The Misery Of An Advertising Agency In A Board Game

The Misery Of An Advertising Agency In A Board Game
Image: Ad Quest
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Tales about the nightmares of advertising are often a fun way to spice up an evening. So someone decided to build on that misery, and turn it into a board game.

It’s a new Kickstarter project called Ad Quest, which focuses on the day-to-day backstabbing, sudden 180’s by clients and the general plight that befalls those working inside the industry.

The game is generally broken down into the standard workflow an ad agency might encounter. There’s the concept phase, where creative directors and account managers will shit all over your idea. Client reviews are another round of torment, followed by the misery of testing and focus groups. And then you’ve still got to produce the ad, dealing with egotistical directors and decreasing budgets, before getting final approval, colour correction and editing together in post.

“Our goal is to show the world what it’s really like to be in advertising,” the Kickstarter campaign reads. “Or, at the very least, to let other creatives know they’re not alone in this business.”

I flicked Ad Quest to a friend who used to work in advertising for many years, who immediately replied that the game would hurt (if he still worked in the industry). Nothing like taunting your mates with board games.

Ad Quest is about a quarter of the way to its goal, with almost a fortnight to go. You can read up more on the project here.

Comments

    • Surprised you hadn’t heard of it before. It’s pretty much a modern truism. So much that it’s the agency bosses #1 excuse to exploit and and humiliate creatives “that’s the way the industry is; you knew it before getting in”.

      Anyhow, your schadenfreude is not deserved by most of the agency serfs (I was one, for several years). They get in to be creative, to make wordplay and create powerful imagery. I guarantee that every single thing that you hate about ads come from the top 10% of the company: account managers, accountants, bosses, and the client itself.

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