Today, Capcom announced the publication of a project we've been working on, called Remember Me: The Pandora Archive, written by Scott Harrison, in e-book form.
Creating prequels for games, movies etc has almost become de rigeur, but what I find fascinating about this particular publication is that not only have they gone straight to digital, but they've also eschewed traditional publishing in order to publish themselves.
This, for me, has long been an option available to games companies. Their scale and reach is far beyond that of most book publishers, with fiercely loyal fanbases and a truly credible market message. Unlike most book publishers, big games companies are usually also big brands in their own right, which gives them a big advantage when heading into this space.
Obviously I can't reveal the extent of my involvement in the project, or the business models we employed, but the barriers to entry in this market are such now that games companies can take on this kind of project, armed with millions of fans, for a mere fraction of their marketing budget.
The big boys are circling - and this is a market they can reach. Take 2 dabbled with Bioshock Infinite, Rovio also do a bit of this (though the kids market is markedly different), but to me this is the first time it's been done on a proper scale with pretty much full distribution, and I'm looking forward to seeing the results.
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Tweets from @thefuturebook
TheFutureBook RT @CathyReadsBooks: Great subject for next @thebookseller essay comp. Changing the DNA of the reader | FutureBook t.co/5SL4JACuCi v…
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