so overtime i've had to try and explain to game communities why devs cannot "just" implement things, or why something takes months and not a week.
here is my non-exhaustive list:
1.
- making sure it works on all devices
- ^ mobile devices in particular are a nightmare with all their different versions, updates, and operating systems
- if being ported to different devices, needing to rework the art/UX
- legal blockers (contract revisions, approvals, etc.)
2.
- abiding by appropriate media and platform policies
- potentially breaking servers for millions of people
- making sure it's actually fun
- if doing stuff with external partners, fitting their timelines, events, specific requirements or additions to your game
3.
- trying to change one aspect of the game means the entire code needs to be reworked, as it wasn't initially done to handle ____ (e.g. a new platform, online multiplayer, certain DLC, etc.)
- code just breaking completely somehow
- unable to reproduce game breaking bugs
4.
- not all bugs can be found -- trying to replicate testing a game being played a million times on a multitude of devices is impossible
- halfway through development, can realize one element of the design is completely borked and need to start over
5.
- sometimes can implement it technically, but would mean a shitty product and would rather wait
- ensuring product is in line with the quality and values
- if indie, 1 person can have several roles
- team burn out (or prevention)
- holidays, vacations, sick days, ppl quitting
6.
- players will actually hate it
- "simple" design/art doesn't mean it's actually simple to make or implement
- running out of funding money (or have no money in general)
- waiting on approvals/replies on emails
- stakeholder or publisher wants
- interpersonal disputes
7.
- fighting diff priorities: new content updates, quality of life updates, safety and moderation needs, etc.
- hiring programmers/artist doesn't scale production speed up as much as ppl tend to think
- during beta testing, giant flaws are pointed out and need to be fixed
- ???
it's hard to explain why things break or take a long time without having to explain how coding works, or explaining the entire infrastructure of a studio!! but whew~
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OK quick tips for press/influencers on reaching out for keys when a game is days away from launch.
I already have little patience to deal with vague inquiries, and when we're nearing game launch?? hooOOoo boy
🧵👇
1) My inbox is a wreck.
Games generally get the most hype and requests the closer to launch. Every single day I'm getting at least 10 emails for keys (depends hype of the game.)
I have NO time, so I need you to help me make it as easy as possible to justify giving you a key.
2) Tips on ur outreach email:
- A way to verify your email
- Links
- Sentence about relevancy/why this game is interesting to ur audience/how does this benefit me if I give you a free game?
- STATS. Page views! Concurrent viewers! Community size! Etc!
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!"
So many cool game marketing peeps have a newsletter and now I want one 😤 Except all it'd be is
1) article links I bookmarked for later, forgot about, and oops never looked at again 2) the 67 GDC talks I've been "meaning" to watch 3) screaming
Anyways here are my recommendations for Fricken Good Game Marketing Newsletters™:
🗻 @AdventureMtn - How To Market a Game
- King of email marketing
- Sooo many interesting, researched, and unique topics
- Taught me the phrase "spaceship ass"
📽️ @Derek_Lieu - Game Trailer Editing
- Learn how to make damn good trailers
- Very good breakdown of how to "look" at trailers and what makes them so appealing
- There's always a cat pic
Okkkk I get this question a lot: how'd you become a CM, how do I get there, etc.
I don't have a marketing degree, so this is my personal experience!
👇
1. There is no silver bullet resume 🏆
Every studio requires something different, whether indie or AAA.
Look at job posts, see common skills that are required, learn accordingly, but also think about what unique skill you can bring to the table! (Video editing? Streamer? Etc.)
2. Gain experience 📈
Experience > education most of the time. Luckily with CM-ing, it's possible! Mod a forum, volunteer for events, etc.
I got my "experience" from several non-game related marketing jobs as a starving university student.
So one of the things I think deserves attention is the charisma a community dev needs to do their job!!
Charisma is based on 4 main things:
🏋️♀️Authority
🎙️Vision
🔎Focus
💖Kindness
Small thread 👇 [1/7]
All charisma is required, but one of the strengths of a community dev is knowing which to use depending on the situation!
And everyone is stronger/weaker in the different types of charisma, of course.
[2/7]
🏋️♀️ Authority (confidence, power)
You already know we deal with the angry gamers/trolls. We need to appear confident in stressful situaitons to not only get rid of the riff raff, but ensure no one panics/is uncomfortable or feels like it'll happen again.