Former Bethesda marketing VP says he fought against reusing the Prey name for Arkane’s 2017 immersive sim ‘I definitely pissed some people off internally over that’

The Prey Predicament: How Bethesda’s Marketing Battles Shaped Arkane’s Immersive Sim

Introduction: The Legacy of a Name and the Genesis of a Disagreement

We delve into a fascinating episode within the annals of video game development, a clash of perspectives that ultimately shaped the identity and reception of Arkane Studios’ 2017 immersive sim Prey. This is a story of brand recognition, marketing strategy, and the passionate defense of creative vision, all seen through the lens of the game’s nomenclature. The central figure in this narrative is Pete Hines, a prominent figure at Bethesda Softworks, whose reservations regarding the use of the Prey name for Arkane’s project ignited a behind-the-scenes debate, revealing the complexities of game marketing and the potential pitfalls of brand association.

This disagreement, stemming from the perceived baggage and confusing legacy attached to the title Prey, highlights a fundamental tension inherent in the industry: the balance between leveraging established brand equity and the desire to allow a project to stand on its own creative merits. Hines’s concerns were not simply about semantics; they were rooted in a practical understanding of how consumers perceive and interact with marketing messages. His contention that more time would be spent explaining the name Prey than discussing the game itself reveals a keen awareness of the challenges of brand disambiguation and the importance of clearly conveying a product’s value proposition.

Understanding the Pre-Existing Prey Universe: A Primer

To fully appreciate the context of Hines’s concerns, we must first examine the existing Prey IP. The original Prey, developed by Human Head Studios and released in 2006, was a first-person shooter (FPS) notable for its innovative gravity-defying mechanics and Native American protagonist. While it garnered a dedicated following and offered unique gameplay experiences, it did not achieve mainstream blockbuster status. Furthermore, the game was developed in a very long development cycle. The original Prey’s journey to release was protracted and involved shifting development teams. This history inevitably influenced the perception of the name Prey within Bethesda’s marketing discussions.

The initial Prey was a story of Tommy, a Cherokee man, and his journey against a hostile alien force that abducted him. The game’s gravity manipulation and the ability to walk on walls and ceilings provided an innovative gameplay experience, setting it apart from other FPS titles of the time. This original game had its strengths, but it was ultimately a product of its era, and its impact on the broader gaming landscape was limited.

This brings us to the core of the issue: Arkane’s game was very different. To the casual observer, there wasn’t an immediate, obvious connection between a space-based, immersive sim focused on psychological horror and the gravity-bending action of the original Prey.

The Core Gameplay Divergence: From Shooter to Sim

The fundamental difference lies in the genre. The original Prey was firmly rooted in the FPS genre, emphasizing gunplay, linear level design, and a more action-oriented narrative. Arkane’s Prey, on the other hand, was conceived as a sophisticated immersive sim. A defining feature of immersive sims is the high degree of player agency and emergent gameplay. Players are given a sandbox-like environment and a toolkit of abilities and tools. Players can approach the game and complete objectives in a multitude of ways.

This focus on player freedom, environmental storytelling, and intricate simulation systems marked a departure from the FPS roots of the original Prey. The design philosophy of Arkane Studios, which had previously garnered acclaim for Dishonored, prioritized player choice and world-building, characteristics that were not immediately apparent in the original Prey.

Brand Association: Building on an Existing (Yet Unclear) Foundation

The central marketing dilemma was how to leverage the name Prey, a brand that had a degree of name recognition, but potentially suffered from a lack of clarity and a limited audience. Bethesda’s marketing team faced the complex challenge of communicating that the game was a reboot, re-imagining, or a reimagining of sorts.

The question became: Could the legacy of the original Prey attract players, or would it alienate them? Could it create confusion that overshadowed the unique qualities of Arkane’s project? These were precisely the concerns that informed Hines’s skepticism.

Pete Hines’s Perspective: A Marketing Veteran’s Concerns

Hines, known for his strategic acumen and deep understanding of the gaming market, clearly articulated his objections. As Bethesda’s marketing VP, his role was to safeguard the company’s investments and ensure that games received the best possible chance of commercial success. His concerns about the Prey name were rooted in this pragmatic approach.

His primary worry was the potential for consumer confusion. He believed that a significant portion of the marketing effort would be diverted from highlighting the game’s core features and instead be consumed by explaining why Arkane’s Prey was called Prey at all. This would force the marketing team to constantly address the question of connection to the original, and potentially dilute the messaging.

The marketing team also knew the original Prey wasn’t a massive success, and that could prove an anchor for sales.

The Argument for a Distinct Identity: Avoiding Brand Baggage

Hines likely understood that Arkane’s Prey stood on its own merits. A more appropriate title might have better communicated the game’s unique qualities, allowing the marketing campaign to focus on its distinctive features: the intriguing setting of the Talos I space station, the emphasis on psychological horror, the unique abilities, and the compelling storyline.

His argument implied that, by tying itself to a pre-existing (and perhaps somewhat obscure) IP, the game would be forever compared to its predecessor, potentially obscuring its unique identity. This underscores the importance of clear and concise messaging, especially in a crowded market.

The Internal Political Landscape: Navigating Disagreements

Hines’s frankness about potentially “pissing some people off” suggests the existence of a complex internal dynamic. The decision-making process in game development often involves multiple stakeholders: development teams, marketing departments, publishing executives, and more. These players have their own priorities, and disagreements are common.

Hines, in his position, would have been responsible for presenting his perspective to the team. His willingness to challenge the use of the Prey name demonstrates his commitment to what he believed was the best strategy for the game’s success.

The Counter-Arguments: Perspectives from Arkane and Others

It is reasonable to assume that other individuals involved in the project, particularly at Arkane Studios, would have held alternative viewpoints. These counter-arguments likely focused on leveraging brand recognition, capitalizing on existing IP, and the potential for a fresh start.

Brand Recognition and Market Awareness: The Power of a Familiar Name

One potential argument in favor of the Prey name was the potential for immediate recognition. In a crowded market, any existing brand awareness, even of a modest degree, could be a significant advantage. The name Prey, however imperfectly, might have been a familiar word for some gamers, increasing the likelihood that the game would catch their attention.

This perspective prioritized the value of name recognition as a means of cutting through the noise. This is a cornerstone principle in marketing.

Leveraging Existing Intellectual Property: The Allure of a Fresh Start (Sort Of)

Another potential motivation was to capitalize on the Prey IP itself. While the original game’s performance was not stellar, the name carried a certain mystique. Moreover, using the Prey name could signal a “reboot,” implying a fresh start for the franchise.

The potential for nostalgia and existing name recognition might have been appealing. The idea of reimagining a game with a new, distinct direction could be seen as an opportunity, particularly when the game had such an innovative vision.

The Creative Vision: Aligning with the Game’s Themes

Finally, it’s possible that the Prey name, however abstract, was felt to be thematically relevant to Arkane’s vision. Prey can evoke notions of predation, vulnerability, and the struggle for survival. The game’s focus on psychological horror, alien threats, and the player’s constant state of potential danger arguably aligned with these core concepts.

In the end, the argument to use the name Prey won. The decision was made and the game was released as Prey, and the marketing team would have to promote it and address the inevitable comparisons.

Marketing and its challenges: The Game’s Commercial Journey

The marketing campaign for Arkane’s Prey faced the challenges foreseen by Hines. The launch saw a substantial marketing effort focused on explaining what Prey was, why it was called Prey, and how it related (or didn’t relate) to the original game. Trailers, interviews, and promotional materials worked tirelessly to communicate the game’s unique identity and avoid the misperceptions.

The Prey name may have created a hurdle for consumer understanding. The marketing team was tasked with educating consumers, rather than directly promoting the game’s strengths. This extra burden could have detracted from the core messaging around the game.

The Initial Reception: Critical Acclaim and Commercial Underperformance

Upon release, Arkane’s Prey garnered critical acclaim, receiving praise for its immersive gameplay, atmospheric world-building, and player agency. The reviews often highlighted its inventive mechanics, intricate level design, and compelling storyline. However, the game’s commercial performance was, by some measures, disappointing. Sales were lower than many expected, which raised further questions about the title and the efficacy of the marketing campaign.

The challenge facing the game’s marketing department was formidable: convince the public that this new game would not be like the older one.

The Legacy: A Cult Classic

Despite its commercial struggles, Arkane’s Prey has garnered a devoted following over time. Its reputation has grown, and it is now considered a cult classic. The game’s influence can be seen in subsequent immersive sims, and its unique vision has secured its place in gaming history.

Lessons Learned: The Enduring Value of Clear Communication

The story of Prey provides valuable insights into the intricacies of game marketing and branding. It underscores the importance of clear, concise communication and the potential pitfalls of leveraging existing IP without careful consideration.

The Importance of Branding: Aligning Name with the Game

The debate over the name Prey highlights the critical importance of aligning the game’s title with its core features and themes. The goal of branding is to create an immediate association between the name and the product, helping to shape consumer perception and expectations.

Prey serves as a case study of the challenges of marketing a game with an ambiguous title. The more effort that is spent on explaining the meaning of the name, the less energy there will be for promoting the game itself.

The Need for Strategic Decision-Making: Balancing Creative Vision and Commercial Viability

The incident also highlights the constant tension between creative vision and commercial viability. The development of a video game is a collaborative effort. The ideal approach is often about striking a balance between artistic aspirations and the realities of the marketplace. Marketing and branding must be strategic.

Hines’s concerns were rooted in a pragmatic understanding of market forces and consumer behavior. While creative teams often want to preserve their artistic autonomy, marketing teams have to take into account the impact of the choices.

The Power of Communication: The Key to Resolving Disagreements

Finally, the story emphasizes the value of open communication and the need to foster a culture of respectful debate within development teams. By openly expressing his concerns, Hines prompted discussions that were essential for the game’s long-term success.

Effective communication is key to aligning different perspectives and achieving a shared vision. The decision ultimately made, despite the internal disagreements, demonstrates the importance of collaborative decision-making in the gaming industry.

Conclusion: Beyond the Name, a Testament to Vision

The story of Prey and the marketing disagreements surrounding its name underscores the complex interplay between creative vision, marketing strategy, and consumer perception in the video game industry. While the decision to use the Prey name may have presented some marketing challenges, the game’s lasting legacy speaks to the power of Arkane Studios’ vision and the enduring appeal of immersive gameplay.

While Pete Hines may have had reservations about the name Prey, he recognized the talent of the development team. He acknowledged the quality of the game. In the end, the legacy of the game is testament to the hard work of many. Ultimately, the game transcended the name to become a unique and memorable experience. Prey became a testament to the creative vision of Arkane Studios and its ability to deliver a truly compelling gaming experience. Its impact can be seen for years to come.