Marketing and Advertising for your game - Do you guys do it?

gfalcaor

  • Posts: 279
Guys,

Do any of you do advertising / marketing on your game?
I mean... creating a webpage, spreading demo / preview videos, twitter, facebook...

Do you guys pay for ads?  Facebook Ads seems to be a good way to attract people to your game. Isnt it?

I am really studying the marketing theme and I guess it will be good to discuss in here.

Cheers

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acarnivorousocean

  • Posts: 194
I do think preview videos are extremely helpful.  Unless the game is from a trusted developer, many players tend not to bother.  Typically if I am wowed by some preview gameplay, I will highly consider playing/buying a game.
I always love to read dev blogs, so that's something to consider.  People enjoy that feeling of going behind the scenes on a project that they like. 

gfalcaor

  • Posts: 279
I do think preview videos are extremely helpful.  Unless the game is from a trusted developer, many players tend not to bother.  Typically if I am wowed by some preview gameplay, I will highly consider playing/buying a game.
I always love to read dev blogs, so that's something to consider.  People enjoy that feeling of going behind the scenes on a project that they like. 

Dev Blog is a great idea. I always love to follow dev diaries.
So, when I did start developing my game I did a Dev Blog:
http://community.stencyl.com/index.php/topic,26644.0.html

But its range is limited to this site (Stencyl Forum).

The Preview is an excellent idea. People need to know your game besides pictures.
The game in motion is a great way to attract attention (or avoid, if its a bad game).

But where is the ideal place to insert that video preview?
I know that we can insert into forums, your web site, and so on.
But how to attract people's interest? How to direct them to your video?


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acarnivorousocean

  • Posts: 194
I do think preview videos are extremely helpful.  Unless the game is from a trusted developer, many players tend not to bother.  Typically if I am wowed by some preview gameplay, I will highly consider playing/buying a game.
I always love to read dev blogs, so that's something to consider.  People enjoy that feeling of going behind the scenes on a project that they like. 

Dev Blog is a great idea. I always love to follow dev diaries.
So, when I did start developing my game I did a Dev Blog:
http://community.stencyl.com/index.php/topic,26644.0.html

But its range is limited to this site (Stencyl Forum).

The Preview is an excellent idea. People need to know your game besides pictures.
The game in motion is a great way to attract attention (or avoid, if its a bad game).

But where is the ideal place to insert that video preview?
I know that we can insert into forums, your web site, and so on.
But how to attract people's interest? How to direct them to your video?



Ah yes, I have read a few pages of your dev blog every now and then...great progress by the way!  This exact format could be transported over to Tumblr, a Wordpress site, or even a Facebook Page dedicated to your game.

Regarding previews, I wish it was something readily available in the App Store.  Devs can make icons and screenshots look like the best thing ever, but it can quickly fall apart as soon as you start playing it.  And again, these video previews can be done on Tumblr, Wordpress, Youtube and Facebook.  I am leaving out plenty of other sites that offer the same thing, but you get the idea.

Reddit also has a subreddit dedicated to indie games/devs/flash games.  Just do a quick search and become active in the subreddit that suits you.

As far as generating a fan base, you just need to dig in and really start directing people to a place where they can follow your progress.  Never falter in your weekly or bi-weekly updates.  If you start a schedule, do your best to stick to it, and your fans will love you for it.  What you are currently doing on Stencyl is a great start, so take that blog format out into the world where people can easily find it.  Tag your blog posts appropriately for maximum exposure.

I hope this helps  8)

gfalcaor

  • Posts: 279
It did help a lot!!
Thanks for all tips.

I have a to-do list in here - a few actually.
Facebook and Twitter are on it. But I didnt know that reddit section dedicated to indie games! Great thing to know.

And I do agree about pictures x videos.
Pictures can fool you out. You may see a picture and imagine a great game.
Then you go out and play the game and you do realize that it stinks bad.

As I am entering the "final stage" for my game demo, I am in a huge need to create those pages - Facebook, Tweeter and now Reddit.

I hope to increment it with a lot of info, knowledge trade, preview images and of course: videos!

Thanks for visiting my dev diary and for the progress compliment.
More data - images - videos will come. I have a lot of improvements to be made.


One last question:
Paid ads.
Do you know anything about it? Have you ever done it?

I do believe that if you do have a minor success (really minor) on the launch of your game, you may invest on some paid ads, like facebook.
It may boost your sales / downloads.
Am I wrong?

Cheers...

« Last Edit: February 27, 2014, 11:48:42 am by gfalcaor »

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acarnivorousocean

  • Posts: 194
It did help a lot!!
Thanks for all tips.

I have a to-do list in here - a few actually.
Facebook and Twitter are on it. But I didnt know that reddit section dedicated to indie games! Great thing to know.

And I do agree about pictures x videos.
Pictures can fool you out. You may see a picture and imagine a great game.
Then you go out and play the game and you do realize that it stinks bad.

As I am entering the "final stage" for my game demo, I am in a huge need to create those pages - Facebook, Tweeter and now Reddit.

I hope to increment it with a lot of info, knowledge changing, preview images and of course: videos!

Thanks for visiting my dev diary and for the progress complement.
More will come, for sure. I have a lot of improvements to be made.


And one last question:
Paid ads.
Do you know anything about it? Have you ever done it?

I think that if you do have a minor success (really minor) on the launch you may invest on some paid ads, like facebook.
It may boost your sales / downloads.
Am I wrong?

Cheers...

No worries man!  I need to be thinking more about promotion myself.  But anyway, the main subreddits that you may find useful are:

http://www.reddit.com/r/playmygame/
http://www.reddit.com/r/indiegames/
http://www.reddit.com/r/FlashGames/

People post completed or demo versions of their games, provide feedback, make devblog posts, and Youtubers will post their reviews of new games.  Cool stuff.

Regarding paid ads, I have never used them.  I have a few facebook pages that might have benefitted greatly from it, but just couldn't commit to the whole ad thing.  It may be something I look at in the future though.  Maybe another user who reads this thread will be able to give you a better idea about it.

gfalcaor

  • Posts: 279
Thanks again!
Those links will be really useful for me.
I will access them this weekend and for sure register myself there.
Also it will be really cool to see other people games.

Whenever I access "desktop games" or "mobile games" in here I see a flood of Flappy Bird clones. =(

Hope that fever will pass away soon.

I dont believe that its a good idea to use paid ads before launching your game.
Only if you are a big studio / producer.
But as a "wannabe" indie I do believe that the smart way should be:
Launch your title.
Wait for a few bucks to come (hopefully).
Then, if you are confident, invest in paid ads.

Maybe it will really boost your game income.
I did see a lot of those paid ads from King (Candy Crush) and Clash of Clans. and I still see them.

It might be a good thing to discuss with someone who already did use that kind of strategy giving us some point of view / tips.

Cheers!

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Max Finch

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  • Posts: 2187
I market and advertise my game based on how games get me to buy or play them. For instance, a youtube video might not be too helpful unless you're using google play. I usually try games based on their images rather than their description so I try to make my images as appealing as possible. I think though one of the biggest things I have going for me is that I've worked and have become friends with large portals like Addictinggames, Bigdino, 2pg, etc. So when I get into mobile I can always work on a flash version or something and request that they put it up for free or very low price and that flash version can link to google play and the app store :) Really what I'm trying to say is that it's not a bad idea to build connections, you'll find that strong connections are your best bet to get some sort of return on your hard work.

acarnivorousocean

  • Posts: 194
Thanks again!
Those links will be really useful for me.
I will access them this weekend and for sure register myself there.
Also it will be really cool to see other people games.

Whenever I access "desktop games" or "mobile games" in here I see a flood of Flappy Bird clones. =(

Hope that fever will pass away soon.

I dont believe that its a good idea to use paid ads before launching your game.
Only if you are a big studio / producer.
But as a "wannabe" indie I do believe that the smart way should be:
Launch your title.
Wait for a few bucks to come (hopefully).
Then, if you are confident, invest in paid ads.

Maybe it will really boost your game income.
I did see a lot of those paid ads from King (Candy Crush) and Clash of Clans. and I still see them.

It might be a good thing to discuss with someone who already did use that kind of strategy giving us some point of view / tips.

Cheers!

I can't even begin to talk about how annoying the Flappy craze is right now.  It hurts hard-working devs whose games *might* have had that top 10 spot, but some random dude who has never done a game before automatically gets a great chart position because he is a really good copycat.  Okay. :(

True, I wouldn't do any paid ads until you have an idea that people actually care about your game.  Guage your interest and see if you want to do some ads for extra exposure.  Maybe you get lucky and the ad pays for itself indefinitely.

Godspeed!

gfalcaor

  • Posts: 279
I market and advertise my game based on how games get me to buy or play them. For instance, a youtube video might not be too helpful unless you're using google play. I usually try games based on their images rather than their description so I try to make my images as appealing as possible. I think though one of the biggest things I have going for me is that I've worked and have become friends with large portals like Addictinggames, Bigdino, 2pg, etc. So when I get into mobile I can always work on a flash version or something and request that they put it up for free or very low price and that flash version can link to google play and the app store :) Really what I'm trying to say is that it's not a bad idea to build connections, you'll find that strong connections are your best bet to get some sort of return on your hard work.

Great info you gave there.
How did you find those connections? Were they friends of yours already?
Did you met them online?

Building connections is something really worthy knowing for.

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Max Finch

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  • Posts: 2187
Are you new? I built my connections in a year with my games on FGL.  http://www.stencyl.com/users/index/56065

It's very easy to build great connections, just make games, be responsive and courteous, and ya know, proper business stuff. Most everyone I've worked with is a connection and I know all of them have told me they're willing to help me out whatever way they can. I started out in flash made my first million play hit Mr. Tart and worked with Marjtin from Bigdino (Former owner of notdoppler BTW.) Mr. and Mrs. Tart was sponsored by freeworldgroup.com Frank is a nice dude and generous. No Free Will was sponsored by Akkad who owns Jayisgames and coolgames.com but we're not that tight unfourtunatly. but out of that came my friendship with David from Viacom owners of Nickelodeon and addictinggames. So really it's not that hard everyone here knows what it takes on both ends to make a successful game and most everyone appreciates everyone else. You'll find as you go on that you'll build lots of connections and some of those will be a huge benefit.

gfalcaor

  • Posts: 279
Yes. I am new.
I am creating my first game (Comics World - Spies in Trouble).
But its taking more than 6 months to release the first demo. Because I really think that I have to do something great.
Visually and hopefully playable.

I have a lot of ideas for new games, but I really have to finish this one first to only then initiate others.

I had / have one big issue: I am a developer (16 years of Java experience). Not an artist.
So I have to do a double / triple work to have a decent artwork.

Again: Thanks for sharing those info.
I really hope I can come up with something interesting. And then start my own connection network.

By the way, your Mr Tart game is really famous.
I read a lot about it in this community. =)

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Max Finch

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Quote
By the way, your Mr Tart game is really famous.[/size]I read about it a lot on this community. =)



There's much more famous games here besides mine. But yeah it's a popular game that got me a lot of attention which is good :D It took me 5-6 months to develop it as well but that's because I wanted to really get it right. I went through so many prototypes that covered everything until I found something good. I was a bit disappointed though that Mr. and Mrs. Tart didn't get as much attention, I think it's better.

gfalcaor

  • Posts: 279
Quote
By the way, your Mr Tart game is really famous.[/size]I read about it a lot on this community. =)


There's much more famous games here besides mine. But yeah it's a popular game that got me a lot of attention which is good :D It took me 5-6 months to develop it as well but that's because I wanted to really get it right. I went through so many prototypes that covered everything until I found something good. I was a bit disappointed though that Mr. and Mrs. Tart didn't get as much attention, I think it's better.


So we do think in a similar way when it comes to testing, prototypes and covering everything you can!
I am planning on launching a demo of my game soon.

My plans for that demo are:
1 - Join Stencyl Jam... ;)
2 - Receive feedbacks and confirm everything I can do to improve my game.
3 - See how people are enjoying or not the game.

In short words: have a lot of "try and fix" routines. Hopefully with less "fixes" then "tries".
Thats because I may think that the game is great but gamers may have different opinions.
Creators can have a very distorted way of seeing their creation.

I really think that you have to do your best when accomplishing something. Be it at sports, at your work or hobby.
Even it it takes longer than expected.

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