Game devs: You need to stop this. You need to stop it right now. If you ever feel the urge to do this, punch yourself in a very sensitive location. #gamedev #gamemarketing #newsletter #marketing

1/20
To be fair, this applies to any kind of public facing media liaison. Community managers, devs, designers, artists, brands… Every single one of you. 2/20
- Do not make an announcement of an announcement.

- Do not make an announcement that that announcement will be in your newsletter.

- Do you know what most rationally minded people will think of this mechanism? 3/20
(I would call it a "dark pattern" but it's not competent enough to register as such.) 4/20
We come away knowing, not believing, that you don't have enough trust in whatever it is to be interesting enough, novel enough, or useful enough to just tell us what it is upfront! It tells us that you distrust the product. 5/20
It tells us that you are not selling whatever it is to us. You're selling your newsletter. And frankly – we probably don't want your newsletter. If we did, we'd subscribe to your Twitter feed. 6/20
In fact, if you still are putting together a "newsletter" in the era where you have Twitter, Facebook, and blogging is trivial – we need to talk about that mental retardation problem you've got. 7/20
If you want people to be interested in your "YEARS of work," you're going to have to show, don't tell.

I'm going to chalk this one up to the tendency for marketing to be an infectious mental virus which causes breakdown in synaptic connection. 8/20
Folks, designing a good game trailer isn't hard. Designing a great game trailer is hard, but doing anything well actually means you need to understand what you're doing and the tools you're doing it with.

It's work, but you want it to be work. 9/20
You want the results of your trailer to sell the thing that you've invested sweat and blood in to look like somebody invested effort. 10/20
At the bare minimum, you should be able to sit down with four or five hours of footage of your gameplay, flip through it and have moments where you say, "hey, that was cool!"

Cut out those moments, stick them on a second timeline. 11/20
It will probably be too long for a one minute trailer.

Go through the new timeline. Tighten up the bits on the end and really look at what's on screen and say, "does this really make me say this game looks really freaking cool to play?" 12/20
Games don't have to be visually flashy to look freaking cool to play. You know what you made. You know what you intended to make.

If there's nothing about your game that is cool enough or interesting enough to turn to someone in an elevator and say... 13/20
"Look at this! I made this! You're going to have so much fun with this!" 14/20
... Maybe you don't need to be making a trailer. Maybe you need to trash it and do something better. 15/20
And when someone comes around offering you a new flavor of snake oil in a brand-new bottle, offering to make that process "easier," you should start with skepticism and expect to see the product. 16/20
And if the answer is "no, you need to subscribe to my newsletter," then maybe you don't need to subscribe to that newsletter.

Maybe it's not all that good.

Maybe you let some other poor schmuck go first into the viper pit. 17/20
If he comes out with a smile and handshakes for everyone and feels very enthusiastic, check him for shill marks and cautiously be interested. 18/20
This is just exactly the same advice that we've been giving to consumers of games regarding the hype for things which turned out to be complete crap. Don't preorder. Let someone else take the first risk. Be cautious. 19/20
It wouldn't be the first time that we saw predatory practices when it came to targeting developers, particularly new indie developers who aren't sure of their skill on the marketing side.

Short version: trust no one, keep your laser handy.

And keep your stick on the ice. 20/20

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More from @squidlord

Jul 19
Here's an interesting question ... #trans #gender #MerriamWebster



If you define yourself purely in opposition to something else, do you truly exist at all? 1/6
For decades we have suggested that if your identity is defined by what you're not, you don't really have an identity. Something else has an identity and you are a pale shadow.

I'm not talking about gender. I'm talking about philosophy, morality, ethics, physics, and logic. 2/6
If you define your position as "not X" then your location is everywhere X is not. It's meaningless as a descriptor outside of a purely mathematical construct. 3/6
Read 6 tweets
Jul 18
For the record, and I would like to be clear about this, I have been a writer, creator, and consultant for products since the early 90s. You can find early things I wrote on USENET. #writing #criticism #art #SocialMedia

sites.google.com/view/5150-batt… 1/35
If you happen to read, watch, or otherwise consume something that I have created and you have criticisms, however sharp and/or pointed – tell me.

Publicly! 2/35
Write bad reviews on GoodReads. Write scathing analyses on Amazon (because yes, some of my work has been published and is available on Amazon). Send nasty letters to my publishers and link to copies on Twitter. 3/35
Read 35 tweets
Jul 17
I think this is an important part of this argument and deserves more focus than it has received overall.
I look at @EricDJuly 's Rippaverse work and I say to myself, "there's a character, who happens to be black."
Not "there's a black character."
Read 12 tweets
Jul 17
I sometimes feel like I'm doing Twitter wrong.

I'm the anti-shill. I am aggressively destroying any potential grift I might be able to leverage.

I tell people that you shouldn't listen to me or anyone else, you should just go and do stuff. 1/11
As long as you use half a brain, and I trust you to have half a brain.

I get in the way of people who are obviously bigger than me. And I do it with a dismissive, cynical, even combative attitude. 2/11
I aggressively counsel against Chasing the Dragon, trying to jump on trends to make a fast buck. Everybody else is trying to tell you how to at least grab its tail. 3/11
Read 11 tweets
Jul 17
And just so we're clear, pitching a game to a potential player isn't that much different from pitching a script, pitching a book, or pitching a story. #marketing #gamedev #trailers #pitching

Figure out who you're talking to. 1/24
It should be someone you imagine having some sort of personal connection to. Someone you're excited to talk to.

How would you tell them about this cool new thing that you want them to share with you? You want them to play it with you? You want them to watch it with you? 2/24
Now you're in a car with them on the way to the local fast food joint. You don't have a lot of time. You're driving, but you can talk. They have your cell phone and can flip through your script/footage as you go.

The radio is on or not, as you please. 3/24
Read 24 tweets
Jul 17
I am absolutely not sure how I feel about this. On the one hand – I agree, @Ghost is a great blog writing interface. On the other hand – who wants to buy tickets to read the stuff I write online? Is that sensible?

1/12
I can already do better than this with #LBRY, anyway, though admittedly the resulting blog is nowhere near as attractive.

(Which reminds me, @LBRYcom , where's the LBRY blog platform Jeremy promised us years ago -- and months ago? 😛 )

But is it useful? 2/12
I'm not a fan of the #NFT world, let's be clear. I think for the most part it's a waste of attention, time, and money you can spend on something useful like ale and whores. 3/12
Read 12 tweets

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