|
I hear advertising is dead. A pretty solid white paper entitled "The End of Advertising as We Know It", says so.
Of course the same company whose ex-chairman predicted in 1943 that
"there would be a world market for maybe five computers" put out that
white paper, so take it with a grain of salt. And lots and lots of
blogs. Say. It. A. Lot. But advertising isn't dead, nor is it just a
"penalty companies pay for being unoriginal."
Brands need
provocative relationships with good customers. They need their stories
told, and "interactivity" is driving the reemergence of the
collaborative narrative as art form and communications medium.
Bad advertising is getting a wake up call. Or a pink slip. Or an agency
review. All those folks trapped in stifling layers of bureaucracy at
agency roll-ups and conglomerates paid to look at brand communications
as a single well crafted message to be beaten through the skull of "The
Consumer" while you make your quarterly earnings targets—yep, you're
dead. If you thought a website tacked onto a campaign made it
interactive, cue dirge. Wah waaah. Often overlooked is that this holds
true for marketing as well. Bad marketing, that is. Get lost. And good
riddance.
This is a great time to be in advertising. I am blown away
by the possibilities, boggled by the pace of change and raring to go.
But this can't be an exercise in "do it because we can"—we need to find
ways to make our interactive stories touch hearts. As an industry, even
with the distance we have come, we are still reading radio plays into
the TV camera. But we will make a cool medium run hot. We will make it
work with other mediums to create new storytelling paradigms. We are
rewiring culture, brands and minds.
Storytelling is a Team Sport
Walter Isaacson shared a story about great historical narratives—The
Iliad, Gilgamesh, The Odyssey. He said that those stories were
collaborative experiences, not narratives set in stone. They served as
memes propagating cultural standards and life lessons. Plays by
Shakespeare weren't passively observed, they were rowdily engaged
with—back to the actors. These narratives were collective. Orally
transmitted. Subject to reinterpretation and embellishment based on
context and audience reaction. The printing press, said Isaacson, froze
words. It meant a single unchanged narrative could be shared across
great distances. But it made cold, static books (funny, right?) the
vessels for stories, not the living, breathing storytellers themselves.
You could now send one clear, fixed message or you could be
contextually engaging (e.g. responsive to your audience), but you did
one at the expense of the other. The Heisenberg Uncertainty principle
of narrative. Interactivity has reopened the door for collaborative
storytelling.
The promises and pitfalls of interactive communications create an
extreme situation and in extreme situations, mental maps that don't
calibrate with reality can be fatal. Those unwilling to adapt are
retiring, getting fired, or dragging their employers (and clients)
down. And getting written about it in white papers that TRUST ME, you
don't want to be in.
Interactivity is a broad concept reduced far too often to a
discussion of tools and capabilities. And while you need rock solid
interactive tools and capabilities, that doesn't mean you "get it." I'm
excited because no agency "gets it," from nimble, sub-ten person shops
to the big shops. You've got tech shops pretending they understand
branding, brand shops hoping that a few technical hires solve their
interactive "problem," agency rollups pretending they've got
'best-of-breed' services for every need, and brands with "interactive"
separate from traditional brand management. A glorious chaotic mess. My
suggestion? Hitch your wagon to the greatest storytellers, because they
will find a way to express the joy of their stories using the most
effective tools possible.
Playing is not Optional
I'm excited because I am at a place, working in a medium, where failure
is tolerated and encouraged. Steve Ballard, aquatic explorer and
discoverer of the Titanic, Bismarck and Yorktown said all the major
oceanic discoveries were accidents—failures—people looking for one
thing and finding another. Operate from awe and wonder, not fear. It's
mind expanding. And there is too damn much happening interactively to
get all precious about it. Fail forward fast, learn and move on.
This is a new game, and no one knows the rules. The folks writing the
code don't know the rules—a friend said he'd never join Twitter or
Facebook, because "why waste time on a social network created by social
losers." We are making up a lot of the rules as we go. But if you don't
play, you are out of the game. And the good ones, the smart folks, are
diving in. Experimenting. Learning their way around the "always on"
landscape. Applying that learning.
I'm excited about a recent move to eliminate the term "users"
(software) and "consumers" (markeing), and replace both with the term
"players"— its more respectful, more human, and because as this medium
matures (and it's got a long way to go), game design models (RPG's and
more recently ARG's) seem more and more relevant in engineering brand
experiences than traditional advertising processes. And because that's
what we really want people to do—play with our brands. Buy them. Love
them. Find some little bit of themselves in them.
What would you do for love?
I'm excited that the most creative stuff I see online isn't done by
brands or agencies. It's done by normal people. Civilians, for God's
sake. Having FUN. People making great stuff (and crap, for sure)
because they like to, feel the need to, are inspired to. A lot of
agencies and brands are doing interactive work because they have to.
They know they have to. Like eating fish oil pills for your Omega-3.
Laurence Gonzales in Deep Survival (a great book on dealing with
extreme paradigm shift) talks at length about working from a place of
fear or from acceptance. "I suffer through my obligations, but I'd do
anything for love."
"What would you do for love" isn't an idle question here. Ask your next
potential hire. The answer could determine whether you thrive in this
medium or try to get by treating it like a topical spread or the "+
fries" option with your Happy Meal.
Critical interactive skill sets for the space include search strategy,
game design (online, console, ARG), mobile development and production,
UI/IA, data collection/modeling/interpretation, application developers,
server-side technologists...the list grows daily. But you need to start
with an organization excited about the possibilities of the
medium—excited, committed and each personally responsible and
accountable for full engagement. Every person in your shop should be
asking themselves how they master this space. Finding a passion and
diving deep into it. Sharing it.
Marketing and brand communications need storytellers and their stories.
We inform, educate and create cultures based on stories. We define
ourselves through their telling and their interpretations. A story is
realized through the act of the storytelling. Of engagement with an
audience. A great story, unread isn't. The interactive medium by its
nature invites people into the process—suggesting, collaborating,
amplifying, advocating and diffusing. And there will always be good and
bad storytellers. The best of them move us, inspire us, change us,
drive social change, and sometimes—yes, sometimes—sell us something. In
advertising, when we are at our best, we build a message around a
fundamental human truth, we engage the heart, and we tell compelling
stories that create meaning for brands awash in a rising quagmire of
white noise. And yes, we sell stuff.
As long as there are products to be sold and stories to be told, advertising is not dead. . .
|