{"id":3481,"date":"2015-02-07T14:32:32","date_gmt":"2015-02-07T13:32:32","guid":{"rendered":"http:\/\/t-machine.org\/?p=3481"},"modified":"2015-02-07T14:35:27","modified_gmt":"2015-02-07T13:35:27","slug":"promoting-an-indie-game-what-should-you-link-to","status":"publish","type":"post","link":"http:\/\/new.t-machine.org\/index.php\/2015\/02\/07\/promoting-an-indie-game-what-should-you-link-to\/","title":{"rendered":"Promoting an Indie game: what should you link to?"},"content":{"rendered":"<h2>Background<\/h2>\n<p>Every Saturday, thousands of indie \/ hobbyist game developers publish screenshots of their in-progress games. Unlike most forms of marketing, this is:<\/p>\n<ul>\n<li>honest \/ genuinely representative (it&#8217;s actual content)\n<li>interesting (show&#8217;s the dev&#8217;s intentions)\n<li>exciting (pictures of games are usually more fun than words)\n<\/ul>\n<p>i.e. &#8230; it&#8217;s an amazing marketing tool.<\/p>\n<p>But many game developers are screwing this up. A year ago, I posted <a href=\"http:\/\/www.reddit.com\/r\/gamedev\/comments\/1vjgsr\/screenshot_saturday_thoughtsadvice\/\">a long list of advice, tips, and explanations<\/a> &#8211; worth reading. But some devs are still misunderstanding \/ screwing this up. So, what should you do?<\/p>\n<p><!--more--><\/p>\n<h2>&#8220;You only had one job&#8230;&#8221;<\/h2>\n<p>A recent trend is for otherwise-good games to lose audience and lose their chance to go viral &#8230; simply by posting wrong \/ stupid \/ useless links.<\/p>\n<p>In marketing terms, a couple of things are so supremely important that nothing else matters:<\/p>\n<ol>\n<li>Something attractive (best of all: content)\n<li>A call to action (&#8220;CTA&#8221;) &#8211; something the reader can &#8220;do next&#8221;\n<\/ol>\n<p>Without those two things &#8230; you have NOTHING.<\/p>\n<p>For instance: if you capture a beautiful screenshot, and provide a link to it, with some info about your game &#8220;it&#8217;s a blah blah game in style of blah, inspired by blah&#8221; &#8230; then you&#8217;ve done great at 1, but failed dismally at 2.<\/p>\n<blockquote><p>\nThat&#8217;s beautiful, but how the **** do you expect me to buy it when you gave me no link \/ email address \/ etc?\n<\/p><\/blockquote>\n<p>Sure, it&#8217;s not for sale yet. But when it is, and you are trying to &#8220;get the word out&#8221;, you&#8217;ll have an audience of 3 (your Mother, your best friend, and your pet).<\/p>\n<p>If this goes viral: you will LOSE. With no CTA, other people will clone your idea, and get equal or more credit, because (chances are) they provided a way for viewers to followup.<\/p>\n<p>Let&#8217;s look at CTA&#8217;s devs offer:<\/p>\n<h3>Your Steam Greenlight page<\/h3>\n<p>WAT?<\/p>\n<p>To you, this is:<\/p>\n<blockquote><p>\nI want to get Greenlit [I&#8217;m not sure why; the system is terrible, and worse every month].<\/p>\n<p>I want to monetize you &#8211; as a viewer &#8211; RIGHT NOW. We&#8217;ve not even met, but I want to use and abuse  you.<\/p>\n<p>I need eyeballs on my Greenlight, so that Valve can make more money. So .. I&#8217;ll feed you &#8230; to them! RESULT!\n<\/p><\/blockquote>\n<p>To the viewer, this is:<\/p>\n<blockquote><p>\nI want to watch development, but instead I&#8217;m being asked to click on an advert. I have to login (LOL), and I walk away with nothing. At best, this click will disappear into my enormous library of Steam games I already follow.\n<\/p><\/blockquote>\n<p>&#8230;or, to most game players out there (NB: this doesn&#8217;t matter if you only want to sell to the restricted audience of hardcore, Steam-using, PC gamers):<\/p>\n<blockquote><p>\nWTF is Greenlight?\n<\/p><\/blockquote>\n<p>Overall, it&#8217;s pretty insulting to the viewer. It&#8217;s like asking someone out on a date, and taking them to a beauty contest that you&#8217;ve entered them in. And then claiming the reward money if they win.<\/p>\n<p>If you want to include your Greenlight link, this should be a secondary link at best &#8211; for the people that want it, great. But don&#8217;t make it your main thing, or you drive people away.<\/p>\n<h3>Kickstart my cashflo, bro!<\/h3>\n<p>The same as Greenlight, no?<\/p>\n<p>No.<\/p>\n<p>To you it might be the same, or at least: very similar. But to the viewer, this is a different proposition.<\/p>\n<p>If I kickstart something, I get email updates during development (if you&#8217;re smart; not all KS&#8217;s do this, and plenty do it poorly). But more importantly: I&#8217;ll get a bunch of notifications when it&#8217;s finished, and no matter what: I&#8217;ve already bought it. I don&#8217;t need to &#8220;remember&#8221; to buy it later. <\/p>\n<p>Plus: I&#8217;ve secured myself a discount on the price (you did make the KS cheaper than final retail price, right? I really hope so!)<\/p>\n<p><em>Net result: I feel REWARDED for clicking your link, rather than USED<\/em>. Even though it&#8217;s superficially the same CTA as Greenlight!<\/p>\n<h3>Say my name!<\/h3>\n<p>Special mention to gamedevs who think that putting the irrelevant, unheard-of, name of their game as the CTA.<\/p>\n<p>Guys. &#8220;Blorgesnatch&#8221; may be highly googlable, and have instant recognition <em>after you win lots of awards<\/em>, but until then it&#8217;s completely forgettable. I remember a small java project, unheard-of outside of a couple of developer forums, whose name people kept forgetting &#8211; something about MMO, or CraftWorld, or something like that. Monsters? Um &#8230; err &#8230; &#8220;MineCraft?&#8221; &#8211; YEAH! That was it!<\/p>\n<p>The name becomes the CTA only once the game has reached an audience of 100,000&#8217;s (preferably: millions). Even then, it&#8217;s a really shitty CTA &#8211; you&#8217;re <em>implying<\/em> that viewers &#8220;could&#8221; go and Google the name. You&#8217;re not giving them a CTA, you&#8217;re giving them a half-assed implicit CTA.<\/p>\n<p>Almost like you think that your game is so crappy it doesn&#8217;t deserve to be played. Think about that&#8230;<\/p>\n<h2>Good CTA&#8217;s<\/h2>\n<p>If you didn&#8217;t know the CTA term before reading this post, go forth and Google. The marketing industry has written vast amounts on this subject (a lot of it in short, easy-to-read books; marketing people apparently don&#8217;t like thick\/heavy reading). The SEO people will embrace your interest with open arms &#8211; if that makes you feel dirty, think of it as a &#8220;know your enemy&#8221; kind of thing.<\/p>\n<p>That said, there&#8217;s a lot of turd out there. If you get lost in it, here&#8217;s some (very basic) tips:<\/p>\n<h3>CTAs require ACTION<\/h3>\n<p>Compare this:<\/p>\n<blockquote><p>\nMinecraft is an awesome game. Everyone loves it. It&#8217;s so cool! http:\/\/MineCraft.com\n<\/p><\/blockquote>\n<p>&#8230;to this:<\/p>\n<blockquote><p>\nMinecraft is an awesome game. Everyone loves it. <a href=\"https:\/\/www.google.com\/search?q=play+minecraft\">Play it now<\/a>\n<\/p><\/blockquote>\n<p>Both are CTA&#8217;s; both are pretty good. (merely putting a URL in a post begs for it to be clicked &#8211; it&#8217;s a weak &#8220;active&#8221; CTA (it says &#8220;click me&#8221;), or a strong &#8220;passive&#8221; CTA (people often search a bunch of text for the link, knowing there&#8217;s probably one there, somewhere).<\/p>\n<p>But only one has an action in the text. That one wins hands-down. People who like what you&#8217;ve produced are extremely likely to do what you tell them &#8211; so tell them what to do!<\/p>\n<h3>CTA&#8217;s CALL to you<\/h3>\n<p>Look back at the example above:<\/p>\n<blockquote><p>\n&#8220;an awesome game &#8230; play &#8230; now&#8221;\n<\/p><\/blockquote>\n<p>&#8220;play it&#8221; was the action, but &#8220;an awesome game (that is playable)&#8221; was the call. I front-loaded the action with a couple of things intended to attract the viewer&#8217;s attention, to get them psyched-up ready to run with my intended request (knowing I was about to ask them to &#8220;play now&#8221;, I made the viewer excited at the prospect of playing the game).<\/p>\n<p>People who hate marketing usually cite this kind of thinking as the reason why. Unless you&#8217;re Darth Vader, you cannot &#8220;make&#8221; people do something they don&#8217;t want to; what you&#8217;re doing is trying to do is persuade them. Unless they are very vulnerable, people will make up their own minds. Don&#8217;t be afraid to be as persuasive and cunning as you can get &#8211; if someone likes your game, they&#8217;ll appreciate it.<\/p>\n<p>If they don&#8217;t like your game, they will IGNORE your attempts.<\/p>\n<h3>Certain CTA&#8217;s are expected<\/h3>\n<p>As a viewer, if I see a screenshot for a game, and I love it, it&#8217;s usually ONE OR MORE of:<\/p>\n<ol>\n<li>This LOOKS beautiful, artistically\n<li>I can imagine how this FEELS to play, as a game\n<ul>\n<li>..and I&#8217;ve always wanted one like that\n<li>..or it&#8217;s opened my imagination to something new, and I like it\n<li>..etc\n<\/ul>\n<li>This REMINDS me of a game I love but haven&#8217;t played for ages\n<ul>\n<li>Because I completed it, and there&#8217;s no content left\n<li>Because it was on an old platform that doesn&#8217;t work any more (e.g. NES)\n<li>I lost the DVD \/ scratched it, it&#8217;s broken now\n<li>It had flaws; I got bored with it, but still kind-of have an itch to play it, or something similar\n<\/ul>\n<\/ol>\n<p>Which leads to certain CTA&#8217;s I expect you to deliver, immediately:<\/p>\n<ol>\n<li>Let me SHARE THIS BEAUTIFUL THING with all my friends \/ followers \/ community\n<li>I want to PLAY IT RIGHT NOW! even if it&#8217;s massively under-developed \/ early in dev\n<li>I want to WATCH IT UNFOLD while you&#8217;re making it\n<li>Let me BUY THIS BEFORE I FORGET (and don&#8217;t make me &#8220;remember&#8221; it for 12 months)\n<li>I want to SUPPORT YOU SOMEHOW &#8211; either because I&#8217;m nice\n<li>I want to SUPPORT YOU SOMEHOW &#8211; or because I&#8217;m Hipster: I want to be seen to be an Early Adopter among my social circle (&#8220;I promoted that game before it was famous&#8221;)\n<li>Give me MORE INFORMATION &#8211; your screenshot was a TEASE\n<\/ol>\n<p>&#8230;how you fulfil those is up to you, but I suggest you look for a small number of CTA&#8217;s that cover a large percent of the options. e.g.:<\/p>\n<ul>\n<li>Have a website? It&#8217;s the 21st Century; websites are kind-of expected, dude ;).\n<ul>\n<li>Very early in-dev games can get away without this; sometimes it&#8217;s regarded as extra-hipster to be &#8220;so cool and new we don&#8217;t even have a website!&#8221;. But make that decision knowingly, not because &#8220;I couldn&#8217;t be bothered&#8221; ;)\n<\/ul>\n<li>If you have a demo, for all that is holy: make it easy to find and play. ONE CLICK, NO account-signup, NO installation, NO waiting. But note: &#8220;playing a demo&#8221; is NOT the same as &#8220;purchasing the game&#8221;. You definitely absolutely want BOTH: some consumers will NOT want to play the demo, they&#8217;ve already decided to purchase; I #facepalm when I see games that allow you to play a crappy demo, but don&#8217;t let you sign up for purchase.\n<ul>\n<li>&#8220;You had me at the screenshot; why won&#8217;t you TAKE MY MONEY?!??&#8221;<\/li>\n<\/ul>\n<li>Have a twitter account (Great for people to &#8220;Follow and forget&#8221;, and get reminded nearer launch \/ when something interesting happens, because their twitter feed will suddenly fill up with your twets and retweets about &#8230;. whatever big event it is)\n<ul>\n<li>If your audience doesn&#8217;t use Twitter, you could skip this. But Twitter is &#8211; for good or bad &#8211; the biggest fish in this ocean right now; chances are, your audience uses it heavily.\n<\/ul>\n<li>DON&#8217;T have: Facebook, Tumblr, Pinterest, etc &#8230; UNLESS: your target audience is known to be big users of those things\n<ul>\n<li>&#8230;Facebook is particularly wasteful of your time\/energy. FB explicitly prevents the above; Facebook is open about preventing that, it&#8217;s part of their core strategy. That makes it very poor for you. But if your users expect\/demand it, don&#8217;t turn them away!\n<li>&#8230;Tumblr and Pinterest are like twitter: useless to anyone who doesn&#8217;t use it themselves. But both seem to be a lot more niche. This can work in your favour, if your audience uses them: you&#8217;ll have fewer games to compete for users&#8217; attention.\n<\/ul>\n<li>Capture email addresses, or SOME kind of account you can &#8220;message&#8221; in future. Many people will mistype their email, and many will unsubscribe if you send them a newsletter every week &#8211; but if you keep their emails for one-off announcements, it&#8217;s more useful to you than any of the other things here.\n<ul>\n<li>&#8220;We&#8217;ve started a Kicksarter &#8211; buy the game now!&#8221; (user wants to buy, you want a surge of interest all on the same hour; don&#8217;t confuse the two: many users probably care less about &#8220;backing&#8221; you, they mostly want to purchase)\n<li>&#8220;Buy now on STEAM!&#8221;\n<li>(1 year after launch) &#8220;The game is even better now &#8211; free DLC, updates, etc &#8211; and this week it&#8217;s available for 50% off on Humble Bundle!&#8221;\n<li>&#8230;etc. i.e. major events with their own CTA that is exciting and valuable to the consumer\n<\/ul>\n<h2>&#8230;but I am not a Marketer<\/h2>\n<p>Research this yourself. Understand CTA&#8217;s. Use them for your benefit (and the benefit of your future customers!).<\/p>\n<p>For a 2nd opinion on your CTA&#8217;s, feel free to <a href=\"http:\/\/twitter.com\/t_machine_org\">tweet me @t_machine_org<\/a>.<\/p>\n<p>(see what I did there? Blunt, unsophisticated, but it gives you a clear next step :P)<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Background Every Saturday, thousands of indie \/ hobbyist game developers publish screenshots of their in-progress games. Unlike most forms of marketing, this is: honest \/ genuinely representative (it&#8217;s actual content) interesting (show&#8217;s the dev&#8217;s intentions) exciting (pictures of games are usually more fun than words) i.e. &#8230; it&#8217;s an amazing marketing tool. But many game [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13,28,14,59],"tags":[],"_links":{"self":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/3481"}],"collection":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/comments?post=3481"}],"version-history":[{"count":5,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/3481\/revisions"}],"predecessor-version":[{"id":3486,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/3481\/revisions\/3486"}],"wp:attachment":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/media?parent=3481"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/categories?post=3481"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/tags?post=3481"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}