Willibab

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Any tips for basic marketing? Preferably not anything that is annoying for others ^^

Also, how did you determine the price of your product? (I already have mine but curious of how others did it)
 

Soulrender

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About marketing:
- Post it here on this forum in dedicated section for that.
- Posts on facebook, twitter, instagram, any popular social media portals.
- contact any RPG Maker streamer to ask to stream / review your game.
- start your own social media pages to post your game.

About game pricing:
- There is no gold rule here. It depends how much you value yourself, how much effort you put in your project and how much you spent on DLC's and other stuff (plugins, graphics, music, sounds etc).

- Check other games, view their ratings and prices and pick optimal value, (e.g No one will spend 30$ for a RPG Maker game with rating 3 stars or lower, duh... No one will ever spend a single penny for such game). As far I know, average pricetag for completed RPG Maker ranges between 0.99$ - 19.99$

I don't know how that pricetags changed over the years since I'm active with RM software, but I doubt it changed since games made with RM engines have huge difficulties to be successful. All websites where you can host your project are full of crap games, not worth to even light up a single pixel on screen.
 

GenericFantasyDev

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Any tips for basic marketing? Preferably not anything that is annoying for others ^^

Also, how did you determine the price of your product? (I already have mine but curious of how others did it)
Use basic pricing strats:

Comp. Pricing: Price your product the similar or lower than competetors that sell a similar product, (So check any rpgs within the same genre as your one and do that.)

Price Skimming: As your product begins to sell well, slowly increase the price by small increments.

Those are the best 2 for a e commerce product imo, now marketing is little bit trickier as the sheer amount of rpg maker games available.

As for marketong, since the amoung of rpg maker games there are i would make it very clear what makes your game stand out, by placing those new and unique things at the top of the description, displaying said features in a trailer.

SOCIAL MEDIA: use what tools are available to you, social media is the easiest way to promote your product, make a social media and post clippets of your game, then make multiple accounts on multiple platforms with the same content, make it eye pleasing and organized to keep the audience engaged, i would also use this forums, twitter, discord to promote your social medias, and games.

Maybe put in your status post a dev log something that your going to post on your social media, then put "Theres loads more of this at my socials if ya'll wanna' check it out". underneath, so people who check your status would see all your stuff.

A really good thing that draws in attention is concept art and art dev logs, so basically you dont actally have to do this but make up like some random sketches of your characters and post it on your media's and status posts.

Finally, reputation, in a semi-competitive industry and copius such as this reputation, is requited, build it, now i haven't got any tips for that, but maybe like, help people and throw a sly mention of your game into it... nah im stuck with that one

Anywho good luck on the promotion of your game whoever is reading it, i learnt this all from my enterprise classes so i guess its legit advice.

Peace out

GFD
 

JohnDoeNews

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Marketing is actually possible to be free these days. Simply follow the next steps:

  1. Make many screenshots and short videos of your game.
  2. Make a new insta account with the same name as your game title, or the name you use when producing games.
  3. Post one of the screenshots or short videos every single day, using related hashtags (on instagram you can see which hashtags are popular)
You will reach more and more players every day this way.

Now, make an account with the same name on twitter and facebook too. Then go to IFTTT.com

On IFTTT you xan make protocols, whoch have a trigger, and an action, which can be cross-platform.

Link the 3 accounts we just made, and make 2 protocols:

  1. When you post on instagram (trigger), post the same thing on facebook (action)
  2. When you post on instagram (trigger), post the same thing on twitter (action)
If you have blogger, worldpress or other social media, you xan link those too. You can make 3 protocols for free.

Now, when you make a post on instagram, the post will automatically also be posted on facebook and twitter.

So, if you now do a post once a day, with the right hashtags, youre bound to hrow your audience in no time.

(This is a method I succesfully used in the past many times, and never shared before... until now.)
 

Tai_MT

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Any tips for basic marketing? Preferably not anything that is annoying for others ^^

I'm not really sure what you're asking for here. If we're talking "as a whole", then it's usually a two or three pronged approach to things.

1. Getting as many eyes on the product as possible.
2. Making the product as desirable as possible.
3. Putting the product within reach.

If you wanted to discuss a particular branch of Marketing here, then you might want to narrow it down. If you want to talk about all three of those branches, then I'll leave my post that way.

1. Social Media, YouTube, and other platforms are typically a good way to get started. What you usually need is someone to start the "word of mouth" on your product. Word of Mouth is the most powerful marketing tool in existence. If your friend says a game is awesome and to try it, you are more likely to buy it and try it. If a YouTuber you trust and respect says the same thing... same response. You can typically target the groups of people you want to advertise to fairly easily and often cheaply. Well, not all the time. But, usually. You can even request certain people do a review of your game and put it out and they might for a price (make no mistake that this MIGHT be advertising for you, but you are effectively CREATING CONTENT for someone else, so a review may or may not be useful to you depending on a multitude of factors which includes quality of your game and popularity of the content creator).

If people know your game exists, they can seek out more information on it. This is a good thing.

2. This is part of the "Packaging" of your game. What you tell people is in it and how that's displayed to them is going to be important. If you talk about a feature, you should show how that works or explain how it works. List anything positive you can of it. Maybe make a "vertical slice" demo of your game for free and make sure that the gameplay within is compelling or addictive in some way.

Be careful here, though, too. Part of "Packaging" is also your reputation. If you are unknown, you are less likely to make sales just because you're untested. Which means, you need to do an amazing job on your feature packaging to get people in the door. Likewise, if you have a bad reputation, it will negatively impact the desirability of your game as well.

3. A product "within reach" means all sorts of things. From price you sell it for to the platforms its available on. A game exclusive to Xbox will only garner an audience from Xbox, after all. A game that costs $70 excludes anyone who doesn't have $70 to give you. This is a balancing act as you probably don't want to "give the game away", but you don't want to put it "out of reach" of your target audience.

There are costs associating with this one. It costs to host things in certain places, so you need to make that money back. There is costs associated with your labor, so you want to make money back equivalent to the effort you put forth. Costs associated with advertising and sometimes packaging.

This is usually the "hardest part" for most new businesspeople. Justifying "within reach" against their pocketbook.

I always suggest drawing up a budget for this portion. Work within the budget, do not over-extend. Profit is either put back into the game or put away for the next game, and not into your own pocket for spending. Set a "true profit" point where you begin adding that money to your actual accounts for spending, rather than using it to "start the next game" or "improve the current game".

While I've never done this before (so take it with a grain of salt), my "true profit" point on my current game was estimated at the "$25,000" mark. As in, I will dump $25,000 into a future game or improvement of current game, and any amount earned over that will go directly into my accounts for personal spending.

Also, how did you determine the price of your product? (I already have mine but curious of how others did it)

Current pricing model that I've decided on is "free", but with "options to donate". So, if a player feels like it was worth their time and wants to see more, they can drop some coin in my hat. But, I personally don't feel good with "charging for my first game". Especially when I know I am pretty garbage with the engine :D
 

Willibab

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Wanted to see if there was anything I hadn't thought of and there was :p Very useful info guys thanks.
 

IzumiRecord

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For basic marketing, I swear by Instagram reels. They're a goldmine right now! I've got an e-commerce store selling handmade bracelets, and most of my traffic comes straight from there.
 

Willibab

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For basic marketing, I swear by Instagram reels. They're a goldmine right now! I've got an e-commerce store selling handmade bracelets, and most of my traffic comes straight from there.
I'll check it out
 

Indinera

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For basic marketing, I swear by Instagram reels. They're a goldmine right now! I've got an e-commerce store selling handmade bracelets, and most of my traffic comes straight from there.
How many followers?
 

DilidKuDufan

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Enticing, Appealability, Rememberability,
Who would your audience be to want this?
The appearance of game's moment high-lights
Selling Points to make people go "great graphics!"
"Looks interesting, I got to check it out." "Good Reviews"
"interesting game company - the makers of it have cool backgrounds."

Always think ahead, if you had to be interviewed on camera,
if any of you for the process of making a legendary selling title
(or something just so zanily original that's cult following very out there or innovative big time)
you would have to break down the ideas, memories, challenges, making,
of you and your team's work. It's good to watch the making of things docs.
FF10 ADs

Making of FF10


Remember they did this with innovation of realism, exciting story,
highlighting graphic quality and game content to mainbase customer satisfaction.
Including user dev teasers and fan anticipation on a major worldwide franchise.
 

gulshan212

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Well, if you want to promote your product to your audience, then I will recommend some basic steps listed below.
1. Understand your customer and their need or their problems.
2. Create effective content
3. Be consistent and take customer reviews on time
4. SEO
5. Lead Generation
6. Email marketing, and for this, you can use a variety of email marketing tools, and you can find them easily over the internet.
Thanks
 

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