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What Do YOU Do To Market Your Game? | Locked | |
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Nov 2 2019 Anchor | |
There's a bunch of different techniques to marketing a game. It's a product; not a baby. As Indie developers, we are limited when it comes to well... everything. But then again we aren't at the same time. The restrictions depend on the person(s) turning the wheel. For marketing on "Immunity", we turned to DIscord to begin a community and engage them mostly in there. Members can engage in contests, giveaways, and be the FIRST to receive goodies! We try our best to reward our community and keep them in the loop. What do YOU do to market your game? Is there really a "secret"? We would love to hear from you! Be the voice! |
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Dec 3 2019 Anchor | |
See this is something that I essentially am finding to be like the battle of the somme in my mind I am an anxious person and so the entire advertising and marketing side of advertising is a foreign language of sorts to me which I am trying to learn, but so far the biggest way forwards I am finding is "Word of Mouth"... Which is difficult to generate when you are self conscious about advertising yourself, but I am trying my best heh -- Andrew R. C. Beck, Game Designer at CheggilyWeggily Games |
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Dec 3 2019 Anchor | |
Actually, I feel the same way. Then... This... thing. Becomes a part of you; an extension of your personality. However, that creation CAN'T be a part of you. Physically, mentally, and spiritually. Otherwise "Immunity" would be sticking out of my arm or be written in my DNA. With this being said, if that thing becomes ridiculed or harmed then it becomes ridiculed and harmed. However, it is not you that is being harmed or ridiculed. It can't be because it's not you. Some will say, "Well, I made it so if it gets ridiculed then it's my fault; I must've done something wrong". If we are going to think in that direction, then nothing has been done wrong. There's a ton that has been done right. One could say you successfully released a game and got atleast a bit of attention and plays. There are SO MANY groups that do not even publish their game due to a lack of motivation, etc. If we are going to think in that direction, knowing that you didn't succeed in a certain area means you will do well later with the newly found data you have. I'm going to take a bite out of my physcology class and say: There are numerous types of attributions we have, or (source of control): Internal Attribution, External Attribution, [Also: Stable and Unstable Attributions as extremities] For instance, Maria’s car breaks down on the freeway. If she believes the breakdown happened because of her ignorance about cars, she is making an internal attribution. If she believes that the breakdown happened because her car is old, she is making an external attribution. It seems like you have a good sense on internal attribution; you certainly don't blame other people or uncontrollable events. I think, you need to give reason as to why you are making this/these game(s) and why others should play it/them. That's your drive. |
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Dec 4 2019 Anchor | |
I must say that I am captivated by your logic there my friend! I find it to be in a way very emboldening and encouraging as well as grounding in a positive way The connection we share with the games that we are involved with the creation of is something that our ability to present it to others hinges upon in a lot of respects Those last two lines that you wrote are the ones that hammer home the reality of the situation as a whole though "I think, you need to give reason as to why you are making this/these game(s) and why others should play it/them. That's your drive."Those lines in themselves are helping me to put into perspective why this journey is being travelled as well Thank you -- Andrew R. C. Beck, Game Designer at CheggilyWeggily Games |
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Dec 4 2019 Anchor | |
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