Victoria Tran 🧋 Profile picture
Comms Director @AmongUsGame/@InnerslothDevs ♢ Co-Signer & Comms @Slothfund ♢ @_wholesomegames organizer ♢ Past: @UnpackingALife, @KitfoxGames, more! ♢ She/Her

Sep 25, 2020, 6 tweets

So! I work on games in VERY different positions.

For example:
⚔️ Boyfriend Dungeon - new IP
📸 Pupperazzi - minimal competitors
⚒️ Dwarf Fortress - established IP

Here's how my marketing strategies differ based on an audience's familiarity & competitors!

Thread 👇

1. New Product ✨

All based on INTRODUCING players to what the game actually does.

Example:
- Boyfriend Dungeon: "Dating simulator, dungeon crawler!"
- Lucifer Within Us: "Mystery timeline scrubbing mechanic"

2. Few Competitors 💪

Based on touting your game's benefits and why it's fun.

Example:
- Pupperazzi: "Take photos of cute dogs and upgrade your camera"
- Mondo Museum: "Put your creativity on display to curate the world's best museum!"

3. You're in a saturated genre and not the leader in it 🌺

Focus on what your game does differently and better!

Example:
- Hades: "Unique melding of narrative and roguelike gameplay"
- Lucifer: "Be an ACTUAL detective -- no QTEs, only you and the clues"

4. Market leader or established IP 🏆

Associate your game with feelings/nostalgia, or just reminding people it exists!

Example from Dwarf Fortress:
- References to inside jokes
- Community stories
- Screenshots/videos/behind the scenes

Note my examples aren't necessarily phrases I'd use (shortened to fit limits)!

But basically, marketing strats SHOULD evolve alongside your game! We often blanket over or focus on just one part of a game's life cycle.

This is just one way to think of it more holistically!

🌱

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