Don't Buy This: The Game That Said 'Nope!'

Examine the provocative 1985 ZX Spectrum game compilation 'Don't Buy This,' a self-professed collection of poor quality games that defied industry norms and achieved unexpected commercial success.

Images

Our taxes don't buy bullets! We don't want to see resignation. We want the end of terrorism.

Our taxes don't buy bullets! We don't want to see resignation. We want the end of terrorism.

openverse
Don't buy Fur.... [*** RE POSTED, 1-08-19**}
Hmmmm - Sorry I don't buy the racism thing, but I am lucky
'We can really end slavery if we just don't buy it!'
'Don't buy our t-shirt', Axel Sjöberg, Graveyard
If you don't need it ... don't buy it
Don't buy a hat without a label, and see that it is sewed in. Don't patronize a dealer who has loose labels on hand and offers to put one in your hat. Loose labels in retail stores are counterfeits. [back]
Harrison Common, The Smokey Hollow graniteplat map. “Don't buy the house, buy the neighborhood.”
please don't buy azulejos
Don't buy a hat without a label, and see that it is sewed in. Don't patronize a dealer who has loose labels on hand and offers to put one in your hat. Loose labels in retail stores are counterfeits. [front]
If you piss and you don't buy, tip -- sign at hipster cafe in Brick Lane, London, UK.JPG
A woman in the middle of a busy street wears a shirt with writing on the back that reads: 'Judy Bond; On Strike; Don't Buy Judy Bond Blouses,' October 1, 1964.

Subverting Expectations

Released on April 1, 1985, for the ZX Spectrum, 'Don't Buy This' stands as a peculiar artifact in video game history. Published by Firebird, the compilation was not an attempt to showcase talent but rather a deliberate act of self-deprecation and mockery. The premise was simple yet radical: to package five of the most subpar game submissions received by the publisher and market them explicitly as 'awful' and 'unoriginal.' This was a direct subversion of the typical publisher-developer relationship, where the goal is to curate and promote quality.

Instead, Firebird chose to highlight its own perceived failures, creating a meta-commentary on the gaming industry. The decision to brand the collection with such a negative moniker, complete with a mocking visual on the box, was a bold marketing strategy designed to provoke rather than persuade, challenging the very definition of a commercial product.

The Paradox of Critical Reception and Commercial Viability

The critical response to 'Don't Buy This' was predictably negative, yet this negativity became part of its unique appeal. Reviewers struggled to apply conventional critique to a product that openly admitted its flaws. This created a vacuum where the game's notoriety and its unconventional marketing became the primary talking points.

The very act of being universally panned, coupled with the publisher's explicit 'don't buy' directive, paradoxically fueled consumer interest. It tapped into a sense of rebellion and curiosity, appealing to gamers who wanted to experience the 'worst' for themselves or simply be part of a cultural talking point. This resulted in a surprising commercial success, demonstrating that in certain contexts, negative publicity and a contrarian approach can be more effective than traditional endorsements, highlighting the complex interplay between critical opinion and market demand.

Disowning Copyright

Firebird's decision to disown all copyright for 'Don't Buy This' was perhaps its most audacious move. Copyright is the bedrock of intellectual property protection in creative industries, safeguarding creators' rights and enabling commercialization. By relinquishing these rights, Firebird effectively invited and encouraged the public to 'pirate' the game.

This was a profound rejection of the established business model, which relies on controlling distribution and preventing unauthorized duplication. The act of encouraging piracy was not merely a publicity stunt; it signaled a deeper critique of ownership and value in the burgeoning digital age. It positioned the compilation as an experiment in distribution and cultural dissemination, where the product's value lay not in its exclusivity but in its accessibility and the conversation it generated.

Enduring Legacy and Cultural Significance

The legacy of 'Don't Buy This' extends beyond its commercial performance or critical reception. It serves as a fascinating case study in anti-marketing, challenging the conventional wisdom that positive promotion is always paramount. The compilation's success underscores the power of novelty, irony, and consumer curiosity.

It demonstrated that a product could thrive not in spite of its perceived flaws, but because of them, by framing them as a deliberate feature. Furthermore, its radical approach to copyright foreshadowed later debates about digital sharing and open-source movements. 'Don't Buy This' remains a memorable example of how a company can disrupt an industry by embracing the unconventional, proving that sometimes, the most effective way to get attention is to tell people not to pay attention.

See also

Frequently Asked Questions

What is "Don't Buy This"?+
"Don't Buy This" is a collection of five very bad games for the ZX Spectrum that the makers told people not to buy. It was released in 1985.
Why did the game say "Don't Buy This" on its box?+
The creators put "Don't Buy This" on the box to make a joke and to show that the games were intentionally bad. They wanted to surprise and interest people by being the opposite of normal advertising.
When was the game released?+
The game was released on April 1, 1985, for the ZX Spectrum computer.
How did people react to the game?+
Reviewers said the games were awful, but that made the game popular. People were curious to see the worst games and to talk about them.
What happened with the game's copyright?+
Firebird gave up the copyright for the game, so anyone could copy it. This was a bold way to show that the game was more about sharing than selling.
Was this helpful?
W

Based on content from Wikipedia · Licensed under CC BY-SA 4.0