XNA Creators Club Online
Page 1 of 1 (24 items)
Sort Posts: Previous Next

Promote the game using Social Networks - your stories

Last post 04/11/2009 3:19 AM by Quebarium. 23 replies.
  • 26/10/2009 8:44 PM

    Promote the game using Social Networks - your stories

    Have you promote you game with social networks like Facebook or Twitter?What do you think about it?

    Have you done local marketing on BBS?

    what is spam and what it's marketing?





    This is my marketing idea of my first game at all:

    http://boringspaceshooter.blogspot.com/2009/10/boring-facebook-contest-win-worst-game.html

    http://www.facebook.com/pages/Boring-Space-Shooter/186814970324?ref=ts
    The Worst Game Ever

    Now on Xbox Live Indie Games
  • 26/10/2009 8:49 PM In reply to

    Re: Promote the game using Social Networks - your stories

    I did a lot with Twitter for my game. Facebook (at least the people I know on Facebook) doesn't seem to be the audience for contests and things like that. Unless you have a Facebook app version of your game, I'm still not sure how to really utilize Facebook for indie games. But maybe that's just because I'm a programmer and not a marketing person. :P

    Note to self: get marketing person.
  • 26/10/2009 8:56 PM In reply to

    Re: Promote the game using Social Networks - your stories

    We're still ramping up (since we haven't actually released Kissy Poo yet) but we focused primarily on Twitter during the development phase. Towards the end here we've started a Facebook page for the game as well created our website for Kissy Poo. I think marketing for an Indie dev is less about the game personally and more about the person. Games that you make are going to come and go, some are going to suck, some might be good, but if you're working on branding yourself and networking yourself, now you have an audience no matter what you make.
  • 26/10/2009 9:25 PM In reply to

    Re: Promote the game using Social Networks - your stories

    Ultimately I have no way to know how people get to my game to download it, but I feel like Twitter has been helpful.

    xboxhornet.wordpress.com ran a promo where they game away a couple copies of my game for those that started following me and passed along the message... this alone got me 50+ followers. I've got 70 people now that i can notify anytime I have news reguarding any previously released games or new ones.

    I haven't bothered with Facebook... I feel like Twitter offers as much as I need and I don't want to have to deal with managing/maintaining another thing.
  • 27/10/2009 12:47 AM In reply to

    Re: Promote the game using Social Networks - your stories

    I'm with Nick and Kris on this one.  I just don't see how Facebook brings all that much to the table that Twitter doesn't already bring.  And for me personally, Twitter seems like it's a lot more simple and less hassle.
  • 27/10/2009 3:50 AM In reply to

    Re: Promote the game using Social Networks - your stories

    LOL, and this is why you guys are great developers and make good games...but suck at the marketing aspect thus lowering your sales and visibility. Facebook still has a MUCH MUCH larger user base than Twitter. So what does Facebook bring that Twitter doesn't? More people and potentially more customers seeing your name and your product.

    Now if making the most money off your work isn't your goal, then you're right, not really worth it. But if you're trying to squeeze every sale you can, then you can NOT ignore a free advertising resource with one of the largest user bases out there....
  • 27/10/2009 4:27 AM In reply to

    Re: Promote the game using Social Networks - your stories

    Is it easiest to put some link in your game credits page to your game or company facebook page, so you can get more fans to your game. Maybe good idea is to create one facebook fan page for all indie games, which will increase knowledge of indie games. This could contain information how to find games, how to purhase, maybe list of new releases and so on...
    FontBuilder TrueType Font Editor
  • 27/10/2009 1:32 PM In reply to

    Re: Promote the game using Social Networks - your stories

    George Clingerman:
    LOL, and this is why you guys are great developers and make good games...but suck at the marketing aspect thus lowering your sales and visibility. Facebook still has a MUCH MUCH larger user base than Twitter. So what does Facebook bring that Twitter doesn't? More people and potentially more customers seeing your name and your product.

    Now if making the most money off your work isn't your goal, then you're right, not really worth it. But if you're trying to squeeze every sale you can, then you can NOT ignore a free advertising resource with one of the largest user bases out there....


    Stop making sense.

    Twitter offers a cleaner way to announce news than Facebook but Facebook does have a large edge in customer base. I personally wouldn't friend a game company (indie or otherwise) unless I was really friends with that person too but I suspect lots of people would. I setup a MySpace page years ago for a different website I run and without really spending time with it and seeking out new friends, it was pretty much a waste. So if you're gonna use something like Facebook, you need to invest the time into it to make it worthwhile for others too and not just create an account and call it a day.
  • 27/10/2009 1:38 PM In reply to

    Re: Promote the game using Social Networks - your stories

    Don't forget that it can become a two for one deal because Twitter can tie into Facebook. You can post announcements in Twitter and they become announcements in Faceboook. So it's not like you even have to do that much more work.

    And yeah, I personally think you can go two ways with Facebook. I personally think branding yourself is what's most important. So if you're really wanting to get your games going, you've got to get your name out there and known. And Facebook is a great way of networking. Every high school kid you ever knew, everyone in college, friends, family, etc. Those are your word of mouth. You don't always talk about game development, you talk about life. You spend time building those relationships and then when you DO have a game coming out, you leverage all those people who see what you write.

    That's just how I feel about it. As an indie game developer, you have to use the resources you have and your street team is everyone you've ever had a conversation with...
  • 27/10/2009 2:02 PM In reply to

    Re: Promote the game using Social Networks - your stories

    You don't 'friend' companies and product, you become a fan. Its different in that they don't get your personal infrmation availalbe to them. Just some roll up demographics.
    Play Kissy Poo - a game for 4 year olds on Xbox and windows
    The ZBuffer
    News and information for XNA
      Follow The Zman on twitter, Email me
        Please read the forum FAQs - Bug/Feature reporting
          Don't forget to mark good answers and good playtest feedback when you see it!!!
  • 27/10/2009 2:37 PM In reply to

    Re: Promote the game using Social Networks - your stories

    I've seen that twitter is very good to promote the game in US and UK, but there is not so much known in Europe yet.

    The bad thing about facebook it's that you have to persuade fans to share the page with their friends.
    The Worst Game Ever

    Now on Xbox Live Indie Games
  • 27/10/2009 3:26 PM In reply to

    Re: Promote the game using Social Networks - your stories

    I can publish games but you can't buy games in my country (Australia). Thus social networking advertising for me is pretty useless, lol.
    On Marketplace: Solar
  • 27/10/2009 5:50 PM In reply to

    Re: Promote the game using Social Networks - your stories

    George Clingerman:
    LOL, and this is why you guys are great developers and make good games...but suck at the marketing aspect thus lowering your sales and visibility.
    For sure. One of my goals is to someday put together a little team including a person who just does marketing.

    George Clingerman:
    Facebook still has a MUCH MUCH larger user base than Twitter. So what does Facebook bring that Twitter doesn't? More people and potentially more customers seeing your name and your product.
    Indeed. Currently my problem is getting people involved. Most of my friends on Facebook fall into two categories: 1) Follow me on Twitter or 2) Don't play Xbox. As you can see, just pegging my friends won't work. Plus I just got so sick of all the app invites and crap that I stopped logging in to Facebook for a while. :P We had made a page for Metacreature way back when and it never took off. I might put one up soon for SGB and see how it goes.

    I'm also working on utilizing Facebook in a much more grand sense (mainly after reading this thread and reconsidering my stance on Facebook). For those not following me on Twitter (see how useful that little site is?): http://twitpic.com/n4d6w and http://twitpic.com/n3vnd. Hopefully once I get it all done it will help every XBLIG developer by making it easier for Facebook users to quickly find games, recommend them to friends, mark the ones they own, and compare with friends. I have more ideas to make it all more grand, but for now that's the first goal.
  • 27/10/2009 6:26 PM In reply to

    Re: Promote the game using Social Networks - your stories

    I can't find xbox indies app on facebook.
    The Worst Game Ever

    Now on Xbox Live Indie Games
  • 27/10/2009 6:29 PM In reply to

    Re: Promote the game using Social Networks - your stories

    lefantome:
    I can't find xbox indies app on facebook.
    That's because it's not done yet. Guess I should have put that in my post. In fact at this point it barely works. :P I've just managed to pull in my database and get some stuff going. I have a lot of work left to do before it'll be ready for release. I'm hoping no later than the end of November to have it all taken care of.
  • 27/10/2009 7:06 PM In reply to

    Re: Promote the game using Social Networks - your stories

    Nick, singlehandedly saving the XBLIG community from themselves :)  This is why we love you.
  • 27/10/2009 7:21 PM In reply to

    Re: Promote the game using Social Networks - your stories

    George Clingerman:
    Nick, singlehandedly saving the XBLIG community from themselves :)  This is why we love you.
    I always just figure if I have to solve the marketing issue for myself, I might as well do it for everyone. :)
  • 31/10/2009 9:06 AM In reply to

    Re: Promote the game using Social Networks - your stories

    In some ways I'm still in the dark ages and have no clue how to use/view Twitter or Facebook, but I've found Youtube to be a good way to get some press.  Granted, it's not a good way to keep fans up to date, but it helps to put you on the map.
  • 31/10/2009 12:51 PM In reply to

    Re: Promote the game using Social Networks - your stories

    George Clingerman:
    LOL, and this is why you guys are great developers and make good games...but suck at the marketing aspect thus lowering your sales and visibility. Facebook still has a MUCH MUCH larger user base than Twitter. So what does Facebook bring that Twitter doesn't? More people and potentially more customers seeing your name and your product.

    Now if making the most money off your work isn't your goal, then you're right, not really worth it. But if you're trying to squeeze every sale you can, then you can NOT ignore a free advertising resource with one of the largest user bases out there....


    I agree!  Why not use all of the social networks you can.  In fact, we have a facebook page, a twitter account which gets updated automatically when we post something to our facebook fan page thus linking the two with no extra effort on our part.  We also set up a digg button on our website though it seems the people that come to our website either don't digg or don't know what it is.

    While this is our first attempt at making a game let alone market one, I'm basically taking the approach that the pros do and pulling out all the stops as they say.  It may not make a difference but it can't hurt.  Here's out website if you want to see how we're doing it:

    Canned Games Website


    Cheers,

    Adam Culberson
    Canned Games
  • 31/10/2009 5:04 PM In reply to

    Re: Promote the game using Social Networks - your stories

    After reading this thread I have just decided to set up a twitter account as I will be submitting my first game for play test next week. Can anyone advise me on what I can actually do on twitter to help promote my game as Ive never used it before and dont really know where to begin.
    Speed - Now In Peer Review
  • 31/10/2009 5:41 PM In reply to

    Re: Promote the game using Social Networks - your stories

    Mouse88:
    After reading this thread I have just decided to set up a twitter account as I will be submitting my first game for play test next week. Can anyone advise me on what I can actually do on twitter to help promote my game as Ive never used it before and dont really know where to begin.

    Better late than never. :)

    However, I think the real impact of places like Twitter and Facebook come with more of a slow burn of viral type marketing with ample lead time prior to release.  In a week, it's doubtful you'll be able to gain a substantial following.  Of course nothing is impossible though...
  • 31/10/2009 6:24 PM In reply to

    Re: Promote the game using Social Networks - your stories

    Thats completely fine im not expecting miracles after all its my first indie game and im planning many more so plenty of time. How do I actually get the word out on twitter and gain followers?
    Speed - Now In Peer Review
  • 31/10/2009 6:55 PM In reply to

    Re: Promote the game using Social Networks - your stories

    By networking.... :)  That's kind of the whole point. You follow people, you talk with people. There's no magic trick, you have to actually put the time into networking to make it effective.

    For twitter a good first step is to start following other XNA developers and chatting with them. They're a good first line of networking and marketing. By making friends there and talking about your game with them that's your first line. Then when you release and tweet about it, they normally will retweet and spread the word to their friends and followers and so on.

    Beyond that find co-workers, high school friends, family, etc. Getting people like that in your social network give you a wider net to cast. They're going to have different sets of followers than your dev friends have and they'll put you into new markets. You'll need to make sure you talk about more than just game dev to keep people like that interest in you. But since they know you, if you tell them you're releasing a game most will find that cool enough that they too will spread the word and that will help you reach a new group of people as their tweets spread to their friends and followers.

    Beyond that it's just trying to make as many friends and followers as you can. It takes work. But every follower you have is someone who will see your announcements regarding your game when you make them. And any followers that will retweet what you say just helps that message spread exponentially.

    It's really far, far less about your game however and way more about you. You need to work on the social networking aspect of yourself, because it's beneficial in ALL areas of your life. Releasing a game? You have an audience to announce it to. Lost a job? You've got a whole team of people that can help you look? Going through some rough times? There's a lot of people out there that have gone through it too and they can hook you up with the right resources and what helped them.

    Networking isn't something you take a week to do, it's something you need to be working on for the rest of your life.
  • 04/11/2009 3:19 AM In reply to

    Re: Promote the game using Social Networks - your stories

    Interesting thread!

    We also decided to promote ourselves and start to create a network in our early stage (we are still prototyping our game), we first started with Twitter as it was quite easy to setup.  And so far we have reach around 190 followers, my personal count has already 311 followers (been using far longer).  But one word of advice to get people to follow you, you need to be active and have something interesting to tweet.  I saw the big difference between my personal account and our development team account.  Most people I start to follow have followed me back (almost have a ration of 1:1) since I tweet with them I am active, but for the Quebarium account with don't tweet as much and our ratio of follower versus people we follow is more than 2:1.  So you really need to spend time to tweet with the people if you want them to follow you back (I like it, but it can become very time consuming).

    After that we have setup a Facebook page which like George explain quite clearly has big user base and from what people have been said around is that some people are on Facebook but not on Twitter and vice versa.  So I think its a miss opportunity if you don't do it.  Especially considering they are no fees why not do it.  Again like George mention you can easily link Facebook with Twitter.  We did that and it work quite well, so when we post a news item to our page it will get post twitter very shortly after.  And also we have setup Tweetdeck (a twitter client) to let us send tweet or send a status update to our Facebook page (quite useful).

    The advantage I see from Facebook versus Twitter is that you can add more multimedia content, its bit more like a web site/web page.  On Twitter its very efficient to spread some news quickly. For example on our Facebook page we put some photos about the team members, made a little enigma to find and also add an application so we can put music made our musician.

    Currently we just have 13 fans, but as we didn't have too much content for our actual XBLIG game i think people might not as much interested to become our fan just yet ;-).

    And lastly the other social network is YouTube (we have a channel but no video there yet).  And for people that don't know they are also another nifty feature that let you link it to your Twitter account.  So each time you get to rate/comment/subscribe/post new video it will send a tweet about it.  You can also link to Facebook, but beware it will link to your personal profile :-( I could get it to only send the information to our Facebook page.

    Imho everyone should target at least those 3 network, first its FREE (so any indie developer on a budget can get one), relatively easy to setup, a large user base connected to those network.

Page 1 of 1 (24 items) Previous Next