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Getting your community game out there...

Last post 6/5/2009 5:00 AM by The Shape of Games to Come. 5 replies.
  • 6/4/2009 11:13 AM

    Getting your community game out there...

    I typed up an article a few weeks ago detailing what I've considered to be the more successful steps in marketing ezmuze+.

    I am not an expert. A lot of this is very stock advice, but I think it could still use repeating.  I also have no issue with expanding the list, so if you have any solid suggestions for sites to submit stuff to, please post them in this thread!

    The full monty is here: Get your Community Game out there

    Here's a summary of the article:

    1. Send videos to GameTrailers.com
    2. Suggest your game to ByteJacker
    3. Enter…The Gamerdrome
    4. Challenge Destructoid to review your game
    5. Suggest your game to XNA Roundup
    6. Create a Giant Bomb page for your game
    7. You have fans. Find them, talk to them and utilize them

    -

    How about you; have you found a way to market your game that has had a positive outcome or at least a positive response from the outlet? Do share. :)
    - Hamst3r
    The Hamster Alliance
  • 6/4/2009 4:22 PM In reply to

    Re: Getting your community game out there...

    hamsteralliance:

    2. Suggest your game to ByteJacker
    3. Enter…The Gamerdrome
    4. Challenge Destructoid to review your game


    2. Wrong
    3. wrong
    4. wrong

    Okay that was a bit mean, but...

    Anthony doesn't really cover Community Games all that often, partly because the show is pretty focused on the PC indie scene and a lot of the time is taken for free indie games. You got your video covered in his news blog (congrats), but I think that's more your product being unique (and marble madness!!!) than it is a general rule. Gamerdrome, so far, doesn't really get that much traffic, though I would agree that the traffic it gets is at least people interested in indie games, so they are more likely to do the work to find your game. Your gametrailers traffic is going to be considerably larger, and probably youtube traffic as well.

    And for the Destructoid review challenge.... well... I had e-mailed them when my game first came out and no response. At all. I have a feeling they dropped the challenge and just didn't mention it.
    Stegersaurus.com - Yet another Game Developer's blog!
    Mega Monster Mania - Out now!
  • 6/4/2009 5:51 PM In reply to

    Re: Getting your community game out there...

    8. Put YouTube videos out - you'll get some small amount of traffic just for being there
    9. Use the press release page arrogancy posted the other day - I'm sure that can't hurt
    "Software is never finished, it is in varying states of 'less broken'" because "If it ain't broke, it doesn't have enough features yet"

    In Playtest: Avatar Land | The MANLY Game for MANLY Men

    The signature that was too big for the 512 char limit
  • 6/4/2009 8:18 PM In reply to

    Re: Getting your community game out there...

    Stegersaurus Games:

    2. Wrong
    3. wrong
    4. wrong

    2. Anthony Carboni @ Bytejacker: "We've got another XBLCG episode coming up, we'll make sure you're in it." They cover XBLCG games. You should do your best to make sure you're on that episode.

    3. Gamerdrome came out one week ago. Give it a break. Get in early. Also, the Marble Madness remix; that was actually done as ezmuze+ marketing and so far it's worked. People are going from one to the other as expected.

    4. Jim Sterling @ Destructoid: "Hi Hamster, I will find a reviewer for this. No worries. Take care" The challenge is still in effect.

    As with all things, your mileage may vary. For me, these things have had positive outcomes.

    Now, less being a grumpy poop and more being a helpful person. Where are your suggestions? This thread wasn't about what didn't work for you, it's about what did work for you.

    - Hamst3r
    The Hamster Alliance
  • 6/4/2009 9:47 PM In reply to

    Re: Getting your community game out there...

    Heh, sorry for being so negative hamster. I just had a nil-response experience with 2 and 4, so I assumed a complete lack of interest. I agree on that Gamerdrome is early-on, and it's definitely nice that it's there and I'll continue to post there, but so far it's not gotten enough exposure to be that useful. It's definitely good to be in on the ground floor though, which is one of the reasons I joined XBLCG in the first place.

    I've got 2 things coming up very soon, which I'll see if they take any traction to get the word "out there" and report on them

    1. I've got a presentation about marketing for XBLCG today which I'll be endorsing my game, to see if I can stimulate my now-dead Canadian sales
    2. I've got a video I've made with my game engine being uploaded right now which may get some developer attention. It's a parody about XBLCG and certain "patterns" we see in it ;)
    Stegersaurus.com - Yet another Game Developer's blog!
    Mega Monster Mania - Out now!
  • 6/5/2009 5:00 AM In reply to

    Re: Getting your community game out there...

    Destructoid told me that they'd be willing to do a review of my game, but that was over a month ago.  My game has long since fallen off the radar, but they still haven't reviewed it.  So my guess is either they're no longer doing CG reviews, or they thought my game was so awful that it wasn't even worth trashing.  Or maybe it's just something they do when someone's sitting around with nothing better to do.
    ~ Adam ~
    Time Flows, But Does Not Return - a game about the feeling that your life is escaping you
    Too Big To Fail - a prototype created for September's Experimental Gameplay Project on the theme of "Failure".
    My Gamasutra blog about game design
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