Marketing before a game is finished

Garryg

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So I'm still working on my first real attempt at an RPG maker game and notice that a lot of people are already marketing their unfinished games and posting updates to various places.

Is this a good idea? Surely publishing an unfinished game is going to generate negative results?!

How long before the release time should you ideally start to promote?
 

SpyroFan67

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Actually I don't think marketing an unfinished game is a bad idea. Reason why is because you can put out a beta version for people to play-test and if there's anything about the game they don't like or any glitches that they find they can tell you about it and you can make the appropriate changes to satisfy your audience and fix any bugs. What I mean of course is if, for example, people playing your game find the game's story too dull, you can change it to make it more enjoyable, and of course if there are any bugs or glitches you can fix those too.
 

AquaEcho

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So I'm still working on my first real attempt at an RPG maker game and notice that a lot of people are already marketing their unfinished games and posting updates to various places.

Is this a good idea? Surely publishing an unfinished game is going to generate negative results?!

How long before the release time should you ideally start to promote?
Yes, you want to build awareness, a following and hype before launch. It will also let you gauge players' reaction, see what they like and don't like, and let you change course if needed.
 

SpyroFan67

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Also the only time that releasing an unfinished game would be a bad idea would be if it was of very very poor quality and is badly made, or you were too freaking lazy to do quality-testing and just slapped it together in 5 minutes.
 

Ms Littlefish

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At least around here, a lot people do dev logging throughout the process, even the beginning stages. That definitely works here since it is a game dev environment.

But, realistically, particularly for commercial games you'll want to start some sort of promotion a good while ahead of the actual release since otherwise it won't be known y'all exist.

It's pretty common to create separate promotional materials in early advertisement. In the indie space it's also pretty common to demo your alpha/beta to receive feedback and start building an early audience.

Marketing with actual game play footage, probably when the game is in polishing stages but with a complete demo that is already polished to both derive game play footage and let people get a feel for the game.

I'm in absolutely no way an expert at any of this, but to me it doesn't make sense to use footage that is still heavily in beta (outside of any dev logging of course). Time frame for everything of course depends on the scope.
 

ATT_Turan

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Is this a good idea? Surely publishing an unfinished game is going to generate negative results?!
That's both different from what you initially asked, and also demonstrably untrue :wink:

To the first point - promoting, discussing, and having a dev log for a game you're working on do not require you to publish that work-in-progress anyplace.

To the second point - there are many unfinished games published, just look at Steam's Early Access. Many of those have lots of people involved in discussion and the development process. Many others have made significant profit while in Early Access.
 

BubblegumPatty

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Word of a game's existence needs time to spread, and most studios don't have the spare time and funds to have developers sitting around as they wait for that to spread.
In the case of indie devs, They'll probably have to do all the marketing themselves. The sooner people know your game exists, the better. They also need/would like feedback to tweak their game before final release.
 

SGHarlekin

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So I'm still working on my first real attempt at an RPG maker game and notice that a lot of people are already marketing their unfinished games and posting updates to various places.

Is this a good idea? Surely publishing an unfinished game is going to generate negative results?!

How long before the release time should you ideally start to promote?
The simple answer is yes. You market waaaaaaay ahead of time in order to build any semblance of a following. You don't publish an unfinished demo. You merely market. Show your progress. Show what cool mechanics and visuals and audio your game has, then when ready, publish a demo.

Marketing after release is useless. By the time you have any kind of people interested, your steam release visibility will be gone and your game is buried with all the other dead games. Same goes for itch or any other platform you may host it on.

If your game doesn't manage to gain traction within a week upon release, it's dead.
 

Garryg

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Hmmm, coming from a home-brew background it all seems a bit different!

I suppose I have sort of done this with my homebrew stuff before, but it's all been to a much more restricted audience. Feedback on those games tends to say my games arn't as easy to play as I think they are.

So it would be a good idea to have a few people play a beta version, with the understanding that it isn't finished.

Thanks to everyone who replied.
 

heyguy

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I'm assuming a lot of people here are one person teams. How do you establish your brand online? I haven't made a social media since I'm kinda scared. Do I make one for my game, my studio or as myself?


It's definitely a good thing to put one's self out there though. How early is too early to market your game? I think I'm almost ready but I don't have a solid title yet. Anyway, here are some interesting links!



 

BubblegumPatty

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I'm assuming a lot of people here are one person teams. How do you establish your brand online? I haven't made a social media since I'm kinda scared. Do I make one for my game, my studio or as myself?

Uh I imagine your studio if you don't want to use your social media for personal matters. For how soon to market, As early as your comfortable, In my opinion.
Or at least , as soon as your confident you'll actually make the game at some point. Marketing isn't worth much if you just scrap the entire project.
 

Tai_MT

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I am of two mindsets on it:

1. It's common in these forums because they're dev forums. So, acceptable.
2. Outside the dev forums, I'm not a fan of it.

Why?

1. I don't mind it done here, on these forums because it serves several purposes. The main purpose is just as a means of "belonging" to the community. Posting your progress typically comes with posts that say "great job!" or "hooray!", as honest or as fake as those replies can be. Using that advertising as a means of "connecting" with other devs in a forum about dev work isn't wrong or bad. Likewise, such advertising usually comes with the promise of "a demo" or some other stuff to play so the dev can get actual feedback. So, it's utilitarian in nature. I find all of this to be pretty acceptable and reasonable.

2. Games outside a dev space being advertised 1 or more years out... I always have to wonder "what's the point?". You may have an amazing idea for a game today, but with a release date of "who the heck knows when?", I'm probably going to forget your game exists and not follow it until, you know "it's almost ready to launch". Now, if you start advertising like 3 months from launch... awesome, I can probably maintain my interest for 3 months. But, more than that? Eh.... Unless your game is "The Second Coming of Christ" or something equally as impressive... I'm just going to forget it exists since there's a deluge of good games already releasing between now and your release date.

I think what I, and many other people are prone to is just, "Oh, you're making a game? Nice. I'll come back when it's almost finished". Which usually translates to "If I remember your game exists 6 months from now".

Here's the way I tend to think of such practices:

Let's say you own a retail store. You have plans, six months from now, to sell Blarg Brand Fried Chicken. Awesome. It's Fried Chicken! Blarg is also known for having really amazing Fried Chicken! I can't wait to come and shop in your store for that chicken!

But, it's six months. I mean... I kind of want the Fried Chicken now. So, you know, I'll go to KFC or something today. Fill my desire for Fried Chicken there. Maybe go to Chick Fil-A. Or, you know, whatever. Spend 6 months filling my desire for the Fried Chicken experience. So, I forget you've got these advertisements up all over your store about Blarg's chicken. Or, you know, I tune them out. Because, they're the same thing today as they were 3 months ago. Or, I stop caring about Blarg's chicken because I already had my desire for Fried Chicken fulfilled by someone else. Sometime else. Now, when you launch Blarg's Fried Chicken at your store... I might pick up now and again. But, unless it's like "you have a foodgasm upon eating" quality, I'm not going to have hype for it.

Video games are like this. It's a saturated market for a limited use product.

Think of everything you can advertise about your game and then go, "How many other games in the history of video games have this same feature, and how many of them are doing it better than I do it?". Then ask, "How many more are going to release before my game and overshadow it?".

The movie industry has this problem. Some movies... REALLY GOOD MOVIES get "passed over" by audiences because something else was showing in the same timeframe. It's why they have "dump schedules" for plenty of movies. Places where they dump specific films in the year that they don't think are projected to do very well.

Video games have this same issue. If you release an inferior quality game too close to one that does the same stuff yours does... yours will do poorly.

This is why I rarely understand why game studios spend so much time and money trying to "hype" a game up like months or years in advance. If your game does poorly, then all that money you spent on "hype" and all that time spent on generating interest was a waste of time and money, which means you're garbage at marketing and managing time/money investment.

But, hey, you could just take me for an example:

Look at my signature line about my game progress. I don't think that part has changed for like... 2 or more years. Sure, the data has changed, but I never updated the signature. Do I got anyone asking me about my game and the release date or anything based on that constant advertisement? Nope.

When do I get questions about my game?

Typically when I make a post that makes it sound like that my game is actually already completed or in a very playable state. Then, I get the occasional PM asking where to find it. Or, sometimes, the random reply in the forums asking about my game and how it plays and more details on the examples (as if those things were 100% playable and not just used examples of things my game does).

Interest is typically most generated when you go, "I have a game that's basically playable right now". When you state, "I'm working on a game that will release in 6 months", you aren't generating that much hype unless it's "No other game on the planet does what mine does".
 

rue669

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You should 100% be marketing an unfinished game (as long as you intend to finish it). Dev logs, prototypes, demos. Marketing starts early. Most game marketers (and Steam themselves) recommend having a Steam page up for at least 6 months to generate wishlists.

Now if the game is unfinished and you never intend to finish it and then you sell it...well, that's the definition of a scam.
 

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