To market Halo 2, Elon Lee’s agency created an alternate reality game where thousands of payphones worldwide rang simultaneously. Answering them revealed audio snippets of the game's backstory, turning a marketing campaign into a global, interactive theatrical event that generated massive cultural buzz.

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Ring's success was accelerated by anchoring its new technology to a universally understood product: the doorbell. This gave the company "a hundred years of knowledge" and saved what the founder estimates to be billions in marketing and customer education, a key lesson for innovators.

At conventions, they competed against huge budgets by building a giant, furry vending machine costume. Staff sat inside manually dispensing random items like burritos and watermelons for $1. This absurd, interactive spectacle generated an hour-long line, creating more buzz than multi-million-dollar booths.

A repeatable framework for creating viral stunts is to take a familiar concept—like a toy store, meditation app, or musical—and create the "world's first" version specifically for your target audience. The inherent absurdity of a "meditation app for CISOs" or a "dating app for accountants" generates curiosity and makes the campaign highly shareable.

Instead of simply announcing a temporary app icon change, Duolingo's social team created a multi-week narrative where their mascot died. This transformed a routine product decision into a massive, co-created story with the community, showing how social-first thinking can amplify even small product updates into major brand moments.

The game's original name was the generic "Bomb Squad." Co-creator Matt Inman argued that being scared of a bomb is obvious, but being scared of "cute, adorable, fuzzy little kittens" is absurd and memorable. This simple, clever rebranding was a critical ingredient for the game's massive success.

Legacy beer brand Heineken quickly launched a responsive ad campaign directly trolling the viral "Friend" billboards. This "meme-jacking" allows them to tap into a current cultural conversation, generating significant attention and signaling they are culturally aware, likely at a high ROI.

After "America's Army" was outmatched by commercial titles, the military shifted its strategy. It stopped making its own games and instead focused on reaching gamers where they were, appearing at launch events for games like Halo and consulting for franchises like Call of Duty.

The success of events like the Daft Punk concert in Fortnite signals a strategic shift. IP holders will launch new brands within games first to build community, then expand to movies or TV. Games are now viewed as the most influential social platforms, not just secondary marketing channels.

The next marketing wave isn't chasing viral trends, which builds trend recall but not brand recall. Instead, brands must create immersive, episodic 'worlds' that function as standalone entertainment. This shifts the goal from grabbing attention to holding it through compelling, serialized content.

At the end of every design retreat, game designers must pitch their creations to the marketing team. If marketers can't envision a clear path to sell the product, they have the power to kill it immediately. This process ensures that every game developed is inherently marketable and commercially viable from day one.

Exploding Kittens' Founder Marketed Halo 2 via Ringing Payphones Globally | RiffOn