visit
It mostly came off as an advertisement for CS:GO, an in-house Valve game but it had something valuable to teach. Updating your game is the best communication strategy available to you.
It makes your audience feel heard when they suggest something and it helps your game feel more alive because players know that there’s always someone taking care of things and having their back. If you want people to stay online and not uninstall your game after a certain amount of time you need to always keep your ear to the ground and show that you care enough to keep working on the project long after release.Here of Rose City Games talked about the importance of using the best tools available to you no matter how irrelevant they may seem and how she managed to drive sales by having streamers play the game not on Twitch or YouTube but on the Steam app itself because in there her store was only one click away.
It was very simple and yet genius because few of us would change websites altogether to look a game up and Steam users are already in the process of searching for new games to download. At first, she would stream the game herself but eventually, she reached out to a couple of content creators, making it appear more popular to onlookers.It wasn’t easy to get there, however. The most important lesson he provided was that doing marketing for a game is just as important as building it and if you want people to hear about it you need to keep posting pictures and captures of the game all the time and most importantly you need to get out of your room and start meeting people who are interested in what you do.
They are the ones who will help you achieve success not because you sold an idea to them but because they love your game purely for the emotions it gives them. After that, all he had to do was throw them all in a Facebook group and they did the rest. Providing a front-row seat during development and allowing changes based on suggestions made them feel invested and later supported the game as if they made it themselves.At first, most attendees were rolling their eyes in the chat because it looked like the Steam Team was wasting a lot of time building useless tools that nobody asked for but as they kept providing examples of real-life games that profited from them, everyone started paying attention. The lesson here is that if the platform you’re using is giving you specific options to market your game then you better use every single one with extreme prejudice because they have access to data and a research team that you don’t.
If they think something works it’s probably because it really does. Trust the process and never let go because the good old “trust me I’m an engineer” proverb was created for a reason.That’s about it. This year’s Steamworks Virtual Conference was definitely worth my time and it helped me re-evaluate both my view on networking events and the marketing strategies I used as a game developer. I’d like to wish all of the attendees the best of luck with their games and I’m looking forward to the next one.