Brand storytelling

Chipotle’s The Scarecrow: a brand story the player can act on

An editorial analysis of a public campaign, not a Tapmello customer case study.

A brand can say it cares about how food is made. The harder task is to give the audience something to do with that statement. The Scarecrow turns a point of view into a world with actions and consequences. For a small business, the question is smaller: what could a customer discover about your product today?

See the example for your business

three coffee questions and a link to your menu.

Concept illustration of a garden on a smartphone, with vegetables leading toward a kitchen and a small straw figure.
Concept illustration created with AI. Not a screenshot of the original campaign.

The strongest version of your story may be one concrete fact a customer can understand and discuss with your team.

In this case study
  1. Reported figures
  2. A viewpoint became a place to explore
  3. The film, the game and the offer had different jobs
  4. A local version starts with a fact, not a manifesto
  5. The explanation is where the brand earns attention
  6. Measure the invitation and the next step separately
  7. Turn three product facts into a small discovery game
  8. Sources

Reported figures

Campaign period: Launched September 12, 2013 · cumulative results undated

650,000

Game downloads

Cumulative result reported by Observatory; no measurement cutoff is given. [3]

A viewpoint became a place to explore

Chipotle launched The Scarecrow on September 12, 2013 as an iOS adventure with a companion film, made with Moonbot Studios and CAA Marketing. Its release describes a fictional food system that the central character tries to change. [1]

The One Club’s campaign entry explains the player’s tasks: moving animals to open pasture, growing crops and serving food while avoiding antagonists. Those actions carried the campaign’s message about food production. [2]

Our interpretation is that the story gave the interaction a reason to exist. Progress meant doing things that fitted the world’s argument. It was not necessary to stop after each action and insert another slogan. The creative choices made the message visible.

That is a design lesson, not independent evidence for the claims inside the fictional world. When adapting it, use your own verified product facts. A convincing animation can make an argument memorable; the animation cannot make the underlying claim true.

The film, the game and the offer had different jobs

Observatory describes digital buy-one-get-one rewards alongside the film and game. It reports game downloads separately from film views and media impressions. The headline figure here is the game measure alone. [3]

This separation is useful for planning. A short piece of content can introduce a subject, a game can let someone interact with it, and an offer can provide a practical next step. Each part should make sense on its own while carrying the same idea forward.

Do not judge every part by the largest number available. Seeing a film is different from downloading an app, completing an activity or using an offer. For your own campaign, name the action you can actually observe and resist adding unlike counts into an impressive audience total.

A local version starts with a fact, not a manifesto

Imagine a café that wants customers to notice the preparation behind a drink. The starting point might be a recipe choice, where a particular ingredient comes from or why a serving method suits that product. Choose something your menu, supplier information or team can explain clearly.

A short question can turn that detail into an interaction. Ask about one choice, give three understandable answers and follow the answer with a useful explanation. The player should leave knowing something they could use when looking at the menu, rather than merely knowing whether they scored a point.

Avoid making the task a test of loyalty. A first-time customer should be welcome to learn. Questions about obscure founding dates or internal slogans reward existing knowledge without helping someone choose a drink. Ask what matters at the counter.

The explanation is where the brand earns attention

Writing a good answer is more demanding than choosing a clever wrong option. A useful explanation connects the fact to an everyday decision: which preparation you use, what the customer can ask about or where to find the full description.

Keep each question independent so an early wrong answer does not make the rest feel pointless. Show the correct answer calmly. The tone should resemble a helpful member of staff explaining a product, not a brand catching its audience out.

Have a person who works with the product review every question before publication. If a recipe or supplier changes, update the game as well as the menu. A small set of accurate details is more valuable than a rich story that the team cannot stand behind.

Measure the invitation and the next step separately

Completing a quiz tells you that someone reached its end. It does not establish a lasting change in belief, product knowledge or buying preference. A menu-link click shows interest in another page, not an order. Use those distinctions to choose what to improve.

For a café pilot, look at starts, finished rounds, final-link clicks and any staff-confirmed reward redemptions. Then ask the counter team whether the activity led to useful product questions. Treat that feedback as observation, not a measured learning score.

Keep the offer modest enough to support the explanation. Record publication, writing, artwork and reward costs. If the real aim is to introduce a product, an understandable question and an easy menu link may be more useful than a larger giveaway.

An idea for your campaign

Turn three product facts into a small discovery game

Start with Tapmello’s coffee-discovery Quiz. It already includes three questions, answer explanations and a menu-link prompt, so you can concentrate on the facts and offer you want guests to see.

Open the demo game
A LITTLE COFFEE DISCOVERYSAMPLE · NO REAL PRIZES

Explore coffee in 3 quick questions. One correct answer earns 25 points and a mini cookie with today’s drink. See a short explanation after every answer.

A ready starting point: artwork, game and example offer. Change the brand, reward, stock, conditions and score before publishing. Replace any image.

Create my product-discovery quiz

Free to customize. $25 publishes one game for one calendar month.

How to run the campaign

  1. Replace the sample facts Write three questions about your own product, with three answers and a short explanation for each. Check the wording against your actual menu and use your own visual identity.
  2. Choose the next action Add the real menu URL. The sample offers a mini cookie with today’s purchased drink at 25 points, earned from one correct answer. Review that offer, stock and code validity.
  3. Try it with your team Use the editor’s rehearsal before publishing. Then check the public QR on a phone and place it beside the menu or pickup point. Staff handles ingredient questions and checks any reward code.

What to measure

Review round completion, menu-link clicks and redeemed offers separately. Record reward costs and relevant staff feedback. A correct quiz answer does not by itself demonstrate brand preference or an extra sale.

This adaptation is a short Tapmello Quiz with your own facts and a fixed offer. It is not a recreation of Chipotle’s adventure or its rewards programme.

Café counter campaign

Sources

  1. The Scarecrow launch announcementChipotle via Business Wire / MarketScreener · September 12, 2013Republication of the brand’s original launch release.
  2. The Scarecrow — 2014 campaign entryThe One Club for Creativity · 2014Campaign-entry description of the gameplay.
  3. Chipotle: The Scarecrow — agency accountObservatoryAgency-reported outcomes; the results have no stated cutoff.