This is totally right. There are probably a bunch of reasons why Amplitude and FreQuency didn't light the retail world on fire, but one of them is for sure the communication issue. It's not an easy game to communicate WHY it's fun, especially via something like a marketing spot on TV or in a magazine. We believe (and in fact, know, from reviews and player feedback) that once you play the game, that's when you're hooked.
Alex tells a story where Sony did early market tests on the game. In these tests, players were given a description of the game and shown some images. They were then asked to rate their purchase intent on a number scale. They then were given a controller to play the game, and asked the same thing. The purchase intent based on play, Sony told us, was the HIGHEST they had ever seen. The purchase intent based on the images and description? Literally the lowest.
In a world of downloadable games and downloadable "try it now" demos, it's actually easier than ever to get a game in front of someone so they can see what it's all about. In 2003, that wasn't the case. In fact, I was having a chat with Eran Egozy and Greg LoPiccolo the other day about the early days of the development of Amplitude and it dawned on me: I had NO GOD DAMNED CLUE why I ended up owning FreQuency. Like, what would make me pick that game up? The box art was pretty ugly, I wasn't particularly a huge fan of the soundtrack (although some of the artists totally appealed to me), and the screenshots literally told you nothing about the game. As it turned out, it was because the disc was apparently bundled in with the PS2 Network Adapter, which I had purchased. Once I played it, I was hooked, and it (and Amplitude) have become two of my favorite games.
IN ANY CASE: to your point -- I think we're going to try to crank out a "here's how you play" video. It may have already been done yesterday, but there's a lot going on over here, so I'm not sure where the production of that is at. GOOD IDEA, IS GOOD, THOUGH.