Marketing First, Gameplay Later

Marketing First, Gameplay Later

Hype sells, gameplay stumbles: In modern gaming, anticipation is the product—and trust the casualty.

The global video games industry now generates over $180 billion annually—more than film and music combined. Games have evolved into one of the most culturally and economically significant forms of entertainment. Yet this meteoric growth has created its own distortions. A record-breaking 14,531 games were launched on Steam in 2023, the number of gamers worldwide reached approximately 3.22 billion in the same year. In 2024, nearly 19,000 games launched on Steam—far outpacing global player growth, which rose modestly to 3.32 billion.

In the deluge, it is not gameplay that stands out—but publicity, the only lifeline against obscurity. Increasingly, studios rely on marketing spectacle and emotional investment to secure revenues long before a product is finished. The result is a hype economy—one where anticipation is monetised, often at the expense of delivery.

Steam Game Releases by Year (2012 to 2024).

When Hype Becomes Hazard

Few games illustrate the perils of the hype economy better than Sid Meier’s Civilization VII. Marketed with lofty ambition and billed as a “premium early access” for paying fans, the title promised a generational leap—only to deliver a clunky interface, stripped-down features and a conspicuous lack of polish. What was sold as exclusive access quickly revealed itself as a glorified beta test. Players who had invested more—financially and emotionally—felt betrayed. 

Firaxis gambled that enthusiasm could substitute for readiness; instead, they weaponised expectation against themselves. In a market where anticipation is monetised before delivery, Civ VII stands as a cautionary tale: selling promise is easy, but delivering trust is harder. As disillusioned fans turned to modders for fixes and hot-seat features, the game’s creators were left scrambling to restore credibility.

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