefpelican said:
Well they have to put something on the box art. And in the gameplay trailers. And in the cinematic trailers.
...
What do you think would have been better, from both a diversity and a marketing standpoint?
Basically? Look to Portal.
This was the standout example of how to do marketing without a centralised figure. (Oddly enough, it's
also cause for some despair, but for different reasons; namely, that in such a profoundly female game
with an easily depicted central character, they decided to keep her hidden.) Abstract it. Dragon Age 1 used the blood dragon as its symbol. For Dragon Age 2, I'd have gone with that weird symbol thing of Kirkwall's. Or maybe the silhouette of the Kirkwall skyline? After all, Kirkwall is, in many ways, the star of DA2. Moreso than Hawke.
Trailers are, I grant, a little trickier. But again, look at Portal. There they used a clever device to convey the humour and nature of the gameplay without really using much gameplay footage. I don't believe for a second they couldn't have done something similar with Dragon Age 2. Use Varric, talking. (Hell, it's what he does.) Perhaps something about the mystery of 'The Champion of Kirkwall':
"Who is the champion? Heh. Nobody can agree. I've heard stories about how he's eight feet tall and wields a sword as long as himself; I've heard she's beautiful as a flame and wields magic just as deadly. The champion is the rebel lord of the resistance; or the tyrant's right hand. Born into power and destiny; or a Fereldan refugee caught up in the winds of chance. And y'know, the champion is all of these things, and none of them. But that's not the point. The point is, the champion changed the world. And I know the Champion's story..."
Use the images of the game. Show the setting, show the gameplay. Build intrigue and mystery.
Would that be better from a diversity standpoint? Absolutely. Anything to dilute the endless range of gruff men in the marketing. From a marketing/sales perspective in the short term? Probably not. The fact is, it's a way of signalling to the male fanbase, "Hey, this is for you. You wanna be this guy, right?"
But it's being done at the
expense of the mid-to-long term. We can only grow this industry so much without getting women involved. They're half the population, and we're doing a crappy job of growing the market to them. In the end, gaming is caught in a Prisoner's Dilemma. Everyone's defecting ("just keep on using gruff men, it sells") because in the short-term it's always a better strategy than co-operating ("let's try and expand the market") even though it's limiting future growth.