I don't understand game distribution here on the GMC. It is seemingly random that some games get a lot of comments, and some don't. I've seen great games that I really loved fall off of the WiP/Creations pages, and I've seen half-decent games become hot topics. What is the factor that decides how well the game will do? Is it luck? A well written topic?
And finally, when spreading a freeware game out beyond this forum and the sandbox, where do you go?
Freeware: How to spread word
Started by speedchuck, Sep 14 2012 01:07 AM
6 replies to this topic
#1
Posted 14 September 2012 - 01:07 AM
#2
Posted 14 September 2012 - 01:45 AM
tigsource.com, indiegames.com, and many other sites cover freeware games -- if you want to spread your game outside of the community you'd try sites like those
#3
Posted 14 September 2012 - 02:10 AM
I'd probably try doing a Let's Play or something on Youtube to help get the word out.
#4
Posted 14 September 2012 - 08:55 PM
I used IndieDB, it's pretty good and it really allows you to promote your game.
#5
Posted 17 September 2012 - 11:18 AM
I am currently doing a business degree (conjointed with a Computer Science degree of course
) and as apart of the initals papers I had to do I was required to do 2 business papers (I am specialising in Economics). And I think that I learnt something that was relevant to the gaming industry (actually it was used as an example) and could apply in this situation.
So to sum up that long paragraph and add someother points that may or may not have made sense, here is the bullet points:
* Don't forget the four fundamentals which are:
-popularity
-presentation
-genre
-consumer advertising (them talking about your product)
* Use customisation in and out of the game in order to create a unique product for each customer (co-create value) - this may seem silly but it has been proven to actually be successful in the gaming industry. Look at WoW and Skyrim both of them use customisation to co-create value.
* Encourage users to give feedback - this is important. People like to be heard and they want all the changes to be made that they suggest. The important thing is to have good public relation skills and address their problems individually and in a personalised manner.
* Find new distribution channels - so thats like IndieDB, indiegames, tigsource and such as everyone has been talking about. These are all new ways for your game to get plays
* People like a free lunch - give them an offer. Say 'play my multiplayer game now and get 1000 coins in game now. Limited from 17 September - 18 September'. May seem stupid but a lot of people like to put off things and you want to give them an incentive to play your game NOW!
Remember it isn't all just about whether you have a good game. You can have an amazing game and receive little views because you have only done half the job. The other half of the job is the marketing side and it holds great flexibility in how you go about it. You can do the bare minimum of advertising (like only a topic in the GMC) and still get many plays if you do ithe advertising effectively.
Sorry probably not your most conventional reply. If you want to understand the terms of value and co-creation of value better here are some links:
http://en.wikipedia....iki/Co-creation - Co-creation of value.
http://en.wikipedia....lue_proposition - Value creation / capturing (like the satisfaction they get from consuming your product).
Spoiler
So to sum up that long paragraph and add someother points that may or may not have made sense, here is the bullet points:
* Don't forget the four fundamentals which are:
-popularity
-presentation
-genre
-consumer advertising (them talking about your product)
* Use customisation in and out of the game in order to create a unique product for each customer (co-create value) - this may seem silly but it has been proven to actually be successful in the gaming industry. Look at WoW and Skyrim both of them use customisation to co-create value.
* Encourage users to give feedback - this is important. People like to be heard and they want all the changes to be made that they suggest. The important thing is to have good public relation skills and address their problems individually and in a personalised manner.
* Find new distribution channels - so thats like IndieDB, indiegames, tigsource and such as everyone has been talking about. These are all new ways for your game to get plays
* People like a free lunch - give them an offer. Say 'play my multiplayer game now and get 1000 coins in game now. Limited from 17 September - 18 September'. May seem stupid but a lot of people like to put off things and you want to give them an incentive to play your game NOW!
Remember it isn't all just about whether you have a good game. You can have an amazing game and receive little views because you have only done half the job. The other half of the job is the marketing side and it holds great flexibility in how you go about it. You can do the bare minimum of advertising (like only a topic in the GMC) and still get many plays if you do ithe advertising effectively.
Sorry probably not your most conventional reply. If you want to understand the terms of value and co-creation of value better here are some links:
http://en.wikipedia....iki/Co-creation - Co-creation of value.
http://en.wikipedia....lue_proposition - Value creation / capturing (like the satisfaction they get from consuming your product).
#6
Posted 17 September 2012 - 08:43 PM
I must say, I read all of that and found it very helpful. Thanks!*huge snip*
#7
Posted 22 September 2012 - 03:02 PM
GameJolt, Sandbox, Kongregate, GMC... And of course adding a link with a nice attractive picture to your signature on all forums where doing so is permitted. I'd also recommend filtering links to your game via Bitly so that you can track how many plays it's getting - probably more than you think.
Edited by icymx, 22 September 2012 - 03:03 PM.
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