#Casey & DG : side story
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littlebunno · 9 days ago
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felassan · 4 years ago
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Dragon Age development insights from David Gaider - PART 1
This information came from DG on a recent SummerfallStudios Twitch stream where he gave developer commentary while Liam Esler played DAO, specifically the mage Origin. I transcribed it in case there’s anyone who can’t watch the stream (for example due to connection/tech limitations, data, time constraints, or personal accessibility reasons). A lot of it is centered on DAO, but there’s also insights into DA2 and DAI. Some of it is info which is known having been out there already, some of it is new, and all of it imo was really interesting! It leaps from topic to topic as it’s a transcript of a conversational format. It’s under a cut due to length.
Note on how future streams in this series are going to work: The streams are going to be every Friday night. Most likely, every week, they’re going to play DAO. Every second week it will be Liam and DG and they’ll be doing more of this developer commentary style/way of doing things, talking about how the game was made as they play through, covering quirks and quibbles etc. Every other week, it will be Liam and a guest playing a different campaign in DAO, and Liam will be talking with them about how DA changed their lives or led them into game development, to get other peoples’ thoughts on the series (as it’s now been like 10 years). Some of these guests we may know, some we won’t. When other DA devs are brought on, it’ll be in the DG sessions. They hope to have PW and Karin Weekes on at some point. Sometime they hope to have an episode where they spend the whole time going through the lore.
(Part 2, Part 3, Part 4, Part 5, Part 6)
[wording and opinions DG’s, occasionally LE’s; paraphrased]
DAO’s development actually finished up around April 2009. They then put it on ice for around six months before release. Human Noble is DG’s favorite Origin. It’s one of the ones he wrote. He also wrote the Dalish Origin as well (Tamlen is his doing ;__;). DAO’s temp name during development was Chronicles. DG has never played any of the DA games after they were released. He played them pre-release loads of times, when they were half-broken or incomplete etc. This stream is his first time seeing everything played after completion.
NWN: Hordes of the Underdark was the first game where DG was a/the lead writer, in charge of other writers, as opposed to a senior writer. It was pretty well-received. In the fall of 2003, BW were just finishing up HotU when James Ohlen came to DG to talk. BW had been having issues during the development of NWN with the IP holder for D&D Wizards of the Coast, so they were interested in starting their own IPs that they would have ownership over (and also for financial reasons). JO said to DG that one of these new IPs would be fantasy and one would be sci-fi. He knew that DG was more fantasy-oriented, and so asked DG if he wanted to take this on. DG was down, and the first thing to figure out was what that fantasy IP was going to be.
JO gave DG an atlas of European history, which he still has, and said that he wanted him to make a fantasy world that is reminiscent of medieval Europe and reminiscent of D&D - “make it like D&D but not, file off the serial numbers really well”. This worked for DG because he was pretty familiar with D&D and there were also lots of things that he didn’t like about it and wanted to change. So DG went off and for the next six months worked on creating a setting, beginning with documentation and the map. This was kinda strange because they had no idea at that time what their story would be. JO was very interested in having a “genetically evil” enemy in the setting (like an equivalent to orcs). DG wasn’t a big fan of this and his initial go at the setting omitted this (i.e. darkspawn were not a thing) and was a lot more realistic. JO insisted on adding them later on.
This period of development wasn’t actually a good process. There were other people who were working on the project who were designing the combat side. Looking back, DG feels that they should have put their heads together a lot sooner. The combat designers had various ideas for various prestige classes and subclasses, and DG would be like “these are nowhere in the setting [lore]”. He tried his best to add a few of them after the fact, which is why we see things like DA’s version of the bard archetype. The combat designers and artists originally had a vision in mind of a game that was much more along the lines of the type of fantasy you’d find in the Conan the Barbarian world - bare-chested barbarians, sorceresses that show a lot of skin, a grimdark world with barbarian hordes. They were just assuming that’s what it was going to be. At this point in time DG had never thought, “Oh, maybe I’m responsible for communicating my ideas to them” - he’d never done this role before and was just told to go create the world. He created world-building documentation and would send out emails saying “I’m making this documentation, please go ahead and take a look”, not learning until later on that nobody outside of the writing team really likes reading such documentation. He learned tricks later on like making the docs more accessible, less dense and wordy, and overall easier to peruse.
There was no real ‘vision holder’ for DA. Mass Effect did a much better job of that. Casey Hudson was the project director and the vision holder for ME, and he had the power to enforce a set vision of what was and was not ME. ME therefore ended up having a bit more of a coherent vision. DG was in essence the vision holder for DA, but he didn’t really have the authority to enforce it on the artists. The DA teams ended up spending a good 3.5 - 4 years of the ~6 years of DAO dev time going in circles, not exactly sure what they were going to make, the various people working on it having different ideas of what ‘kind’ of fantasy they were going to make. The writing team were leaning towards LoTR; the artists were leaning towards Conan; at one point one of the project directors was leaning towards a point-and-click Diablo-style action adventure; and nobody was overriding anybody else.
The fans who hang out on the forums and in similar places have a very different idea about what kind of game they like and want to play versus the telemetry BW get from the public in general. As an example, fans on the forums tend towards playing non-humans and feeling that playing as a human is boring. Forum-polls reflected that, but BW’s general public-telemetry shows that around 75-80% of the playerbase played a human in DAO. Elves were at 15% and dwarves 5%. In contrast, in the core/forum-based fanbase, the human figure dropped down to 30%.
DG originally wanted Zevran to be a gay romance (he has talked about this before). He asked JO if he could do that pretty early on, thinking of Jade Empire which had same-gender romance options which were really popular. BW were surprised about that, and DG had no idea that the JE team were going to do this. For DAO, he had an idea for an assassin character. He had been reading about how the CIA and KGB would often recruit gay men to be their assassins, as they didn’t tend to have family ties. DG thought this was really interesting. JO was cool with the idea on a conceptual level, but thought that the work that would end up going into it would be better served if those characters could be romanced by both male and female PCs. Zevran and Leliana weren’t intended to be bi, they were “bi out of convenience”, but at the time these sorts of things (representation and such) didn’t enter into the equation as much as it does today. DG wrote Zevran in his head as being romanceable by men.
DG would ask the hair artists, “Why all the mullets?”, because he never understood that, and he’d get “a sort of shrug response”, and an indication that “it’s easier to model, I guess?” Having hair which is loose, in the face, in locks, coming over the shoulders etc wasn’t really supported at this point by the tech or the engine. Hence, they ended up with like five different versions of mullets. On the subject of the engine, for the first half of development they were using an upgraded version of the Aurora engine from NWN, and it was not good. Several years in they decided to switch. Trent Oster was in charge at the time of making a new proprietary BW engine. At the time it wasn’t ready yet, but the DA team decided to grab it, use it and hammer it into the DA engine. That engine had “so many little weird quirks”, like lighting on skin not working properly and looking bad, and one of the issues was hair. It was supposed to be BW’s proprietary engine but it really wasn’t optimized for RPGs and didn’t include a dialogue system. They had to custom-build the conversation system. (At the time Trent didn’t think BW should be doing RPGs anymore, which is a whole other story of its own). DG recalls programmers complaining about things in the engine that weren’t ready for ‘prime-time’. Even compared to games released concurrently, DAO’s graphics were a bit dated.
For the worldbuilding, they had an internal wiki and they kept everything on there. They ended up with a lot of legacy documentation on there very quickly. Eventually they solved this by hiring an editor whose sole job it was to wrangle the documentation. DG started work on the setting in the same manner in which he’d embark on starting a homebrew - ‘so like, first, here’s a map, oh, I like this name, vague ideas, a paragraph on each major nation, a rough timeline of the history, expanding, and it just growing from there’. After about six months, they brought on other writers, and by then he had around 50 pages of documentation. This 50 pages was a minute amount compared to the amount they had generated at the time of release. Originally, they weren’t sure where in the world specifically the story would take place, so DG made sure to seed potential and brewing conflicts throughout Thedas. They settled quite quickly on the new Blight starting in Ferelden. Once they established that, the writers went to town on taking Ferelden specifically and blowing it up detail-wise. Jennifer Hepler was in charge of the dwarves and Orzammar. Mary Kirby was on Fereldan customs and traditions.
The first version of the setting was more grounded in realism, almost like a post-fantasy. The dragons and griffons were extinct and a lot of the things that were thought to be fantastical were thought to be over with. During development, they started clawing these things back. They brought back dragons because the game was named Dragon Age (lol). DG was approached like, “Hey, we named the game DA, can you bring back dragons and weave them into the story more powerfully?” Wynne’s writer Sheryl Chee had a bit of an obsession with griffons and was often like ‘omg, griffons :D’, and this is the origin of Wynne’s dialogue with the Warden about griffons.
KotOR was the first time BW had tried to do a game that was fully voiced-over. For KotOR, BW sent the work of casting, direction and so on down to another studio in California called Technicolor. BW had little say in the process then and when they got it back, “it was what it was”. By the time they got to DA and the first ME, BW had a good system down for recording and VO had become an important thing in games at the time. BW are really one of the premieres for this, a lot of actors really like acting on BW games as they get a lot of space to act where they wouldn’t normally be able to do so otherwise. DG has learned a lot from Caroline Livingstone on how to encourage the best performance out of an actor. For DAO, DG worked together with the various lead designers and Caroline to decide on the auditions, casting etc. This was one of DG’s favorite things to do.
Gideon Emery as Fenris, GDL as Solas and Eve Myles as Merrill were times where DG had written the character and then went to Caroline and said “I have an actor in mind for them, can you check it out?” These were specific times where he was able to secure the actor he wanted. This didn’t always work out, for example there are times when actors aren’t interested or have no time due to scheduling conflicts or were too expensive etc. Eve and GDL were DG’s roommate Cori’s idea. Cori was a big fan of Torchwood/the actors from Torchwood, and worked as an editor at BW for a long time. Gideon was DG’s idea after playing FF12. For DAO, DG didn’t have any specific ideas in terms of actors. Casting Morrigan was the longest, most drawn out process.
The Circle went through a whooole process during worldbuilding. Initially, mages in the game weren’t supposed to have any “fighting magic”. The restrictions were originally such that in the lore, they didn’t teach mages that. Mages weren’t taught any magic that could kill people, only ‘indirect’ forms of magic that could support others. However, [during what sounds like] playtesting it was asked “Why can’t I cast a fireball? I just want to cast a fireball”, so the writers had to go back and rework how magic in the lore worked completely.
Flemeth was originally going to be voiced by Shohreh Aghdashloo, and she was totally on-board, but unfortunately because of DAO’s development delays, she was unable to attend the new recording time as she had a conflict in her schedule (she was filming House of Sand and Fog). Shoreh was quite disappointed about this and her family had been so excited that she was going to be in a video game. When the movie was finished, Shoreh came back to BW and let them know that she was still available, and this is how she ended up in ME2. For a while they were trying to find an actress with an accent that authentically mirrored Shoreh’s. Out of the blue around this time, Claudia Black’s agent sent BW an audition tape of her. At the time Claudia hadn’t done any games but wanted to get into it. The tape was of Claudia doing a beat poet rendition of Baby Got Back. DG still has this tape. DG was a big fan of Farscape and on listening to the tape, it clicked right away in his head that Claudia would be perfect for Morrigan.
The Fade ended up being a big irritation for the writers. They wanted the PC to be able to assume different forms and such while in there. A lot of this stuff proved too difficult for the combat designers to work out, and so it ended up getting changed a lot. They had a hard time coming up with gameplay that could work in the Fade. The mage Origin is DG’s least favorite of the Origin stories, as he’s really dubious about the Fade section in it. It didn’t work out like how they had pictured it in their heads. By the time they got to DAI, that’s when the Fade really looks like how the writers first described/envisioned it. By this point the artists were more keen to give it a more specific feel. DAO was made at a time when ‘brown is realistic’ was a prevailing thing in games dev.
The experience of a mage in the world isn’t represented or conveyed very well to the player when the player is a mage. The experience of the player when they’re playing a mage or have a mage in their party doesn’t really match up with how the world lore tells them how dangerous mages can be - for example, how they can lose control and so on, we never really have an example of a PC mage struggling with being taken over by a demon. This was originally supposed to be a subplot in DA2 for mage Hawkes, in one of the last cuts. In Act 2, mage Hawke was originally slowly being tricked by a demon in their head that they thought was real, only to realize at the last minute. Mouse the Pride demon in the mage Origin is the only time in the entire series that they really ever properly demonstrated how demons can fuck with [PC] mages. Also, PC templars were originally supposed to have a permanent lyrium addiction that they needed to ‘feed’, but this was scrapped as the system designers weren’t keen on it and felt that it was essentially handicapping the player. 
Mages were originally also not supposed to be able to deal with pure lyrium (it would ‘overload’ them). There is a plot where mage PCs run around touching lyrium nodes to refill their mana bars. On this DG was like “Wtf is this?” The designers said that it works, and DG said “but it flies in the face of the lore”. This instance is an example of how the DA team was working where the various departments (writers, artists, designers etc) all had their own ideas about how the game and its world would work and never overrode each other (see above). DG feels that DAO is a little contradictory in that way. It’s only after the game came out that a lot of the people on the team really “bought into” what they’d put forward. This got easier as they went on, with people involved buying then into the things that make Dragon Age, Dragon Age. At one point, not everyone on the team was even aware of those things.
DG relates that originally, they would ask the artists, “Ok, can we get a village?” and said village once created would be quite generic and non-specific to DA. The writers would try to relate how things are in the DA world and list things that would be found in a village like this specific to the DA world, and the artists either didn’t read it or had their own ideas (DG isn’t sure which), and nobody was around to tell them not to do that and that they should do it differently. Everyone having their own ideas like this is why we ended up getting something that is this sort of “cobbled together half-Conan half-LotR mish-mash”, and after a while this sort of became DA’s “thing”.
Initially, BW had concepts drawn up for a lot more different creatures. After they went in circles for those years and consequently ran out of time to do all the models, they had to cut these concepts down more and more. Demons were among the ones that were the first to go (this is why we have situations like a bereskarn as the Sloth Demon in the mage Origin). The original concepts for things like spirits of Valor and Sloth demons were really good. Early on, JO made a list of D&D creatures that he liked. He picked the ones that they were thinking of doing, sent them to DG and said to make a “DA version of this”. For example, D&D succubi essentially became Desire Demons. Desire Demons were originally patterned off Sandman, neither male nor female yet really alluring, acting more like a genie and trying to ferret out mortals’ inner desires (which are not necessarily sexual in nature), without being overtly sexual. The artists’ version came back and that was basically the model seen in-game. The writers were like “What is this, this is nothing like the description?” and the artists responded that on the list from JO, it was included, in that you had to click on “succubus” to get to the Desire Demon description, so they had just read “succubus” and done their version of a succubus. The artists did loads of great work, but this was one of the instances were DG was like “???” By then, it was too late to change it. The writers were able to encourage them to make Desire Demons a little more fearsome, so that made it in at least.
The mage Origin was one of the more contentious Origin stories. It had like 4 different versions written of it over time. It was often the case that BW would hire someone, and writing an Origin story was their first test. Three different writers came in and wrote a version of the mage Origin and those versions just didn’t work. Finally they passed it to Sheryl Chee and she wrote it. The Origins were the parts of the game in general that were written/rewritten the most often. There were several others that got written that they discarded. 
Duncan was slated for death from Day 1. When DG writes a story, the thing he does first is pick out the big emotional beats that he wants, such as deaths. He decides these ahead of time and the stuff in-between comes later and is more often changed. Oghren was also originally supposed to die, but this ended up getting cut. DG related a story of how Oghren came to be: At the time, there was a phase JO went through when he thought everything had a formula that it could be done by. One of these ‘creative forumulas’ was that all such IPs had a two-word name that they’re known by, such as Star Wars, Star Trek, Dragonlance (being Dragon-Lance). This is how ‘DA’ and ‘ME’ came to be. One of the formulas he wanted to implement was how to distill the ‘comedy character’, like Minsc or HK-47. These characters were very popular with the fans and JO was certain that there was a way to figure this out to create one for DA. At the time, DG argued with him a lot about this. JO insisted it could be done. DG was originally supposed to write this character but ended up not doing so. JO came up with a list of comedic archetypes and had DG write a blurb about what kind of character each could be. These were then sent out to the team who voted on which was their favorite. This process eventually resulted in an archetype basically called ‘The Buffoon’ (think Homer Simpson or Peter Griffin, the kind of guy people laugh at because he’s such an oaf).
At this point ‘The Buffoon’ wasn’t named or made a dwarf yet. JO came to DG to write him, but DG said there was a problem which is that he hates this archetype. Homer and Peter are characters that he despises. DG is a professional writer, but this was comedy (outside of his areas of strength), and he felt the best he would be able to do is write a character who makes fun of this archetype and lampshade that. Comedy is something that has to come from within the writer. Oghren was given to someone else, and he ended up getting rewritten again anyway. By the time they were working on Awakening, DAO had not yet come out, and the assumption prior to the game going out was that Oghren was still going to be the most popular character from among the followers. The comedic character that ended up being the most popular along these lines was Alistair, which was interesting as he wasn’t intended as a comedic character, “so shows what we know”. DG was dubious that Oghren was going to be popular, because “he was kind of pathetic, honestly”, but that was the thinking at the time. Thinking he would be well-loved is why he was in Awakening.
On Alistair, any character DG writes is going to be sarcastic. At the time DG had made it a sort of personal challenge to recreate Joss Whedon’s dialogue patterns in his characters. Alistair was a sort of mish-mash of Xander from Buffy and maybe Mal from Firefly. DG wanted to see if he could do it, so Alistair was kind of quippy and self-deprecating. DG never really considered this to be Alistair’s main personality feature, but when other writers wrote him, they often had him doing this, as they liked the trait so much, and so this is how Alistair ended up as he did.
On dwarves, the dwarves being cut off from the Fade is very much baked into who the dwarves are as a race. There’s a specific reason why. This has been hinted at so far and it’s likely to come up in the future. DG had various ideas for some things that he wanted to include with the races or the way the world works etc. Some of them ended up never happening or some are mentioned only as part of the lore (templar lyrium addiction never coming up in gameplay is an example of this). Dwarven history and the nature of the dwarves is one of the things that survived pretty well though. DG calls Jennifer Hepler “mistress of the dwarves” and says that she did a really detailed, amazing breakdown of their history. After Jennifer left it was Mary Kirby, and DG feels that they did a good job of maintaining how dwarves were, in terms of both how they’re often presented in fantasy and yet also quite different in DA. Orzammar is one of DG’s favorite plots all together. You can really tell that Jennifer Hepler really enjoyed the dwarves and brought a lot of love to that plot.
DG draws a distinction between DA fans and the unpleasant people who harassed Jennifer Hepler.
They managed to keep the Tranquil in. There was a while there where they were going to be cut. At the same time, DG regrets that they couldn’t solve the making of the player more aware of how mages are dangerous, thing. Players could make a cogent argument like “they’re not that dangerous, look at me [mage PC]” and the writers were like “well... yeah, that is fair”. It was a case of showing one thing and the player experience of it being another. DG feels that this made the templars come off worse than they are. DG feels that they are being massively unfair and too extreme in their approach to the problem, but the problem itself is a real thing. He feels that there’s some merit/truth in the argument that mages are oppressed, but he looks at it more like an issue like gun control rather than as treatment of oppressed people, saying that we don’t have an example in real life of oppressed people who can explode into demons and cast fireballs and so on.
There are some funny pronunciations that worked their way into DA, and the reason for a lot of them is as follows: the writers had to create a pronunciation guide for VO, because otherwise you end up with a lot of inconsistencies. (Some did still slip through). The guide was online, and if you clicked on a word, an audio file for it would play. Jennifer Hepler was in charge of this and did a great job, but has a really strong NY accent, and in some cases the ‘NY-ness’ of her pronunciation endearingly worked itself into things (the way Arlathan is sometimes said is an example of where this happened sometimes).
Sometimes the writers trying to communicate the “hotness” of a character to the artists didn’t go smoothly. The writers would sometimes say things like, ok, this character is a romance, they need to be hot, and the designs would come back looking “like Burt Reynolds”, and the writers would be like “???” And then a character that wasn’t particularly intended to be hot, as in that wasn’t mentioned at all in the descriptions of them, would come back “accidentally hot”, and the writers would be like “Why couldn’t you have done this when we were asking for a character that was meant to be hot”, and the artists would be like “What?? He’s not hot”. And this became a thing (lmao - this discussion was prompted by DG being asked “Was Duncan meant to be that hot?”, for context). Some of the artists were so paranoid about their [in]ability to judge actually-hot characters that when it was time to pick an appearance, like for Alistair, they gathered up all the women at BioWare, and DG (“resident gay”) into a room to show them an array of faces and bodies like “Is this hot? Is this hot?” DG and co would sit there like, “How can you not tell? Is this a straight man thing?!” Anyways, this is why oftentimes we ended up with characters who are accidentally hot.
Over time, the writers realized that the way they communicated to artists needed to be managed better. The words they would use would have different connotations to them the writers, than what they did to the artists. For example, for Anders’ design in DA2, he was supposed to be “a little haggard”. When DG thinks of haggard, he thinks ‘a little tired, mussed hair, looking like you’ve been through some shit’. But the artists based on that produced concepts with super sunken cheeks, looking like he’d been terribly starved. The writers needed to develop a specific vocabulary for communicating with the artists, as artists think in terms of how something looks, but writers are thinking in terms of what the character “is”. Anders’ description talked about his history a lot, and the one visual-type word that jumped out was “haggard” due to its visual connotations. “A lot it came down to the writers being up their/our own asses.”
When they got to DAI, they had figured out that the way to get best results on this front was /not/ to have the writer go off and develop a long description and pre-conceived notion of what the character looked like in their head. In such scenarios artists don’t feel that they have much to contribute to the process or an ability to put their own stamp on who this character is and make them interesting to them (the best, most interesting characters are when people at all stages of the pipeline properly get to feed into it). They learned that the better solution was to bring the artists in earlier, and to give them little blurbs, and not name the character but give them an ‘archetype’-sort of ‘name’. For example, Dorian was “the rockstar mage”, “cool”, “Freddie Mercury”. The writers wouldn’t be sure that a particular concept would ‘hit’, so at this stage they would offer an array of options and sit the artist down and walk them through the concepts. The artists would then provide a bunch of sketches and it would go back and forth, with both taking part in the character creation process together. For the first two games, the writers were “really hogging” this process to themselves. They got better at not doing this and better at communicating with the artists by DAI.
There were a lot of arguments about how mages in DAO had a lot of specific lore words like “Harrowing”, “phylactery”, “Rite of Tranquility” etc. There was concern that this would be too confusing for players to understand and that it was too complicated. DG says that thankfully he put his foot down and pushed for this stuff to be kept. A lot of fans assume that as lead writer DG had all this influence, way more influence than he could possibly exert on a team. He wasn’t even a lead, he was a sub-lead, under a lead designer. He only had so much say. If the lead designer or lead artist wanted to do something differently, often there was not much he could do. Hence he had to pick his battles carefully, choose the important ones to fight. The mage vocabulary thing was one of these.
Templar Greagoir’s name is pronounced “Gregor” and it comes from a place in Alberta near where DG lived.
Codex entries are usually one of the last things that get done in a project like this, and so all of that kind of textual lore comes in super late and is super punchy as by then the writers have written so much and are exhausted. They had to find a way to make this process cute or interesting or fun for themselves, which is why a lot of entries are quite fun to read. Sometimes a writer would make a joke for banter [irl], and it would end up making it into an entry.
Only Morrigan and Duncan got unique body models in DAO. The companions all have custom-morphed heads but not custom-morphed bodies (Morrigan not included here). This is why every model has a necklace or a collar right at the point where they had to be attached to be a body. These sometimes used assets that couldn’t be used by the PC but were not unique to that character. Duncan probably got a unique model because he was in a lot of marketing/promotional material. Qunari were originally conceived as having horns.
Most people didn’t even finish DAO once (public telemetry again here), only approximately 20-25% actually did. The devs try not to read too much into this kind of thing, but the telemetry does tell them where a lot of people stop playing the game permanently (they call these “drop-off points”). One of these points in DAO is the Fade during Broken Circle. Sometimes when people interpret this data they involve self-serving biases, but it was generally accepted that the Fade there was too long, too complex, not interesting enough, etc. [source]
[Part 2]
[Part 3]
[Part 4]
[Part 5]
[Part 6]
[‘Insights into DA dev from the Gamers For Groceries stream’ transcript]
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samuelpboswell · 7 years ago
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Facebook adds Snooze button to mute annoying friends and Pages. For when you don’t want to unfriend or unfollow and just need a break. The Next Web
Facebook Will Now Punish Posts That Beg for Likes and Comments. Facebook said in a statement on Monday that it will begin clamping down on “engagement bait” across its social network starting this week. Fortune
Facebook’s Plan To Take On TV. That’s right. And for starters, in January Facebook Watch will host a live show, “Mixed Match Challenge,” produced by the WWE. MediaPost
On the Lighter Side:
Giphy’s List of the Most Popular GIFs in 2017 Is a Gift to Behold. From NFL celebrations to dancing Wonder Woman. AdWeek
Awww. Samsung and Casey Neistat Turned an Abandoned Shopping Mall Into a Winter Wonderland for Kids. Happy holidays to the Boys and Girls Clubs of Greater Milwaukee! AdWeek
TopRank Marketing in the News:
Steve Slater – What Advice Would’ve Changed Your SEO or PPC Career? DG Agency Blog
Lee Odden – LinkedIn Presents the Future: Content Marketing Edition (Video) – LinkedIn Marketing Solutions Blog (client)
Lee Odden – What is content intelligence? How data-driven marketers will dominate – Hawkeye by Scoop.it
What was the top digital marketing news story for you this week?
Be sure to stay tuned until next week when we’ll be sharing all new marketing news stories. Also check out the full video summary with Tiffani and Josh on our TopRank Marketing TV YouTube Channel.
Gain a competitive advantage by subscribing to the TopRank® Online Marketing Newsletter.
© Online Marketing Blog - TopRank®, 2017. | Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First | http://www.toprankblog.com
The post Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First appeared first on Online Marketing Blog - TopRank®.
from The SEO Advantages http://www.toprankblog.com/2017/12/digital-marketing-news-122217/
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unixcommerce · 7 years ago
Text
Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First
The 10 Most Watched Ads on YouTube in 2017 – This impressive collection of work includes two video ads that exceeded 100 million views. Which was your favorite? Natalie Portman for Miss Dior or Dwayne “The Rock” Johnson” for Apple?  AdWeek
B2B Tech Buyers More Motivated by Reliability & Ease of Use Claims Than Price. A study by Lavidge of 400 B2B decision makers in the US reports that technology buyers prefer reliability (64) over low cost (49%) when justifying purchasing decisions. MarketingCharts
The 2018 Hiring Outlook for Marketing and Advertising Jobs. 46% of marketing and advertising executives say it is somewhat challenging to find skilled workers today; 7% say it is very challenging – MarketingProfs
New IRI Report Details Value of Contextually Relevant Advertising. Marketers who instead mix in relevant context strategies can bolster sales lift and further increase return on investment (ROI) by up to 30%. Morningstar
The Advertising Media That Consumers Trust Most. Research from Clutch reports 61% of respondents trust TV/broadcast video; 58% trust print; 45%, radio/podcast; 42%, out-of-home/billboards; 41%, online; and 38%, social media. MarketingProfs
How Twitter Celebrated The Last Jedi in Style With Real-Time Billboards. Disney teamed up with Twitter to plaster fan tweets across giant billboards in real time. AdWeek
Google Mobile-First Index Rolls Out For ‘Handful Of Sites’. Webmasters will see significantly increased crawling by Smartphone Googlebot, and the snippets in the results, as well as the content on the Google cache pages, will be from the mobile version of the pages. SearchMarketing Daily
Google faces fresh EU showdown as rivals attack search giant’s response to record fine. “(Google) continues to place its shopping service at an advantage in search results.” Telegraph
Instagram ad revenue to double to $10.87bn by 2019. eMarketer predicts a thirds of social media users will use Instagram by 2021 – The Drum
How Instagram’s new features will impact organic reach. The addition of follow hashtags and a Recommended for you section have favorable and unfortunate implications for brands, publishers and influencers. Here’s a rundown – DigiDay
Facebook adds Snooze button to mute annoying friends and Pages. For when you don’t want to unfriend or unfollow and just need a break. The Next Web
Facebook Will Now Punish Posts That Beg for Likes and Comments. Facebook said in a statement on Monday that it will begin clamping down on “engagement bait” across its social network starting this week. Fortune
Facebook’s Plan To Take On TV. That’s right. And for starters, in January Facebook Watch will host a live show, “Mixed Match Challenge,” produced by the WWE. MediaPost
On the Lighter Side:
Giphy’s List of the Most Popular GIFs in 2017 Is a Gift to Behold. From NFL celebrations to dancing Wonder Woman. AdWeek
Awww. Samsung and Casey Neistat Turned an Abandoned Shopping Mall Into a Winter Wonderland for Kids. Happy holidays to the Boys and Girls Clubs of Greater Milwaukee! AdWeek
TopRank Marketing in the News:
Steve Slater – What Advice Would’ve Changed Your SEO or PPC Career? DG Agency Blog
Lee Odden – LinkedIn Presents the Future: Content Marketing Edition (Video) – LinkedIn Marketing Solutions Blog (client)
Lee Odden – What is content intelligence? How data-driven marketers will dominate – Hawkeye by Scoop.it
What was the top digital marketing news story for you this week?
Be sure to stay tuned until next week when we’ll be sharing all new marketing news stories. Also check out the full video summary with Tiffani and Josh on our TopRank Marketing TV YouTube Channel.
Gain a competitive advantage by subscribing to the TopRank® Online Marketing Newsletter.
© Online Marketing Blog – TopRank®, 2017. | Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First | http://ift.tt/faSbAI
The post Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First appeared first on Online Marketing Blog – TopRank®.
http://ift.tt/faSbAI
The post Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First appeared first on Web Design, Hosting, Domains, and Marketing.
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befoundonlinemarketing · 7 years ago
Text
Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First
The 10 Most Watched Ads on YouTube in 2017 – This impressive collection of work includes two video ads that exceeded 100 million views. Which was your favorite? Natalie Portman for Miss Dior or Dwayne “The Rock” Johnson” for Apple?  AdWeek
youtube
B2B Tech Buyers More Motivated by Reliability & Ease of Use Claims Than Price. A study by Lavidge of 400 B2B decision makers in the US reports that technology buyers prefer reliability (64) over low cost (49%) when justifying purchasing decisions. MarketingCharts
The 2018 Hiring Outlook for Marketing and Advertising Jobs. 46% of marketing and advertising executives say it is somewhat challenging to find skilled workers today; 7% say it is very challenging – MarketingProfs
New IRI Report Details Value of Contextually Relevant Advertising. Marketers who instead mix in relevant context strategies can bolster sales lift and further increase return on investment (ROI) by up to 30%. Morningstar
The Advertising Media That Consumers Trust Most. Research from Clutch reports 61% of respondents trust TV/broadcast video; 58% trust print; 45%, radio/podcast; 42%, out-of-home/billboards; 41%, online; and 38%, social media. MarketingProfs
How Twitter Celebrated The Last Jedi in Style With Real-Time Billboards. Disney teamed up with Twitter to plaster fan tweets across giant billboards in real time. AdWeek
Google Mobile-First Index Rolls Out For ‘Handful Of Sites’. Webmasters will see significantly increased crawling by Smartphone Googlebot, and the snippets in the results, as well as the content on the Google cache pages, will be from the mobile version of the pages. SearchMarketing Daily
Google faces fresh EU showdown as rivals attack search giant’s response to record fine. “(Google) continues to place its shopping service at an advantage in search results.” Telegraph
Instagram ad revenue to double to $10.87bn by 2019. eMarketer predicts a thirds of social media users will use Instagram by 2021 – The Drum
How Instagram’s new features will impact organic reach. The addition of follow hashtags and a Recommended for you section have favorable and unfortunate implications for brands, publishers and influencers. Here’s a rundown – DigiDay
Facebook adds Snooze button to mute annoying friends and Pages. For when you don’t want to unfriend or unfollow and just need a break. The Next Web
Facebook Will Now Punish Posts That Beg for Likes and Comments. Facebook said in a statement on Monday that it will begin clamping down on “engagement bait” across its social network starting this week. Fortune
Facebook’s Plan To Take On TV. That’s right. And for starters, in January Facebook Watch will host a live show, “Mixed Match Challenge,” produced by the WWE. MediaPost
On the Lighter Side:
Giphy’s List of the Most Popular GIFs in 2017 Is a Gift to Behold. From NFL celebrations to dancing Wonder Woman. AdWeek
Awww. Samsung and Casey Neistat Turned an Abandoned Shopping Mall Into a Winter Wonderland for Kids. Happy holidays to the Boys and Girls Clubs of Greater Milwaukee! AdWeek
TopRank Marketing in the News:
Steve Slater – What Advice Would’ve Changed Your SEO or PPC Career? DG Agency Blog
Lee Odden – LinkedIn Presents the Future: Content Marketing Edition (Video) – LinkedIn Marketing Solutions Blog (client)
Lee Odden – What is content intelligence? How data-driven marketers will dominate – Hawkeye by Scoop.it
What was the top digital marketing news story for you this week?
Be sure to stay tuned until next week when we’ll be sharing all new marketing news stories. Also check out the full video summary with Tiffani and Josh on our TopRank Marketing TV YouTube Channel.
Gain a competitive advantage by subscribing to the TopRank® Online Marketing Newsletter.
© Online Marketing Blog - TopRank®, 2017. | Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First | http://ift.tt/faSbAI
The post Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First appeared first on Online Marketing Blog - TopRank®.
Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First posted first on http://ift.tt/faSbAI
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christopheruearle · 7 years ago
Text
Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First
The 10 Most Watched Ads on YouTube in 2017 – This impressive collection of work includes two video ads that exceeded 100 million views. Which was your favorite? Natalie Portman for Miss Dior or Dwayne “The Rock” Johnson” for Apple?  AdWeek
youtube
B2B Tech Buyers More Motivated by Reliability & Ease of Use Claims Than Price. A study by Lavidge of 400 B2B decision makers in the US reports that technology buyers prefer reliability (64) over low cost (49%) when justifying purchasing decisions. MarketingCharts
The 2018 Hiring Outlook for Marketing and Advertising Jobs. 46% of marketing and advertising executives say it is somewhat challenging to find skilled workers today; 7% say it is very challenging – MarketingProfs
New IRI Report Details Value of Contextually Relevant Advertising. Marketers who instead mix in relevant context strategies can bolster sales lift and further increase return on investment (ROI) by up to 30%. Morningstar
The Advertising Media That Consumers Trust Most. Research from Clutch reports 61% of respondents trust TV/broadcast video; 58% trust print; 45%, radio/podcast; 42%, out-of-home/billboards; 41%, online; and 38%, social media. MarketingProfs
How Twitter Celebrated The Last Jedi in Style With Real-Time Billboards. Disney teamed up with Twitter to plaster fan tweets across giant billboards in real time. AdWeek
Google Mobile-First Index Rolls Out For ‘Handful Of Sites’. Webmasters will see significantly increased crawling by Smartphone Googlebot, and the snippets in the results, as well as the content on the Google cache pages, will be from the mobile version of the pages. SearchMarketing Daily
Google faces fresh EU showdown as rivals attack search giant’s response to record fine. “(Google) continues to place its shopping service at an advantage in search results.” Telegraph
Instagram ad revenue to double to $10.87bn by 2019. eMarketer predicts a thirds of social media users will use Instagram by 2021 – The Drum
How Instagram’s new features will impact organic reach. The addition of follow hashtags and a Recommended for you section have favorable and unfortunate implications for brands, publishers and influencers. Here’s a rundown – DigiDay
Facebook adds Snooze button to mute annoying friends and Pages. For when you don’t want to unfriend or unfollow and just need a break. The Next Web
Facebook Will Now Punish Posts That Beg for Likes and Comments. Facebook said in a statement on Monday that it will begin clamping down on “engagement bait” across its social network starting this week. Fortune
Facebook’s Plan To Take On TV. That’s right. And for starters, in January Facebook Watch will host a live show, “Mixed Match Challenge,” produced by the WWE. MediaPost
On the Lighter Side:
Giphy’s List of the Most Popular GIFs in 2017 Is a Gift to Behold. From NFL celebrations to dancing Wonder Woman. AdWeek
Awww. Samsung and Casey Neistat Turned an Abandoned Shopping Mall Into a Winter Wonderland for Kids. Happy holidays to the Boys and Girls Clubs of Greater Milwaukee! AdWeek
TopRank Marketing in the News:
Steve Slater – What Advice Would’ve Changed Your SEO or PPC Career? DG Agency Blog
Lee Odden – LinkedIn Presents the Future: Content Marketing Edition (Video) – LinkedIn Marketing Solutions Blog (client)
Lee Odden – What is content intelligence? How data-driven marketers will dominate – Hawkeye by Scoop.it
What was the top digital marketing news story for you this week?
Be sure to stay tuned until next week when we’ll be sharing all new marketing news stories. Also check out the full video summary with Tiffani and Josh on our TopRank Marketing TV YouTube Channel.
Gain a competitive advantage by subscribing to the TopRank® Online Marketing Newsletter.
© Online Marketing Blog - TopRank®, 2017. | Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First | http://www.toprankblog.com
The post Digital Marketing News: Top Ads 2017, Marketing Jobs 2018, Google Mobile First appeared first on Online Marketing Blog - TopRank®.
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