Facebook introduced a rating mechanism to its ads manager a few years ago (RIP Power Editor, I miss you). It serves a purpose of rating how well your ad is expected to perform and how well it’s going to be responded to. In this post I’ll be talking about one case during which I cared too much about the score and ignored everything else. A story about failure, I’d say.Czytaj dalej „High Facebook ad score doesn’t guarantee good ad performance”
OK. Let’s say that you’ve decided to make your game. You got all of the mechanics sorted out and your prototype is working well. It has to earn money in order to sustain you and your team, though. You have some budget provided by an investor, but the game will have to be released someday and then it has to be economically viable. How to make money on players, though? I was supposed to talk about two main distribution models – F2P and P2P, however, after putting a few hours into writing about the F2P model, I’ve decided to publish two articles, since it gets pretty long and I don’t want my posts to be bloated. The post about the P2P model will come a few days after this one. Enjoy!Czytaj dalej „Indie games marketing 101 pt. 2 – F2P distribution model”
It’s highly possible that you found this article because you’re trying to market your upcoming indie game, but have little to no budget, or you may be looking for some ideas and tips to enhance your marketing process. It’s a beginning of a series which main purpose is to shed some light on what can be done in order to make your title more visible and how to make people buy your game. Let’s start with one of the most important aspects of marketing – selecting your key audience.Czytaj dalej „Indie games marketing 101 pt. 1 – targeting your audience”
Guilty Gear is one of my favourite video game series of all time. These explosive anime fighting games kept me enthralled for a number of reasons – when I first found out about them, there weren’t many PC fighting games and copies of Guilty Gear X2 #Reload and Guilty Gear Isuka were added as free games to a legendary Polish video games magazine, CD Action. The thing is that Arc Sys Works, as many Japanese developers tend to do, seemed to neglect their community outside of Japan and The USA. However, during the last years, they introduced many positive changes and started putting greater emphasis on nurturing their playerbase and the thing they did a short while ago was, so far, their magnum opus. This is going to be a short analysis of their recent actions, their possible motivations and goals.Czytaj dalej „How to kill 4 birds with one stone. The case of Guilty Gear XX Accent Core + R’s latest update”
Social media communication is often used to amplify the sales of your product. What about moments, during which you aren’t forced to sell? There’s a bunch of stuff you can post when you’re not pushed to sell? There’s a bunch of stuff which can be done and pretty much all of it may have a positive impact on your produt. Here are some situations during which you may choose to do something a tad bit less money-or-KPI-oriented than usually.Czytaj dalej „How to talk to your community, when you don’t have to sell stuff? 5 ideas, 8 case studies”
It’s mostly true that working in teams makes life easier. You get a broader perspective and you can utilize other team members’ skillsets. However, I’ve mostly been doing my work as a community specialist alone. Well, to an extent. There’ve always been graphic designers, proofreaders, other people to cooperate with, but when it comes to the core areas of my job, I didn’t have many people who’d help me. However, being in charge of communities means that you may potentially have a ton of people who’d be willing to help. In this post I’ll talk about 2 cases in which I was able to find people eager to help me accomplish my objectives, who were in it as players (and often paying customers) simply wanting to lend their hand, as honest admirers of the games. These cases are drastically different from each other, so here I go.Czytaj dalej „Getting your game’s community stars to help you. 2 case studies”
Even though I suck at them, I really love fighting games and it saddens me that they don’t seem to get much love from the gaming community, aside from the most dedicated fans. Today, I’ll look at some concepts, which may provide an answer to the question – why fighting games aren’t popular and what could be made in order to make them be in the spotlight again.
Disclaimer – I’m a marketing person, so I won’t be talking much about game mechanics in-depth, since I don’t feel qualified enough to do so.Czytaj dalej „What would fighting games need to be mainstream again?”
Some developers strongly utilize live streaming for promoting their titles. And I’m not talking about utilizing influencer marketing (although it is quite a powerful tool). I’m talking about these live streams which feature your game’s developers as streamers. We’ve conducted 4 such broadcasts so far and we’ve learned quite a lot during each of them.Czytaj dalej „What have we learned from doing each dev live stream?”
Managing an app’s social media means that you have an interesting situation. Often times, the app’s user base may be considered as a huge (figurative) bucket of prospects, who’d be willing to engage with you outside of it – in social media, namely. There are many ways of letting them know that you’re doing something on, say, Facebook. There are pop-ups, buttons linked to your profiles and so on. They usually provide a constant and healthy stream of new followers. However, it’s always nice to witness a peak in the number of new followers, isn’t it? You know, a big influx of new people. And in May, we did just that. Here’s how it happened.Czytaj dalej „How we got 11k fans on Facebook (and 10k+ reactions on a Facebook post) IN A DAY thanks to redirecting traffic”
Hello everyone. It’s been quite a while, since I wrote a blog post. I hope you are all doing well in these odd and hard times. I usually write about social media, community management and marketing in video games industry, however today’s article is going to differ quite a lot from what I’ve already posted. Ana Valens, a Daily Dot’s columnist, wrote a piece, in which she blames current political and social unrest as the main reason why Among Us, a simple, yet phenomenal „survival game”, based loosely of Space Station 13 (a cult classic, having pretty much he same core mechanic), I believe, has become a smash hit in the last few weeks.
Although her article has been tagged as an opinion piece, I believe that such an „opinion” is deeply flawed and we wouldn’t lose a lot if it got somehow discarded. Here is why.Czytaj dalej „My response to Ana Valens’ „Among Us is blowing up. Blame fascism””