The answer is the most efficient one, and the most efficient one depends on the creator, the game or project, their circumstances, and the markets conditions.
I have a marketing degree, and this guy is spot on what they teach in school. Extra points for integrating analytics once you reach a point it's worth it for your funnel. Bare minimum do the stuff he said in the video, but you need to stand out. I recommend going on the new uploads for steam games and see which ones are doing good and bad and find the differences. It's not one size fits all..
Thank you for your advice. I’m currently studying UE5 and have been researching marketing strategies for when I release my first game. I have a RU-vid channel now and used to do car videos and would have to say it was hard to grow an audience. I will definitely be applying the 6 steps you listed on your video when I start to market my game. Thank you again!
Hope you keep going. Can you cover good UX examples for each genre? I think that can be like several videos. Good/Unique UX in Horror for example. Or in RPG/Fantasy, Persona comes to mind
Really well made video. Such a great breakdown. If you ever expand on the subject in the future I would be interested in your thoughts on attracting a publisher.
@@DesignedByTaz My sincere but wild sounding advice to you is to delete or hide your old and low-potential videos. Think of it as pruning a tree. Yellow leaves and all that.
@@DesignedByTaz I commend the decisiveness. I promise you that the pruning will improve "subscribe-bility"... Although, I only said the advice but not the why. I know this is likely unnecessary or even patronizing, but I'll still elaborate because I learn by writing. The following are my opinions based on logics and self-projections to show why: > Audiences subscribe for many possible reasons. > This video's main audiences are [Learners] and [Gamedevs]. I am one of those. > [Learners] and [Gamedevs] watch for value, and mainly subscribe for value and efficiency (low time cost relative to the return). > Value and efficiency can be packed and simplified as "quality". > Those two types seeks more, and so they check the channels of quality videos (this video) for more. > If the channel is bloated with videos unfit with their preference, then they're less likely to subscribe and or tick the bell, as it will fill their feeds. > In short, quality makes them want to subscribe. > In conclusion, focus on quality rather than quantity. Compress your channel to be a very valuable channel. My personal extrapolation: *A.* To grow your views is to provide low-cost value and or appeal to a certain target audiences. *B.* To grow your subscribers is to show quality and or reliability to a certain target audiences.
I definitely appreciate the insights! Especially since I'm new to the whole RU-vid thing. Ended up going back and removing a bunch of my older random content. Looking forward to adding even more value for you guys in the future!!!
Thanks man! Useful video! As a new solo indie game dev, I'm really confident in my game (RoadHouse Manager on Steam) but man, sure have a lot to learn on the subject of marketing, I have no visibility. This video helps! Thanks.
Thanks for another helpful video! Marketing is very time consuming. Often it is difficult to make the time for it, but it is very valuable if you want people to know your games exist.
1000% One thing my business coach taught me years ago…you could have the greatest product and service ever created but if you’re preaching it to an empty room, it ultimately doesn’t matter. So we must learn how to fill that room with as many people as possible!
I just put up my first game yesterday, and I want to market it. I’m not sure if I should reach out to Content creators though because my game is very much a story-based puzzle game, and once you know how to solve the puzzles, you know how to beat most of the game. i’m not saying the game doesn’t have any replay value, but if someone played through the main and side story, that’s already two thirds of the game
@@StarboundRose yeah I would be cautious about that. If anything just provide a demo of one level or small section ASAP and you can provide that to content creators/influencers
@@DesignedByTaz the game is very short, my play testers usually averaged around an hour and a half to two hours. Unless you want to find all of the secrets which takes longer. That’s why I’m selling the game for two dollars, and that’s why a demo wouldn’t be very substantial. I put a link in a different comment, but I think RU-vid automatically removed it because it doesn’t like links. So it’s probably in your spam.
Honestly depends on your unique situation. I know people that have done both and are successful. Each has their pros and cons. I think it was Thomas Brush that did a breakdown on publishing and the dos and donts. Highly recommend!
Good but loaded question! Simply - yes and no. For ex: I think it was the game Enshrouded that got a random shoutout from Asmongold which really helped with their exposure but at the end of the day, you gotta have a good and fun game that people want!