The N-Gage was Nokia’s first foray into the handheld video gaming market. And they were looking for ideas to promote game titles for that device.
The similarities in dimensions between a graphic novel panel and an online ad, the natural navigation and the storytelling opportunities brought us to examine lesser-known graphic novels like “Kafka” and “Sandman,” books that are more “art” than “comic strip,” with content tailored to the 18-25 male -- the same target as the N-Gage.
Nokia felt the approach was perfect for their “Ashen” title because it was a horror/supernatural/action first-person-shooter with an attitude that meshed perfectly with our thinking.
Using the graphic novel approach, we told the story with minimal copy. Adding sound and motion brought that story to life. Again, following some lessons learned from the graphic novel format, we wanted an exploratory experience where the audience wouldn’t be hit over the head with directions on how to engage with the work.
The client-side stakeholders were spread across three continents, so acquiring assets was a challenge. As a result, the majority of the creative assets for the Ashen site were developed in-house: Paintings, sketches and photography were all brought together to get that itchy, moody, graphic novel feel. In fact, “itchy” was our guiding descriptor throughout production.
In this industry, when you get an opportunity to define your own creative sandbox, you’ve got to enjoy it, and we definitely had a good time, going well beyond the client’s expectations in the process. Our work upped the ante for the other game title sites Nokia had in production at the time. This site has brought accolades to Nokia and to our agency, and has taken home numerous awards; selected as the top online creative for all of Dallas/Ft Worth in the 2005 DFWIMA (Dallas-Fort Worth Interactive Marketing Association) Awards, for instance, and topped off by an appearance in the current Graphis Interactive Design Annual.
Looking back, our only regret is what could have been. A change in the client’s game launch strategy shifted, and we were not able to follow through with the original plan of promoting the site through online advertising. Banners, skyscrapers and LRECs come in shapes that are perfectly suited to the graphic novel format and we were looking forward to extending the Ashen storyline into those formats, but were ultimately unable to.
-- Brian Linder, art director, Click Here