Loved it. Its a hard reality for many devs to realize that if youre just starting you really need to go with the flow and try to start with a game that sells. Is hard to probe that you are a studio that can create great games without having a hit. It also gives us game marketers more room to market a title by following working strategies that have worked for similar titles.
Ya I like your point about the studios. Its easily to eternalize for a solo dev or a group of friends that their first game will likely fail but something about being a studio makes you assume you have a higher chance at success. And theoretically of course you do, bit it's still some tough competition out there 😅
Great read! The big reach-out numbers were at first a bit surprising to me, but totally understandable if you consider how you both have to hit the luck of them even getting to your email in their probably overflowing email accounts and then ALSO have a game they actually want to play for their audiences.
Happy holidays, I'm looking forward to your posts in 2025 :)
You can certainly get away with less. The dev I interviewed for my blog before this one only reached out to 150 and got some good pay off for that. It's mostly just a numbers game. The conversation rate of getting content creators to cover your game is pretty low, so naturally you want to maximize your outreach. Given how effective it is, it's well worth the effort in my opinion.
Loved it. Its a hard reality for many devs to realize that if youre just starting you really need to go with the flow and try to start with a game that sells. Is hard to probe that you are a studio that can create great games without having a hit. It also gives us game marketers more room to market a title by following working strategies that have worked for similar titles.
Ya I like your point about the studios. Its easily to eternalize for a solo dev or a group of friends that their first game will likely fail but something about being a studio makes you assume you have a higher chance at success. And theoretically of course you do, bit it's still some tough competition out there 😅
Making a marketable game certainly helps.
Great read! The big reach-out numbers were at first a bit surprising to me, but totally understandable if you consider how you both have to hit the luck of them even getting to your email in their probably overflowing email accounts and then ALSO have a game they actually want to play for their audiences.
Happy holidays, I'm looking forward to your posts in 2025 :)
You can certainly get away with less. The dev I interviewed for my blog before this one only reached out to 150 and got some good pay off for that. It's mostly just a numbers game. The conversation rate of getting content creators to cover your game is pretty low, so naturally you want to maximize your outreach. Given how effective it is, it's well worth the effort in my opinion.
Thanks for the kind words ☺️. Happy Holidays!