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Game Marketing with Robby Bisschop | Make the Game

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Game Marketing with Robby Bisschop | Make the Game

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2355 segments

0:00

Welcome to Make the Game. My name is

0:01

Matt Hackett and today we're talking to

0:03

Robbie Bishop, a marketing and PR expert

0:06

at Pirate PR. Let's jump right in.

0:10

You're listening to Make the Game with

0:12

Matt Hackett.

0:14

Marketing and PR is such a big thing

0:17

with indie game developers cuz I think

0:19

so many of us just jump in and make our

0:21

games and then later we're like, "Oh, I

0:22

got to what's PR? I got to market this

0:26

thing. Are you kidding?" It dep and then

0:28

what's PR? It just depends on what they

0:30

want it to be. It can be press releases.

0:32

It can be public relations. Oh, I like

0:35

that. Whatever. Whatever we need it to

0:37

be. And in our case, it's just PR with

0:38

some extra RS attached. PR. I I love the

0:42

pirate theme. Pirate PR. Uh you've got

0:44

this picture that that you post

0:46

everywhere where you're wearing just a

0:47

like it's funny how just a little bit of

0:49

pirate gear really sells it. an eye

0:51

patch, a hat, you know, if you want to

0:53

put a parrot on your shoulder, get a

0:55

hook hand, but like and if we ever meet

0:58

in person, I'm giving you one of these.

0:59

Wait, where's the camera? Oh, sign me up

1:02

for that. So, that's a metal coin. It's

1:05

our business card basically with the

1:07

slogan. We put the R in PR and then the

1:11

Twitter handle for as long as that's

1:13

still a thing and our email address.

1:16

That's amazing. This these worked

1:18

wonders, by the way, in getting new

1:20

clients because everybody's just handing

1:22

out cardboard cards that are a dime in a

1:25

dozen and you lose them and then these

1:27

things just stay around. People keep

1:29

them on their desk because they're fun

1:30

to fidget with. Wow. Yeah. Right over

1:33

here. I have a stack of business cards

1:35

and like I there's hundreds. And at some

1:38

point you're like, I don't want to go

1:40

through all of them and you just toss

1:41

them all out again and then you start

1:42

over when you go to a new event.

1:45

Exactly. Right. Yeah. Wow. So, obviously

1:48

a coin is going to be way more expensive

1:50

than a car, but it sounds like you've

1:52

found that to be worth the investment.

1:54

Yeah. And the coin is something we give

1:56

to potential clients. Um, so what's

1:59

these? We had thousand of them made at

2:02

€2 a piece. So that's a €2,000

2:04

investment for business cards. That's

2:06

high. But they stay around and one just

2:09

having one or two clients already pays

2:10

back for them. So

2:13

bigger clients, right? Yeah. And we

2:15

actually thought about it because uh

2:17

it's difficult to see, but there's a

2:19

star on the other side and we made it

2:22

protrude so they don't stack as well,

2:24

but also you can put the star side on

2:26

your coin on your desk and you can just

2:28

spin them.

2:29

No

2:30

kidding. That was intentional. That was

2:33

intentional. This This is a stroke of

2:35

genius. You made like a a memorable

2:38

business card/fidget toy slash pirate

2:41

booty. Yeah. the the the the most fun

2:44

story I've had is I it was just a client

2:47

for a smaller budget. Like we just sent

2:49

a single press release for them and that

2:51

was it. Uh but they reached out to us

2:53

saying like I found your coin at

2:55

Gamescom and was like found I gave them

2:57

to people. Yeah. It was just lying at

2:58

some booth and at first I was like oh

3:01

how dare they just leave it hanging at a

3:03

booth. But then afterwards I was like

3:04

but someone found it picked it up and

3:06

contacted us because it was too cool to

3:08

throw away. Exactly. Yeah. If they found

3:11

a business card, you wouldn't have

3:12

gotten that email, right? They would

3:13

have been like, "Exactly, here's here's

3:15

some garbage." I mean, and we also went

3:18

to TwitchCon and there we went for a

3:20

cheaper option and instead of coins

3:22

because these are more expensive to make

3:24

and just not going to hand them out to

3:26

just everyone. But on TwitchCon, uh we

3:28

had uh pirate eye patches made in paper

3:31

with our logo on one side and just a a

3:34

silly string on to connect to their face

3:36

to actually put it on their face as a

3:38

eye patch. And on the inside had a QR

3:40

code to become a partner

3:43

partner. Yeah. And I just they give with

3:45

a question like what's your Twitch uh

3:48

handle so we can add them to the press

3:50

list if you wanted to. That's brilliant.

3:53

Yeah, it was brilliant. But that that

3:56

conversion was really low because

3:57

apparently TwitchCon is not full of

3:59

people who play

4:00

games. It's just full of people who have

4:03

an account on Twitch, but most of them

4:05

aren't gamers, it seems.

4:08

So are they their games? Do they watch

4:12

they like watching the streamers? So

4:14

they like games. Most people there are

4:16

like just chatting artist stuff, react

4:19

stuff. Uh

4:21

like the you you'd be surprised how the

4:23

majority is not really playing games of

4:25

the bigger ones. That is surprising. I

4:28

have seen that just chatting is an

4:30

extremely popular category. Like I saw

4:33

it eclipse, you know, League of Legends

4:35

and and Fortnite and I was thinking I

4:38

guess that kind of makes sense because

4:39

anyone can do just chatting whereas only

4:41

certain play like I don't play Fortnite.

4:43

I don't play League of Legends and so

4:45

you're discounting a lot of people just

4:47

based on the games they play. So I don't

4:49

know if that was like a oh it really is

4:50

that popular or it's just because it's

4:52

so easy and anyone can do it. Yeah. And

4:55

then also they the ones that do play

4:57

games tend to only play one single game.

5:00

So, for me as an indie variety outlet or

5:03

sending lots of codes for lots of games

5:05

throughout the year, it's not that

5:06

interesting because I want people who

5:07

play new games all of the time and not

5:10

just someone who plays one game and

5:11

that's it, right? Like I'll never add

5:15

people to our press list that only play

5:17

Grand Theft Auto, Fortnite.

5:21

Like maybe some cases I will see someone

5:23

who only plays Slay the Spire and I

5:25

think like maybe I can convince him on

5:27

the next big rogike deck builder. Maybe.

5:30

Right. That's a good point. Yeah. I see

5:33

a lot of people who like all they do is

5:35

play Binding of Isaac. They've been

5:36

doing it for years. Like they're a

5:37

Twitch streamer I followed a while ago.

5:39

Like they're still playing the same game

5:41

all these years later. I've been seeing

5:43

articles going around about how some are

5:46

wondering if that's hurting newer games.

5:49

The fact that, you know, people are

5:51

still obsessed with, say, Minecraft,

5:52

which is a kind of an older game at this

5:54

point. And when you have a new game, you

5:57

have to not just compete with all the

5:59

other new games coming out. You have to

6:00

compete with the last 10 20 years of of

6:04

huge hit games that are still getting

6:06

updates. Yeah. And that's been the case

6:09

more and more in recent years where uh

6:13

wasn't there a statistic recently like

6:15

only 15% of games played in 2024 were

6:19

new games and they were just playing

6:20

older games. Wow. On Steam. And then I

6:24

find this to be in the case of press and

6:26

creators as well like they in their free

6:28

time they will just go back to comfort

6:30

games and getting them sold on the next

6:34

game to play is really hard and then I'm

6:37

usually using the length of a game a

6:39

short game as a strength and saying like

6:41

this will only take you two hours of

6:43

your time or only three hours of your

6:44

time because more and more I always tell

6:47

people you're no longer fighting for the

6:49

budgets of pe of uh players

6:52

because the age went up, like the

6:55

average age of the gamer went up from

6:57

like lower 20s to over the 30s recently.

7:01

And those people don't have time. They

7:02

have money. They have a full-time job,

7:04

but they don't have the time to play

7:06

many games. So, they just pick something

7:07

that they can play with friends,

7:09

something they can go back to again and

7:11

again when they only have 15 minutes,

7:13

only 30 minutes, but they still want to

7:14

get that one quick game in. I think

7:17

that's also one of the reasons why

7:18

mobile gaming is on the uprise because

7:20

that's something you can just like play

7:22

on the toilet or when you're waiting for

7:24

something

7:26

versus a commitment of an RPG. If like

7:29

if I am a huge Final Fantasy fan and it

7:32

took me an entire year to beat Rebirth.

7:35

An entire year. It came out in February.

7:37

I had a preview code a week before the

7:40

game came out. Last last time that

7:41

happened in 2020, I beat Remake in the

7:45

the full week. I just said to everybody,

7:47

I'm taking the week off. I told my wife,

7:49

you're watching the kids and I'm just

7:51

playing that game non-stop, day in day

7:53

out. Still one of my best recent

7:54

memories, by the way. I had a ton of

7:56

fun. But then this year, I made some

7:59

videos. I didn't do a review for it. Um

8:02

because besides, I'm also a freelance uh

8:05

reviewer on the side as a hobby mostly.

8:09

And then for Rebirth, I started playing

8:11

in February and I only beat it like at 2

8:14

days before the last day of the year,

8:17

like on the 30th of uh December or

8:20

something or the 29th, I beat the game.

8:22

I was like, "Yeah, I still beat it this

8:24

year on PlayStation 5."

8:28

Yeah. When you're younger, you have time

8:30

but no money. And when you're older, you

8:33

have money but no time, right?

8:35

It's the the cruel nature, I guess, of

8:38

being a modern. And all of those people

8:41

currently who think I don't have

8:43

time, but I have the money, they they

8:46

kind of think like maybe I'll get to it

8:48

when I retire or something, but then

8:50

they don't have health, which is

8:52

actually an extra thing in the triangle.

8:53

Oh, that's rough. Yeah. Yeah. I'll play

8:57

all the games when I'm old, right? But

9:01

then you don't have your eyesight.

9:05

Yeah. Up. My hands hurt at this point

9:09

sometimes, right? Like if I'll be I'll

9:11

be playing Spalunky, which is a very

9:12

demanding game. You'll be using your

9:13

thumbs constantly. And like I didn't

9:15

used to get cramps, you know, when I was

9:17

a kid playing through Blaster Master,

9:19

Metroid, and I was playing uh Tycoon

9:23

Noatsuin, and I hope I pronounced that

9:25

right this morning on my Xbox

9:26

controller. I was like cramping up at

9:28

the end of it. Yep. Comes with age.

9:32

That's That's depressing, but beats the

9:35

alternative, as I like to

9:37

say. Getting older is better than dying.

9:41

True. That's all I hope we get to live

9:44

to that age. I hope so. Then we can play

9:47

our backlog finally. I think that's what

9:49

it's going to take is retirement before

9:50

I finally my wish list right now is 162

9:54

strong and I have at least 100 games in

9:57

my in my Steam library I still haven't

9:59

touched. So, it's like and I I intend

10:01

to. Like, it's in the back of my mind. I

10:03

just don't know when in the world I'm

10:05

going to get around to that. I have

10:07

about 550 on my Xbox alone,

10:11

and that's just digital. I still have

10:13

like physical boxes I haven't even

10:15

opened. Wow. Yep. Yeah. I've been

10:18

whittling down my game collection over

10:20

the years. I used to have several

10:21

hundred, mostly classically NES, Super

10:23

Nintendo, Genesis is my is my jam. And

10:26

now I'm down to like only a hundred or

10:28

two.

10:29

And to loop back to the original thing

10:32

where we came to this topic

10:35

is I don't see a lot of people going

10:37

back to old games they once bought and

10:39

then thinking I'll play this today

10:41

basically they will just go back to

10:43

their comfort things. And the reason why

10:45

me and I don't know if it's the same for

10:47

you but why we still go back to recent

10:49

games is mostly because we're in the

10:51

industry. So we kind of have to stay up

10:53

to date with what's happening. like if

10:55

I'm reviewing games or if I have a

10:57

podcast where we talk about games, I

10:58

have to play recent things as well. I

11:00

can't just play games that are five, six

11:02

years old and that's why I stay updated.

11:05

But I don't think that's like for people

11:06

in the industry or for people who talk

11:08

about with their friends all of the

11:09

time. But for more solitary gamers who

11:12

just play for their own entertainment or

11:15

something, they don't have that same

11:16

kind of drive of staying with the

11:19

program and playing recent things. They

11:21

can just play whatever on their catalog.

11:24

Why would they spend se 70 or 80 euros

11:27

even now on the latest game when they

11:30

can just play something they never

11:31

touched from their backlog that excited

11:32

them when they bought that in the store?

11:35

Exactly. Yeah. Do

11:38

you have you found that you need to

11:40

carve out time specifically to like keep

11:43

up with the Joneses like know where the

11:45

industry's at, know what games are

11:47

popular and do you consider that like

11:48

part of the work? Like do you schedule

11:50

that during your workday?

11:52

I should but no like my workday

11:56

officially on paper should be eight

11:58

hours because I'm uh how do you call it

12:00

like I also just get a steady month

12:03

of what's the term for it? So somebody

12:06

that gets a paycheck a salary man or

12:09

something. Yeah, sure. I officially on

12:11

paper I'm that because I have a mother

12:12

company above us who handles all of

12:14

that, but I work easily 10 to sometimes

12:17

12 hours per day and some of that should

12:20

go into playing those games, but most of

12:23

it is just like work and then a new

12:24

email pops up or a new DM and I just

12:27

keep reacting to the thing that then

12:28

seems the most urgent until at some time

12:31

an external factor, my wife or something

12:35

tells me like that's been enough.

12:38

So yeah. Yep. That sounds a lot like a

12:40

lot of the developers doesn't feel like

12:42

work.

12:44

Yeah. Still fun to do. So, yeah. Yeah. I

12:47

think that's that's the feeling from a

12:48

lot of indie game devs is they they work

12:50

way more than they should, which like if

12:52

you look at your hourby- hour rate, it

12:54

takes it down. Like the more you work,

12:55

the less you get paid, but they don't

12:57

care because they are passionate about

12:59

it and they they actually enjoy it,

13:01

which is great. Yeah. just for me just

13:04

earlier today um getting that trailer

13:07

live on IGN just before a press release

13:09

and then the developer pushing his his

13:12

demo live because Steam wasn't replying

13:14

to them. Like I love that rush of

13:16

getting everything done like in the nick

13:18

of time and still getting everything out

13:19

and then for the outside public they

13:21

don't see any flaw. It's just like

13:24

everything went perfectly like Yeah. but

13:26

only barely. Yeah. you were like, "Sweat

13:29

and anxiety brought that to fruition."

13:33

Um, well, I would love to hear more

13:34

about that. What's uh what's the game

13:36

and and what's the what's the trailer?

13:37

Is there a marketing beat attached to

13:39

it? Yeah, so the marketing beat was the

13:41

demo going live and then u by the way,

13:44

props to IGN for this. Um, so I always

13:47

pitch the trailer first. That's usually

13:49

the first part of my my job actually is

13:52

I push out press releases, but I realize

13:55

that the trailer is one of the most

13:56

important assets for it. So, I always

13:59

give it a close critical eye and give

14:01

feedback on like here's how to improve

14:02

the trailer. Most of the time it's make

14:04

it shorter or remove this boring bit or

14:07

something or you're showing way too much

14:09

UI, people don't want to see it in a in

14:11

a trailer or too many cinematics like go

14:14

for the gameplay and mostly the game

14:16

play. And then when the trailer is good

14:18

and I then I usually have a pretty good

14:22

estimate of like this will make it onto

14:24

game trailers only or this one will be

14:26

considered for IGN if we can pitch it in

14:28

the right moment and with the right

14:30

exclusivity or something and then that

14:33

stuff that happens before I send out the

14:36

trailer uh the press

14:38

release and I actually have to sometimes

14:41

not lie but give IGN a different embargo

14:45

date than the one I really need them to

14:47

do because I want to send out my press

14:49

release ideally with a trailer from them

14:51

so it looks extra professional with

14:52

their official trailer banner on it. Uh

14:56

so usually if I have to send out a press

14:58

release at like 10:30 in the morning, I

15:00

will tell them embargo is 9:00 and they

15:02

can just go live an hour or an hour and

15:04

a half soon sooner. Um and then for this

15:07

game the the marketing beat was my

15:10

trailer my demo is out right now. And

15:13

then also the trailer had the demo out

15:15

now call to action at the end of it. And

15:18

props to IGN because I asked them like,

15:20

"Yep, we're good to go." Um, Steam

15:22

responded that uh the demo was approved

15:25

because he didn't hear from them all

15:27

this time. Steam still needs to approve

15:29

it on their end as well if a demo can go

15:31

up. Uh, and he just showed me the

15:33

screenshot of Steam basically

15:35

greenlighting everything.

15:37

And I just sent to IGN, okay, you can go

15:41

ahead. And then the UK person, Emma,

15:44

they she came back to me like 2 hours

15:46

after this saying, are you sure you

15:48

wanted to go up because the Steam page

15:50

still doesn't show the demo? And I

15:51

double checked. I'm like, oh, she's

15:53

right. And I tried to contact the

15:55

developer, but he's living in the US, so

15:57

he was basically knocked out for the

15:59

night. And then he came back in the

16:01

evening saying, "Oh, I didn't press my

16:03

the button on my end of things." Like,

16:04

oo, okay. So was really good that they

16:07

did a double check on their end as well.

16:10

Excellent. And then when he said like,

16:12

"Yeah, I pub I published it. It's live

16:14

now." Okay. Sending my email to IGN that

16:16

they can go live with it. They replied

16:18

within less than half an hour. So again,

16:20

really fast. And then my press release

16:23

went out at 6:00 this evening. Well, it

16:25

was actually scheduled to go out at

16:27

10:00 in the morning. But

16:30

it's still a sweet spot. Like Yeah. Like

16:32

the thing is you can do these press

16:35

releases. We used to do it that we sent

16:37

them out in waves and then we would send

16:39

them

16:40

um like to the US people only in the US

16:43

times and to the European people only in

16:45

the European times. But these days I

16:48

just send it out like at one good point

16:50

and then we'll just see the the the

16:52

articles come out at later stages like

16:55

now we'll see US articles come out

16:57

before we see European ones. And

16:59

normally we see the other way around and

17:01

actually value personally the European

17:04

UK ones a little bit higher than the US

17:06

ones because the success rate is lower

17:09

in the US to get through to them.

17:11

They're a little bit more AAA minded

17:13

then here we are here in Europe.

17:16

Um and also the timing doesn't matter as

17:19

much because they will still p push if

17:21

they were going to push and not like

17:22

miss it. And then another thing why I

17:25

prefer the mornings is everybody else

17:27

seems to prefer that 6:00 to 8:00

17:31

evening time for us in Europe as the

17:34

moment to send out press releases. But

17:36

if you're following that rule, you're

17:37

just one of the 20 emails they get at

17:39

the same time versus ours arrive in a

17:42

moment when people are not receiving

17:45

press releases most of the time. And

17:47

that helps because I'm also on all of

17:49

those press lists from other people. So

17:51

I can actually see this happening live

17:53

in my inbox when like now is a really

17:55

busy time. Maybe I shouldn't be like one

17:58

of many and wait a bit. That really

18:00

helps.

18:02

So you find the less traffic times and

18:04

you hit th those when they're getting

18:06

fewer emails. Yeah. And then a few days

18:09

later if uh a press release

18:12

underperformed sometimes it happens

18:14

because for example if you send out a

18:15

press release at the same time as an

18:17

event that's happening but if that same

18:20

event has 30 or 40 games and they're all

18:22

sending press releases then again you'll

18:24

be in that crowd then the next morning

18:26

or something we will just check like we

18:28

use a tool called Presley and I can just

18:31

check the people who didn't open it yet

18:33

and send to those people again. Nice.

18:35

like only to the people who didn't open

18:37

it yet.

18:39

That's a really good

18:41

strategy. That's That brings up a great

18:43

question, which is one of the questions

18:45

you get the most at Pirate PR is, can

18:48

you guarantee getting coverage by the

18:51

big guys such as IGN? Yeah. And then

18:55

that's where the feeling comes in. Like

18:57

I can if they show me their trailer, I

18:59

can usually tell them like this will

19:00

make it into game trailers for sure

19:02

because they I'm not going to say

19:05

lowered their bar or something, but

19:07

trailers has just gotten better overall

19:09

because of tools and how people use

19:11

them. You rarely see very very bad

19:14

trailers these days. Mostly just that

19:17

not interesting or something like the

19:18

content could be more interesting but

19:20

the production values are high enough.

19:22

Uh, and I get a good feeling for like

19:25

this will make it onto game trailers and

19:26

if they put it on game trailers, they

19:28

automatically also put it on IGN.com on

19:31

the website. But that one while looking

19:34

cool and you can say like, "Oo, I'm on

19:36

IGN doesn't really get that much views

19:38

because it's more like a

19:40

database like the same location where

19:43

you see key art or a box art or

19:45

something or screenshots. You will also

19:47

see a trailer. it'll pop up in your

19:49

YouTube search in your Google searches,

19:51

but most people don't organically

19:55

um search that one versus the game

19:57

trailers YouTube is searched a lot and

19:59

people actually like scroll through it

20:01

on a daily basis and see like what's new

20:03

and chances for that are pretty good. I

20:05

think if I look at our press releases,

20:07

we have like 80 to 90% success rate of

20:10

getting them on game trailers. Oh wow.

20:12

And the ones where it doesn't happen,

20:14

I'm usually able to pinpoint them and

20:17

tell them in advance like, "Yeah, this

20:19

I'm not feeling it." And they probably

20:20

won't as well. And then indeed

20:22

afterwards, I see that like and there's

20:24

also other factors for this where they

20:26

send me a trailer and say like, "Hey,

20:27

can you pitch this to IGN?" I'm like,

20:28

"Yeah, but it's the same trailer on your

20:31

own YouTube channel for two from two

20:33

months ago." Like if you don't make

20:36

something new, they will not share it

20:37

because there's no news value to it. And

20:40

then sometimes I will ask them to like

20:41

just change the call to action or like

20:43

tidy it up a little bit. And then the

20:45

one I'm sending to IGN uh will be one

20:49

that's unlisted. And I will also send

20:51

them a download link to the 4K version

20:53

to really like lower the friction for

20:55

them to do all of the work. I will even

20:58

give them suggestions of this is like

20:59

good key art you could use for the

21:01

thumbnail, knowing where they will put

21:03

their official trailer thing in the top

21:05

in the bottom left corner and keeping

21:07

that in mind. and also attaching the

21:09

logo so they can put it as large as they

21:11

want to, right? Because they don't they

21:14

if you look at uh game trailers and IGN

21:16

on the channels, you will almost never

21:18

just see the key art from the game. They

21:21

always take a screenshot or some other

21:23

artwork from the game, but never the

21:25

same thing that the developers are also

21:27

using for communicating about their

21:28

game. They always make their own custom

21:31

handle and then lowering the friction

21:33

there really helps.

21:35

So, it sounds like getting your trailer

21:37

posted on IGN, it's not going to get as

21:40

many views or wish lists or or whatever,

21:43

but it's is it more of a legitimizing

21:45

thing? Yeah, that really helps other

21:47

people talk about it. And sometimes it

21:49

does help because you can have trailers

21:51

that go viral. Um, and like I said, game

21:55

trailers is lower than IGN. So, I was

21:58

mentioning before IGN the website, but

22:00

IGN also has their own trailer um hub on

22:03

YouTube. getting on that one is usually

22:06

better and even less of a chance of

22:08

actually succeeding there. That's

22:10

usually when you pitch an exclusive

22:12

like, "Hey, I will let you put the

22:14

trailer on your channel

22:16

live 24 hours before the developer even

22:19

does so. Your trailer on YouTube will be

22:21

the only possible place to find this

22:24

trailer for 24 hours. And whoever writes

22:26

an article about it, they have to use

22:28

your your trailer. our press release

22:30

will use your trailer like everybody

22:32

anywhere they will have to either link

22:35

to yours or they can upload it to their

22:37

own channel but they will have to say I

22:39

found this trailer on IGN and that's

22:42

where you pitch the exclusive and it's

22:44

not something we do for every single

22:45

game because I just know it would be too

22:47

much and then otherwise I also see the

22:49

success rate. I know what kind of

22:51

trailers they're looking for. uh it

22:54

won't just be like any any old indie

22:56

trailer, but something that I already

22:57

went viral or that just looks like high

23:00

quality and it's never been shared

23:01

before

23:03

and that's for the main channel.

23:05

Um but then like yeah, like you said,

23:08

including this is good for us because um

23:12

just people on our press list seeing

23:14

like whoa, almost every press release I

23:16

get from these people is with the

23:18

official trailer must be doing something

23:20

right. So that's already an ego boost a

23:22

little bit, but at the same time it

23:24

converts better as well because it

23:26

legitimizes the game. Like in the same

23:29

way that uh if you create a new Twitter

23:31

handle and you start posting, it's not

23:34

because you're only just posting that

23:37

you don't get a lot of interactions, but

23:38

it's also because you don't have a lot

23:40

of followers. If people see a post by

23:43

you and they want to know more about you

23:44

and they click the the the profile and

23:47

they see this person has 15 followers,

23:50

they're like mentally more ready to

23:52

easily dismiss you as not important yet.

23:55

And then the magic number there on

23:56

Twitter, etc. seems to be like 1,000. If

23:59

they see an account that has 1,000 or

24:01

more, it's like, ah, this this has been

24:02

around for a while. People engaged with

24:05

it, they followed it, it's probably

24:06

important. and then pack mentality or or

24:09

herd mentality, they will just follow.

24:11

Yeah. They want to see that you've done

24:13

the work and you've gathered a little

24:14

bit of so you've got momentum that they

24:16

could jump off of, right? You know, with

24:19

a hit rate uh of 80 or 90% like you were

24:22

saying of getting those trailers onto

24:23

IGN. That's amazing. Um you must have

24:27

really good intuition for for which

24:29

trailers are going to get picked up and

24:30

which aren't. Do you is does that just

24:32

come from the experience you have or do

24:34

you have specific things that you look

24:36

out for that other developers could look

24:39

to try to do for their trailers? Yeah.

24:41

Uh there's some basic things but a lot

24:43

of it is feeling and then basically if I

24:46

were just a gamer seeing this for the

24:48

first time I keep a mind like of at what

24:51

point would I click away like when do

24:53

they bore me? When do when do they lose

24:55

me? Um, the tricky thing is to keep this

24:58

fresh mindset when you're looking at

25:00

multiple versions of a trailer for a

25:02

client beforehand because every time

25:04

they send you a new version, you have to

25:06

try and look at it with fresh eyes and

25:07

going like, I've never seen this before.

25:10

Go. And that's the hard part because

25:12

you've you have pre-existing knowledge

25:14

of like, wa, this is 10 times better

25:17

than before. And then you will you're

25:18

easy to think like, okay, so it's good

25:20

enough because it's 10 times better, but

25:22

is it? And then sometimes it still needs

25:25

that extra tweak which could be like

25:27

timing in the music hitting the right

25:29

beats or something. Um or just what's

25:32

being shown. Um easy some easy ones and

25:36

that you'll everybody listening will

25:38

probably have heard a few times but

25:40

still it happens. Um don't start with

25:42

your company logo. Yep.

25:46

But you'd be surprised how many people

25:48

still do it. Um a recent example was

25:51

with uh Barour which you can agree is a

25:54

really cool title for a game and they

25:56

also started with like Varsaf Studios.

25:59

Uh and the feedback was given to them

26:00

like yeah don't start with your studio

26:03

logo but they really wanted to make the

26:06

studio like a known entity. So they

26:08

incorporated into the game. So Varsaf

26:10

was written on uh like how do you call

26:12

it the lid on a sewer grate or something

26:15

and that's what like the first shot was

26:17

that sewer grate with Varsaf on it and

26:19

then panning and then you saw the dog

26:21

running on the wall because

26:23

parkour. Um that's pretty good.

26:27

Dioetic and part of the game world there

26:29

and like related not just totally

26:32

separate like oh here's this thing and

26:33

then separately here's a game. Yeah, I

26:36

like that. Like if you're making a

26:38

trailer for the Nintendo Switch, for

26:40

PlayStation, for Xbox, you're going to

26:41

have to follow some rules. And that rule

26:43

is always to start with our or click or

26:47

you can't mimic the PlayStation sound

26:48

well, but basically they're opening

26:50

sound. Yeah. And you will have to use

26:53

this. By the way, it's really funny how

26:55

they have these rules of you have to use

26:57

this, but when you are talking to them,

26:59

it's not like they give you a kit with

27:01

like here are all of these materials.

27:04

Like most of the developers I know, they

27:06

just downloaded a YouTube video where

27:09

it's already in there. Downloaded the

27:11

YouTube video in its entirety and cut

27:13

off the first or the end or something

27:14

like the important bits like we need

27:16

this in our own video

27:19

because they have this very strict rules

27:20

but they don't really easily provide it

27:23

like here is the template, here are the

27:25

rules to follow or something. Usually

27:27

it's after you submit the first time um

27:30

your video that they will give feedback

27:32

like this has to be better or the

27:34

Nintendo Switch icon was covered by a

27:36

green leaf for like one

27:39

pixel denied. Yes, I've heard of that.

27:42

Yeah, I podcasted with Derek Lou who's

27:45

uh one of the most prolific indie game

27:47

trailer makers. And his article um is

27:51

also the one I sent to everybody because

27:53

he has a single article where he goes

27:55

over all of the requirements for all of

27:57

those platforms as well. Yeah, he does

27:59

he does he does a better job at

28:01

explaining it than all of those

28:02

platforms do themselves. Yeah, his

28:04

resource is like more useful than the

28:06

than the official uh like like Sony

28:08

themselves or Microsoft or whoever. like

28:11

I don't know if it's in this article as

28:13

well or if I found those externally

28:15

because I don't know if you can share

28:17

them but like for each platform there's

28:19

also so I made my trailer now who the

28:22

hell do I send it to is also like very

28:24

specific procedure

28:26

like sometimes it's submitted via the

28:28

back end but most of the time it's

28:30

basically just email it to this person

28:32

and then you have a timeline of if you

28:34

want to be live at that time you have to

28:37

send the trailer so many days in advance

28:41

Interesting. Well, it sounds like that's

28:42

where Pirate PR comes in handy. You send

28:44

your trailer to Pirate PR. Yeah, I don't

28:47

make them, but I I do give a lot of

28:48

feedback on them because I I realize how

28:50

important the value is. And then

28:52

sometimes I will even greenlight a

28:54

trailer and say like this is perfect for

28:56

your Steam page because it has so much

28:59

different gameplay things you're

29:00

showing. But now, let's talk about the

29:03

YouTube version that we want to share.

29:04

It should be shorter, compact, and more

29:06

interesting to watch because nobody's

29:07

going to watch the entirety. And on

29:11

Steam, no one is going to watch the

29:12

entirety as well. But there, I basically

29:15

do the click at random random moments

29:17

trick. And every time I click somewhere

29:19

randomly on the trailer, it should show

29:21

interesting gameplay.

29:23

That's a great rule of thumb. Yeah. Uh

29:25

Chris Zukowski of how to market

29:26

agame.com did this study where he

29:28

watched actual Steam users um shopping

29:32

for games on Steam and their eyes. Yeah.

29:36

a lot of them would skip the trailer

29:37

entirely and go straight to the

29:38

screenshots because you can just go

29:39

click click click and you get a faster

29:41

uh it's a faster way to view the game.

29:43

But then even when they did click the

29:45

trailer, you would see them skip cuz a

29:47

lot of times as you mentioned their

29:48

logo's there and the intro stuff and

29:51

like get out of here. So they they go

29:52

like they skip 20% in, they skip to the

29:54

middle, they skip near the end, they

29:56

jump around and that that that's a great

29:58

point. Why? Like every single moment

30:00

pretty much in your trailer needs to be

30:02

great because if you have like a down

30:03

like oh well I want to have a downturn

30:06

before we get back to the exciting stuff

30:07

like well they might have skipped right

30:09

past the exciting stuff and they ended

30:11

up right in the middle of that dull

30:13

stuff. So that's not good. And if your

30:15

if your exciting stuff isn't audio based

30:17

or leaning on audio too much like a

30:19

rhythm game for example then that also

30:21

translates into gifs. And I always tell

30:24

people on Steam, like they have a really

30:25

good compressing tool behind it or

30:28

something, use more GIFs. Like if you

30:30

have key features at the bottom of your

30:32

about the game, like every key feature

30:35

should have at least one gift explaining

30:36

the key feature and showing it to

30:38

people. Nice. That can just be the best

30:41

moments from your trailer cut up into

30:44

GIFs. But yeah, really useful. In my

30:47

press release, there's always at least

30:48

one GIF as well because you can't embed

30:52

uh a YouTube trailer in your press

30:54

release. Like in my side of things, on

30:56

the press release that I do on Presley,

30:58

it's an embedded YouTube trailer, but in

31:01

people's inboxes, it will just appear as

31:03

a preview uh thumbnail and when they

31:06

click it, it opens the

31:08

website. Or you can also program it that

31:10

if they click it, it opens directly the

31:13

the trailer itself. But usually I want

31:15

to send them to my press release so they

31:17

all the information. But the GIF shows

31:19

the game play right away. Right. Did I

31:22

hear Presley? Is that the name? That's a

31:25

tool I'm using. So if you're not

31:27

familiar with it, it's basically a

31:28

Mailchimp, but it's more specialized for

31:31

games press. Nintendo use it as well. Uh

31:34

I see more and more PR agencies and

31:37

publisher use it as well. Maybe also

31:39

partly because I'm recommending it to

31:41

everybody to use it. And it's only

31:43

afterwards that I found out it's created

31:45

in Belgium. Oh, cool. Well, they should

31:49

they should start giving you uh

31:50

commissions for all your

31:51

recommendations. It was because I saw in

31:53

their um like partners or something uh

31:58

but I forgot the name for it like

32:00

basically uh a press outlet for Belgian

32:03

press but then not not for games like

32:05

really mainstream like the newspapers

32:08

and TV and stuff. They all get their

32:10

resources from one single location and

32:13

that was like one of the partners they

32:14

listed. I was like that's weird from all

32:16

of the countries in the world that they

32:18

would list this one and then only later

32:20

I found out like ah the founder is from

32:22

Belgium and most of the people working

32:23

here as well. Okay, cool. Perfect. Well,

32:26

it's kind of a small country, right? Uh

32:28

you were saying the other day it was

32:29

just like a few you could drive across

32:31

in just a few hours. Three. Yeah. Like

32:33

diagonally you can probably do in three

32:35

hours from the far end most far end to

32:37

the other end. Yeah. Wow. Yeah, I live

32:40

in California where it's just stupid.

32:42

It's too big. It's too big. Like the

32:44

whole country is too big. But uh yeah,

32:46

so you live live nearby. That's that's

32:49

awesome. Uh when you send your your

32:52

press uh release out, what what is the

32:55

format there? Is it is it PDF or do you

32:57

send like a link to say like a Google

32:59

slides or how does that work? No, it's

33:01

it's uh just like Mailchimp works. I

33:04

guess is like there's an online

33:05

equivalent of it that people whenever

33:07

they click an image or uh like the

33:10

YouTube trailer, they go to the online

33:12

version of the press release and it's

33:13

basically a web page but in their inbox

33:16

it's just an email. It's an email with

33:18

HTML formatted stuff in it like gives u

33:22

the that's also one of the downsides of

33:24

Presley is that freedom wise in

33:27

formatting this I'm a little bit limited

33:29

versus um on Mailchimp for example

33:31

there's some easy things you can do

33:33

there like a line left like having a

33:36

small a square image and then having

33:39

text line to it that's like pretty basic

33:41

stuff but it doesn't work on their site

33:43

so I have to work around it and I

33:45

basically made this template that I'm

33:47

still using 2 hours after almost

33:49

untouched. And whenever I have people

33:51

send press releases through us because

33:53

that's one of the solutions we have

33:55

where they write the press release, I

33:57

send it out. I still make changes to it

33:59

of course to make it better because

34:01

everybody receiving it doesn't know is

34:04

this Robbie writing it or is it one of

34:05

his clients? So the the level needs to

34:07

be high up there. But I just basically

34:09

send them a template that they can fill

34:10

in a Google doc and I can just copy

34:14

paste it into Presley afterwards.

34:15

Excellent. Send it out. That sounds like

34:18

a great system. Yeah. And this the

34:20

reason why I always use the same

34:21

template as well is also because I want

34:24

to create a habit for people that

34:26

receive multiple press releases from us

34:27

that they can just know like half a

34:29

scroll gets me exactly to the request

34:32

the code link or something or the

34:34

trailer is always here and uh the very

34:38

first paragraph will always talk about

34:40

what game it is and who's making it and

34:42

there will always be a clickable link

34:43

there bringing me to Steam even though

34:45

that same clickable link is like listed

34:47

three or four times more in the press

34:50

release. So, I don't I don't want people

34:52

to have to go looking to it. Like

34:54

basically it's releasing on Steam that's

34:57

clickable and goes to Steam and then a

34:59

little bit later it'll say uh wish list

35:00

here on Steam and then at the bottom it

35:02

will say press kit here, Steam page here

35:04

like multiple times because I want them

35:07

to wishlist it even though press and

35:10

media aren't our main target like they

35:12

are not the consumers buying the game or

35:14

not most of them at least but them just

35:18

adding it to their wish list also helps

35:20

the momentum of just having a few more

35:23

Right. I know a lot of indie game devs

35:25

like me are obsessed with wish lists.

35:28

Like I'm trying to gather wish lists for

35:30

my game Pixel Watcher right now and it's

35:32

it's slowgoing. A lot of game devs that

35:35

come to me, they want to know what works

35:37

for getting wish lists. Yeah, I wish I

35:39

had a golden answer to this that works

35:41

every single time. Um, what works for

35:44

wish lists? Well, first of all, having a

35:46

really good game. That goes a long way.

35:49

Um, and then this is the more boring

35:52

answer, but having a game that people on

35:54

Steam want because that's basically the

35:58

only place where wish lists matter. You

36:00

have wish lists on Xbox, Switch,

36:03

PlayStation, people don't know that they

36:06

they all have a wish list system. People

36:07

just don't use it. I don't I I use wish

36:11

list on Steam. I know Xbox on Xbox I use

36:14

wish lists, but it's only when I'm

36:16

browsing the sales and I think this sale

36:17

isn't big enough yet. and then I'll wish

36:19

list it so I get a ping when the

36:21

discount is bigger. But it's not like to

36:23

know when a game comes out. But those

36:26

metrics are also not used. It's not like

36:28

those platforms are putting games higher

36:30

up into their order or something because

36:32

they have more wish lists that they

36:34

basically play the friend politics game

36:36

where they push games from publishers

36:39

that they know well or people who have

36:41

connections to ask them like, "Hey, can

36:42

you put me in this sale?" or something.

36:44

That really helps,

36:46

right? Um, but wish lists on Steam,

36:48

things that really work, like getting a

36:50

good trailer on IGN, that will go a long

36:52

way. But nobody can guarantee you, not

36:55

even IGN themselves, like what will this

36:58

trailer do? Sometimes you launch one and

37:01

it will only get a few thousand views.

37:03

Like on on game trailers itself, the

37:06

average seems to be around 2,000. So if

37:08

you get more than 2,000, your trailer

37:10

probably is doing well. If it's less

37:11

than 2,000, either your trailer itself

37:13

didn't do well or the timing when it

37:16

went up in between other games was just

37:19

bad luck. Nothing you can do about it.

37:21

Yeah. Like if I if if I had uploaded the

37:25

trailer today before the Switch 2

37:28

announcement, then probably a lot of my

37:30

views were consumed by people going

37:32

like, "Let's click on that game trailer.

37:33

Was this the Switch 2 was announced?"

37:35

Click. And they're not looking like

37:37

that. That's just bad luck. Nobody knew

37:39

what time or what hour it was going to

37:40

be. Yeah. Um and then on game on IGN

37:44

itself, sometimes you can get lucky and

37:46

get into the millions of views. Like

37:48

earlier this year, we had a a trailer

37:50

for Zucosis that had 2.5 million views.

37:54

Wow. Like yeah, that'll get you wish

37:56

lists. That'll translate into wish lists

37:58

that many. And then even the trailer and

38:01

it was the only thing was shared like

38:02

the Steam page existed. The trailer

38:04

existed. There was no demo and hundreds

38:08

of people, lots of them from India by

38:10

the way, uh they made shorts analyzing

38:13

that very short trailer and saying like,

38:15

"Yeah, we saw a monster giraffe, but

38:18

what's what are the other animals that

38:19

will turn into monsters? Let's look for

38:21

clues." And then those videos became

38:24

videos with multiple view with millions

38:26

of views. And core to that is just

38:29

having a game that visually very very

38:31

interesting. Like here you had a monster

38:33

giraffe that walks around like a spider.

38:35

Visually interesting. Later in the year

38:38

we worked for Skim. Every screenshot or

38:40

video you see for the game Skiim. And

38:42

for people who don't know it, it's the

38:44

game. You probably already saw it where

38:46

you jump from shadow to shadow in like

38:48

an isometric perspective. Every

38:50

screenshot from that looks like piece of

38:52

art. Like it looks really good. Um the

38:55

trailers performed well for it. Um, the

38:58

wish lists also went up in the 200,000

39:00

and above. Um, but then you would even

39:04

see people because it's so visually

39:06

interesting. There was this one person

39:07

with like 8,000 followers on Tik Tok.

39:10

No, on on YouTube, like 8,000. That's so

39:13

okay. That's that's nice that you have

39:14

8,000, but you don't expect anything

39:16

viral from it. But then he made a short

39:18

and that short had 3 million views and

39:20

it was the best viewed short in the

39:22

world for the game. Wow. With three

39:24

million views. And that's to to say this

39:28

like don't never never downplay the

39:30

small guys like they could be your

39:32

trigger to success as well. Uh in this

39:34

case that was the case for Skim like was

39:37

one of the best performing views. Uh

39:39

that got us some wish list as well. And

39:41

then sometimes you will even see

39:43

coverage that you as a developer might

39:44

not like but it will still be a wish

39:47

list. Cannon. Um, concrete example here

39:50

was when we launched the the Steam

39:53

NextFest trailer of

39:55

Voxlands, now renamed to Vauxile for

39:58

some legal reasons, I think. Um, so on

40:02

IGN it was uploaded and I was surprised

40:05

because this one I would have guessed

40:06

they would put on game trailers, but

40:08

probably not IGN because the trailer

40:09

itself was shaky. The game was

40:11

interesting. It was basically um

40:13

Minecraft with guns. I'll get back to

40:15

that later.

40:17

Uh, and the the game itself was really

40:20

interesting. Looks really good as well.

40:22

I like also wondering what magic they're

40:24

pulling off that it runs smoothly even

40:26

on my laptop. Uh, but the trailer was a

40:29

little bit shaky. Could have been

40:31

optimized more. I didn't also have my

40:33

usual feedback around on it and was

40:35

basically like, "Nope, we don't have

40:36

time. This is the one. Okay, I'll send

40:38

it out as such." Um, and they uploaded

40:41

it to the main IGN channel. didn't get a

40:44

ton of views immediately, but I think we

40:46

ended up at like 180,000 or something.

40:49

Wow. Uh, which is which is good. Uh, but

40:52

that was a contributor to the wish list,

40:55

but I think the biggest boost came from

40:57

two gaming bible articles and really

41:02

most people are not the biggest fan of

41:04

them because they basically write

41:05

clickbait articles as they did here. And

41:08

then for people around in February last

41:10

year, the biggest trending game was

41:13

Palworld, like Pokemon but with guns. So

41:17

they wrote an article saying Minecraft

41:19

but with guns. And then the developer

41:21

was like they're oversimplifying my game

41:23

and they shouldn't compare it to PAL

41:25

World. But I was like, what does the

41:27

graph of your wish list look like? Whoa,

41:29

it's spiking. So, let's just go by the

41:32

there is no really bad press uh old

41:35

statement and just let the thing do its

41:37

thing and look back and enjoy the wish

41:39

list going up. I saw something from uh I

41:44

want to say it was Finy where they were

41:46

saying what they like to do is put

41:49

something out there and then the fans

41:52

will tell them what it is or how to sell

41:54

it. Yeah. And an example being like um

41:58

uh Overland I think was their their kind

42:01

of dystopian turn-based tactical game

42:04

like survival game. I hope I'm getting

42:06

that right. And they didn't know exactly

42:08

how to position it. They didn't know

42:09

what to say it was to sell to people in

42:12

exciting way. And they were showing it

42:13

at some event like you know uh E3 or PAX

42:16

or something. And one of their players

42:18

was like oh this is great. It's and they

42:21

like nailed like like just it flowed

42:23

right out of their mouth. It was like

42:24

the perfect way to sell the game. Uh it

42:26

was something like, "Oh, it's like a a

42:28

dystopian road trip where you help

42:30

people and save dogs or or something

42:32

like that, you know, and they were like,

42:33

whoa, that's great." Obviously, wasn't

42:35

that exactly, but that that makes me

42:37

think of uh uh how you were saying the

42:41

was it gaming bible like they they came

42:43

up with maybe maybe a better positioning

42:46

like a good way to sell the game and

42:48

that can be that can be useful too.

42:51

And it's also that that's usually the

42:54

game plus game equals this new thing is

42:56

something I almost never use myself in

42:59

press releases, but I try and kind of

43:01

push people to it by using the same

43:03

vocabulary as one game usually does and

43:06

then a little bit lower the same

43:07

vocabulary as another game usually does.

43:09

And they'll usually come to the

43:10

conclusion themselves and think they're

43:11

pretty smart for coming to the

43:12

conclusion without me basically telling

43:14

them. Uh, for example, for Ruffy and the

43:17

Riverside, I would say this is Banjo

43:18

Kazouie plus Paper Mario aesthetics or

43:21

something, right? But I don't want to

43:23

use those um well-known games in a press

43:27

release and just like lean on the

43:29

popularity of others myself too much and

43:31

basically let it speak for itself. I

43:34

like that. Yeah, I posted some advice on

43:36

my art uh my vladri.com my blog where I

43:40

was like, don't use other games to

43:42

describe your game. And this is advice I

43:44

picked up again from uh Derek Lou. I

43:46

think he had a talk with someone else,

43:48

but they were like they gave several

43:50

reasons to not do that. One of them

43:51

being like if you say it's I don't know,

43:53

you know, Fortnite meets Minecraft,

43:55

that's a bad example. You pick more

43:57

obscure games right away if people don't

43:58

like one of those games, they're out. Or

44:00

if they never heard of one of those

44:01

games, they're out. And it can also or

44:03

if there is one thing they really like

44:05

about the game and then they start

44:06

thinking this is the game that has that

44:08

as well and this is just the one feature

44:11

you dropped then they'll be disappointed

44:13

and they will complain about it.

44:15

Exactly. That suddenly a negative Steam

44:17

review. Right. If you say it's like

44:19

Minecraft meets something else, what

44:21

Minecraft means to you might be

44:23

something else to someone else and they

44:24

might be like you said it's like

44:25

Minecraft which means it has a million

44:28

features. Yes, it's got online

44:29

multiplayer. I guess you can there's

44:31

there's a creator mode like Minecraft

44:33

does everything. It's practically a

44:35

platform like even beyond a game. So

44:37

saying that can be dangerous because

44:38

you'll set up the expectation for your

44:41

game to let the player down. So that's

44:43

that's kind of dangerous. So it sounds

44:44

like you're of the same mind where you

44:46

don't mention but like it it's

44:48

contextual though like sometimes it's

44:50

appropriate like sometimes you do want

44:51

to mention another game. I I don't use

44:53

it in a in a press release because

44:56

that's officially what most people will

44:58

just copy and paste and base their own

44:59

writing on. But if I'm pitching that

45:01

press release directly, I will use it.

45:04

Like again, the recent example from Rafy

45:07

and Riverside. In the press release, I

45:09

didn't mention it, but now that we have

45:10

a demo coming out and we are sending

45:12

keys in advance to people, I am

45:15

customizing the message I send to each

45:17

individual person a little bit. And I

45:18

will say like you'll probably like it

45:20

because I know you're one of the biggest

45:22

fans of Ocarina of Time. And do you know

45:24

what? The developer even has a live like

45:28

extremely large-sized 3D printed Ocarina

45:31

of Time uh cartridge in his own house.

45:34

Like I will use that as something to

45:36

convince them. Or if I know that they

45:38

played for example Born of Bread

45:40

recently and that's like an RPG that

45:42

looks a lot like Paper Mario, then it

45:44

will also bring that up in the pitch

45:46

saying like you'll probably recognize

45:49

some things of the game like

45:50

inspirations from it because it's

45:52

basically this game that you like plus

45:54

there also some of the aesthetics from a

45:56

Paper Mario game and then just bringing

45:58

that up then because I want I know

46:00

specifically what they like about that

46:02

game and then bring it up. But it's

46:04

easier if I'm talking to one person

46:06

versus if I'm talking to a group of

46:08

people. You know that they've heard of

46:10

it rather than you say the name of a

46:12

game and they're like, "Wait, what's

46:13

that?" And all of a sudden you're having

46:15

to explain someone else's game instead

46:17

of your own. You're out there selling,

46:18

you know, Starcraft or something. Yeah.

46:20

If I'm pitching to a YouTuber who

46:22

doesn't just say like, "I like Zelda

46:24

games," but they in their bio say like,

46:26

"Okarina of Time is my favorite Zelda."

46:28

That's like, "Aha, a hook." Yes. And as

46:31

pirates, we like hooks. Yeah. I have a

46:33

big spreadsheet that I'm adding to over

46:35

time of just people who've played and

46:37

enjoyed Powerwash Simulator and I know

46:40

they know the game and I'll be like,

46:41

"Hey, Pixel Washer is a little bit like

46:43

Powerware Simulator. If you like

46:44

watching stuff, obviously a lot of

46:46

differences and that gives me an opening

46:48

like, "Oh, I like Powerwire Simulator."

46:49

I'm like, "Well, I can tell you how it's

46:52

similar to Powerware Simulator, but how

46:53

Pixelasher is different because

46:54

obviously it's very different than than

46:56

that." But I know that there's that

46:57

shared context where I don't have to sit

46:59

there and be like, "Oh, okay. Well,

47:01

Power Simulator is the same with blah

47:02

blah blah. A little tip for you in that

47:05

regard is if you have a channel like

47:08

that that did multiple videos on

47:09

Powerware Simulator, watch the very very

47:12

first video they made for the game

47:14

because that's usually the one where

47:15

they share their opinions of what they

47:17

like and don't like about it.

47:20

Afterwards, they will tune in and they

47:21

will keep playing it and then they will

47:23

go for side things that keep them

47:25

playing like ah so satisfying another

47:27

achievement or something. But at the

47:29

very first like the 10 to 20 minutes of

47:31

them opening the game for the very first

47:33

time, that's crucial because that's when

47:35

you learn why they kept playing it and

47:38

also why you can try and come do the

47:40

same thing in your game. Interesting.

47:42

Yeah, you can see what they didn't like

47:44

about it and I could be like, "Oh, well,

47:45

my game doubles down on that part that

47:47

didn't like, so maybe I will." In that

47:50

first video, they might at the end of

47:51

it, they might make a half hour let's

47:52

play of Power Simulator, but they might

47:54

be like, "Okay." And at the end, I hate

47:56

this game. I'm never playing it again.

47:57

like maybe maybe don't contact that

47:59

person with a similar game cuz they

48:01

might not like it. And then by the way,

48:03

if they do something like this and say I

48:05

don't like this game or you get like a

48:06

negative vibe from it, watch their

48:08

second and third video as well. And this

48:10

is a lot of research I know. But

48:12

sometimes you'll hear things like

48:14

because someone in my community asked me

48:15

to keep playing it because trust me it

48:17

gets better. And then you you can also

48:21

use that and like um either get to the

48:24

good stuff that they like quicker is one

48:26

thing in the game itself or already just

48:29

be honest about it and say like yeah it

48:31

takes some get like you'll need to get

48:33

into it first before it becomes

48:35

satisfying or before it becomes

48:36

something that you'll really enjoy but

48:38

trust me you'll get there

48:40

right. Yeah I've heard that a lot where

48:42

someone will say like oh you just got to

48:43

get past the first 10 or 20 hours and

48:45

then you're really going to like this

48:46

game. And I'm like, "Oh, I can't like

48:49

I'm never going to get there." Um, like

48:51

I I mentioned, I like Final Fantasy

48:53

games. I think a lot fewer people would

48:56

have played Final Fantasy 13 if it

48:58

wasn't for the fan base going like, "It

49:00

really gets good 20 hours in." Yes. Yep.

49:04

I've heard that exact. They convinced on

49:06

mass their their their friends and their

49:09

the people they're talking to like,

49:10

"Yeah, I know it is a solo linear start,

49:13

but it gets really good if you hang if

49:14

you hold on to the if you hang in

49:16

there." Yeah. Just power through it.

49:19

Yeah.

49:21

Ideally, they don't have to, but Yeah.

49:23

Yeah. This is a question that I get a

49:26

lot and that I think comes up um often

49:28

when talking to uh PR and marketing

49:30

experts is how long do you need to

49:34

market a game? Right? Because sometimes

49:35

a developer will come to you and they're

49:37

like we're launching in a week and

49:38

you're like that's I can't that's not

49:40

enough time. I can't do anything about

49:41

that. Versus some especially solo game

49:44

developers have this habit of being like

49:45

I've been working on my epic masterpiece

49:47

for eight years which is a very long

49:50

time to be continuously marketing. And

49:52

you might get some people who get bored

49:54

and drop off and delete their wish list

49:56

and like I'm I've been hearing about

49:57

this game for six years. I'm tired of

49:59

it. So what is what is enough time to

50:02

market a game? Do you look at like

50:03

minimum thresholds or maximum thresholds

50:05

or is it more more by feeling? Uh at the

50:09

very least I need a month or like five

50:11

weeks like that's that's the very least

50:14

I need and it's usually my game is

50:16

coming out. What can you still do? And

50:18

if they tell me my game is coming out in

50:19

a week or in two weeks, then my I will

50:21

just say I can send send out a simple

50:24

press release. You'll have to handle all

50:25

of the rest yourself. But I can't do my

50:28

work to your satisfaction if you only

50:30

give me this much time, this amount of

50:32

time. I can still send out a press

50:34

release because it's better than not

50:36

sending out a press release, but you're

50:37

not doing yourself a favor by like

50:40

launching it now. And I usually ask the

50:42

question, why are you launching it now?

50:44

And if their reply is because we said it

50:46

would launch now then like my follow-up

50:49

question is to whom to how many people

50:52

saw this how many people cared like yeah

50:55

I posted about it on my Twitter show me

50:57

the tweet where you said it's going to

50:58

launch tomorrow or in a week or

50:59

something like this is the one okay you

51:01

got 25 likes on that do you really think

51:04

those 25 people maybe disappoint being

51:07

disappointed weighs up against the fact

51:08

that you're not doing your game the full

51:10

service that you could be doing it and

51:12

then I usually look at uh the entire

51:15

timeline with those people and say like

51:16

let's look at this like a positive. Is

51:18

your game feature complete? Yes. Did you

51:20

have it bug tested? Okay. So, use the

51:24

extra time where I'm doing my marketing

51:27

side of things to bug test it to QA test

51:29

it to make sure that when people get the

51:31

game it actually is good. Uh and when I

51:34

say people I usually mean press and

51:36

media because they get access before

51:38

everybody else does. But it also means

51:40

they usually are the first to spot

51:41

mistakes in it. By the way, I always

51:44

try, and this is a big word, try, play

51:45

test my own games, the one I'm doing

51:48

marketing for, so I can already be one

51:50

of the first people giving them uh like

51:54

a mock review or like bug fixes, like

51:57

things like in the first few hours, I

51:59

bumped into these issues, fix them

52:01

because other people will say the same.

52:03

Yeah. Um that's good advice. But that's

52:06

like the the minimum runway I usually

52:09

want is like five weeks or something. uh

52:12

because that that's that allows me to at

52:13

least do two marketing beats which are

52:16

the most important to me personally as

52:18

PR is um announcing the release date of

52:21

the game and then when I send out the

52:23

press release I do really want them to

52:25

hold on to it if possible like if I'm

52:28

doing it for um coming out on all

52:31

platforms in 5 weeks and then really

52:33

saying like day and month. It's okay if

52:36

one of those platforms comes later

52:37

because you can actually treat it as an

52:39

extra marketing beat like, "Sorry,

52:42

Switch took a little longer, PlayStation

52:43

took a little longer." It's always those

52:45

two.

52:47

Um, whenever whenever a developer tells

52:50

me, I'm releasing on all platforms at

52:51

the same time, and I'm always going, are

52:54

you

52:55

really sure about that? Like, I can I

52:58

can show you the list of games I've

53:00

worked on and the amount of games that

53:02

told me I'll be on all platforms at the

53:04

same time. And always like PlayStation

53:06

is a month later or Nintendo throws up a

53:09

last minute QA check where they said

53:10

like yeah check this before first. Um

53:14

but that like five weeks I want to say

53:16

this is when the game comes out. I want

53:19

to say the form is now open so people

53:22

can start requesting codes. Then usually

53:25

a week later, I'll start sending out

53:26

codes. Not too long after, a week later

53:29

or two weeks later, or basically if I'm

53:32

doing the review package, which is where

53:34

I send out review codes from the moment

53:36

I send that first press release, I'm

53:38

basically sending out codes non-stop

53:41

ideally to people who request it from me

53:43

because I know they're interested.

53:45

They're the ones saying, "I want a

53:46

code." So those are the ones who are

53:48

committed. But I also do cold call

53:50

emails where I send hey so basically

53:52

look at what they played. Um or I have a

53:55

list of people who just told me like I

53:57

don't like forms send me codes okay then

54:01

I'll do that and then you need to know

54:03

what platform they prefer etc. And so

54:05

you don't send them the wrong platform

54:07

that they are not going to

54:09

cover. Basically I need all of that time

54:12

that's really time consuming um to do

54:14

it. Ideally, I've been working for the

54:16

game earlier because otherwise in those

54:18

same five weeks, I also have to start

54:20

doing my research like what is similar

54:22

to this game and who has played that

54:25

similar game and have do I have those

54:27

people on my press list or do I still

54:29

have to add them? That's all research

54:32

research I prefer to do beforehand. Um,

54:35

it makes a lot of sense. I should charge

54:37

an extra to people who said like, "Yeah,

54:39

help me now." And like it needs to be

54:41

done quickly. I never do, but I should.

54:44

Um, it's a panic fee. Yeah. An

54:48

inconvenience fee. Inconvenient. Yeah.

54:51

And then the the second press release,

54:54

and

54:54

admittedly for indies, this one is not

54:57

as important as it is for the AAA

54:59

industry, uh, is the the game is out now

55:03

press release, but it still gets

55:04

covered. It still gets copy pasted on

55:06

the smaller to medium sites. You will

55:08

have a handful of big sites doing an

55:10

article on it. Uh it's the the the press

55:13

release that triggers people to like

55:16

bookmark it and put it on their short

55:18

list of like hey am I doing an article

55:20

of best games of June or something or

55:23

like

55:24

or even if it's for a demo like best

55:26

demos from Steam next fest like that

55:28

kind of press release helps you put them

55:31

on the radar again like a few weeks

55:33

after you actually they got the code and

55:34

then they were reminded like oh yeah

55:36

that came out and I played it and I

55:37

liked it because don't underestimate how

55:40

many games some of these people are

55:42

going through on a monthly basis and how

55:44

important it is to stay on their radar.

55:47

Yeah. Um and also for the people on our

55:51

press list who already got a code, it

55:53

allows me to poke them about the fact

55:55

like, hey, you know that embargo that

55:57

ended yesterday, the game is out now, so

56:00

that probably means the embargo is over

56:02

as well. Feel free to start publishing

56:04

your reviews or your videos, right? Or

56:08

it can just act as a the first time

56:11

around. It could be that people saw the

56:12

email, they clicked it, they didn't have

56:14

time, and then just sending another

56:16

email later can suddenly be at a better

56:18

time in their life where they do have

56:20

the time to play this game. And they

56:21

will go like, "Yeah, I was tempted last

56:24

time to accept the request offer, but I

56:27

didn't have time, and I do now." So just

56:29

being in their inbox a second time is

56:31

already worthwhile. Yeah, there's this

56:34

term I came across uh which I think is

56:36

applicable here called effective

56:38

frequency which kind of boils down to

56:40

like how many times somebody needs to

56:42

hear about and it could be any marketing

56:44

product. It could be a toothbrush,

56:46

whatever. But in our case, it's games.

56:48

Is how many times you need to hear about

56:49

that game before you get into the

56:51

marketing funnel and you're like, "Oh,

56:53

okay. Yeah, no, I've been hearing about

56:54

this. Like, I saw one of my favorite

56:56

YouTubers play it and then a buddy of

56:57

mine recommended it." And then like that

56:59

might not even be enough. You like

57:02

months might have to pass and you read

57:03

about it in IGN and then another one and

57:05

then you're like, "Okay, 17th time I've

57:07

heard about this game. I'm finally now

57:10

uh going to go watch it." I have an

57:12

article on the pirate PR website on it

57:13

called how the law of familiarity helps

57:16

you sell games. Law of familiarity. Oh,

57:19

I like that. Yeah. And basically it

57:21

tells them also like you want them to

57:23

hear about the game on multiple

57:25

platforms. Like if YouTube is always the

57:29

only platform they hear about it, it's

57:31

less likely to stick than if they also

57:33

see it at different moments in their day

57:35

because people usually use a specific

57:37

platform at a specific time in their

57:39

day. Um, but if you get to them multiple

57:43

times in a day or multiple times in a

57:44

week at different times, so that means

57:46

they saw a trailer on YouTube, but later

57:49

that evening when they were scrolling on

57:50

Twitter on the toilet or something, they

57:52

saw it come by in a tweet again. And

57:55

then a little bit later when they are

57:57

like eating their dinner in front of

57:59

their computer or something like if it's

58:01

a student uh and they're watching their

58:04

favorite Twitch streamer play the game

58:05

like all of those things stack up and in

58:08

the end you'll be in a like a mental

58:10

wish list. even if they didn't click the

58:12

wish list button on

58:14

Steam, they'll they'll recognize your

58:17

game and then the next time there's like

58:19

a big sale on Steam or on another

58:21

platform and they scroll by it, they

58:23

will recognize your font or your key art

58:25

or something because they've seen it so

58:27

many times and they will instantly like

58:30

categorize it or filter out the ones

58:32

they've never seen before versus the

58:34

ones they've encountered a few times.

58:36

Right. Well, that's a great point. the

58:39

the the best way to treat all of

58:42

marketing and marketing is basically

58:44

selling feelings is always how do I feel

58:46

about games and how do I look at games

58:51

like how do I decide what I'm going to

58:52

play next and that's usually because

58:55

I've seen it so many times so it

58:56

probably must be important or a friend

58:58

really recommended it to me or it looks

59:01

similar to something I recognize or know

59:03

that I like.

59:05

Marketing is basically selling feelings.

59:08

I love that. Yeah, that is so useful.

59:11

Um, that brings me to a great question

59:13

from uh Kristoff, I think from Blue Sky,

59:16

which is uh what's the most important

59:19

marketing beat? And so for my audience

59:21

who's not familiar with a marketing

59:24

beat, it's like a big moment in the

59:26

development of your game, right? The

59:28

announcement of the name, a teaser

59:30

trailer, demo date, announcement, demo

59:32

release, launch date announcement,

59:34

postlaunch support, stuff like that. Um,

59:38

is there a most important one? And I

59:40

think this question comes from a place

59:42

of like of famine where a lot of the

59:43

game devs I talked to again, they don't

59:45

have like marketing budgets or dedicated

59:47

PR person. So they're like, I'm barely

59:49

holding it together making this game,

59:51

right? And so they're like, what like is

59:52

there one marketing beat I can just

59:54

focus on that one or or is it only three

59:56

or is it like do they all kind of

59:58

matter?

59:59

No. It difference per game. Um, like if

60:02

I were to ask you what's the most

60:04

important marketing beat No Man's Sky

60:06

did, is it announcing the game? Yeah,

60:09

sure. Because they got mill they got

60:11

millions of people interested in the

60:12

game, but then it bombed because it was

60:14

really bad. So, was it was it the press

60:17

release where it was relaunched or was

60:19

it the moment where everybody was

60:21

suddenly saying, "Hey, this game is good

60:23

now." And then people started playing it

60:25

like every game will have a different

60:26

moment. For some people, you'll see the

60:29

interest spike before the game comes out

60:31

at around at the moment of announcement.

60:33

For other games, it will be the game the

60:35

time when the game comes out. And then

60:37

for other games, it will be months

60:39

afterwards. Among Us that they didn't

60:42

have good marketing beats before the

60:44

game came out. It got popular by a

60:46

single streamer publishing sharing the

60:49

game and saying he liked it after the

60:51

game came out and then it spiked into

60:53

popularity. So, that's going to be

60:55

difficult anytime. And then what's the

60:57

best way to optimize that is to have as

60:59

many marketing beats as

61:02

possible. Ideally in as short a time

61:04

frame as possible, but also not too

61:06

short of a time. Like not like we're

61:08

announcing the game and we're doing

61:10

Steam next test and we're almost

61:11

releasing the game and the game is out

61:12

now in like a month time. If you do all

61:14

of that, then you're screwed most of the

61:16

time. Uh but it also can be over seven

61:19

years because then you're losing

61:20

interest. And then that wish list number

61:23

you think is important. you said before

61:25

like they might delete their wish list.

61:27

Well, I think that's the better outcome

61:29

that they delete if everybody who is no

61:31

longer interested in your game deleted

61:33

the the game from their wish list would

61:35

give you a better uh vision of the

61:38

possible success. Then if they would

61:39

just keep it around and like they're

61:42

never going to buy it, but there's still

61:43

a number and then that

61:45

number you you make wrong assumptions

61:48

saying like, "Yeah, I've got 20,000 wish

61:50

lists. That's a good number of wish

61:52

lists, but did you gather them over

61:54

eight years? And are those people still

61:56

fans? Do they still even like eight

61:59

years is a long time. They may have

62:00

moved on in their life. Do they still

62:01

have a Steam account? Yeah. Possible

62:05

that they do not or that they just are

62:06

now on the side of things where they

62:08

only play one game for their entire life

62:10

or something. Um. Right. Yeah. I used to

62:14

I like to use the word rot in this

62:16

context where I'll be like you know this

62:18

that wish list this game was launched on

62:21

I mean that launched it was that the

62:22

page existed on Steam four years ago and

62:25

it got a bunch of wish list right up

62:26

front but then four years have gone by

62:28

there's a lot of rat on there. It's the

62:30

same for like I don't know Twitter

62:32

followers, YouTube subscribers. YouTube

62:33

is old. Like you might have subscribers

62:35

from 10 years ago and maybe they they're

62:37

they don't use YouTube at all anymore,

62:39

right? Newsletters are the same way.

62:41

like these ancient email addresses that

62:42

don't even exist anymore. Um, so that's

62:45

definitely a concern, right? Is you you

62:46

actually want the wish lists that are

62:48

recent and from people who are very

62:50

interested and like not at all likely to

62:53

delete your wish list, right? Like that

62:55

even uh brings me to another thought

62:58

where that works the same way for how I

63:01

scout for good creators for my games.

63:05

Like, okay, sure, you can have 5 million

63:08

followers, but if your recent video only

63:11

has 5,000, and I'm I realize only 5,000

63:14

is it's still high. I would I wish I had

63:17

5,000 views on every video I upload.

63:19

Same. Uh but I'm I'm just getting to the

63:22

point where maybe that person with 5

63:24

million followers and 5,000 views, he's

63:27

not as important as the one who has

63:29

100,000 um followers, but 20,000 views

63:32

on every single video. like that one's

63:35

gonna sell you more games, that's one

63:37

going to be better, right? And the same

63:40

is true with wish lists. But yeah, to

63:42

get back to the original question of

63:44

what's the most important marketing

63:45

beat, it really depends. But I for me as

63:48

a PR person, but this can be different

63:49

as what's good for the game. But the two

63:52

most important ones for me

63:54

are either announcing the game or

63:56

announcing the release date of the game

63:58

and then the game is out now because I

64:00

really need those two as the starting

64:02

point and the end point of I'm sending

64:04

out keys. I will still send out keys

64:06

after the game comes out. But you'll see

64:09

a a steady decline of the amount of

64:11

people interested in reviewing the game

64:13

shortly after the game comes out. And

64:15

then there becomes a natural point in

64:16

time where it's just more logical that

64:18

the developer handles all of it

64:19

themselves. And I just say like here's

64:21

the login or here's the account or

64:23

here's how to do it or I shift even my

64:25

old press releases to contact Robbie for

64:28

a key to contact developer for a key or

64:31

something so they are the ones first in

64:33

line and they don't have to wait for me

64:34

as a bottleneck to handle games that are

64:37

two or three years old. Um, but yeah, I

64:42

for most games these days, probably

64:44

announcing

64:45

it is a really important one, but that's

64:49

really for the games that are like there

64:52

at a really high level from the first

64:55

moment they announce it versus the ones

64:57

that need the player feedback still to

64:59

find out where they're going. So, yeah,

65:03

sorry, it depends.

65:05

No, I mean that that's the answer uh uh

65:08

to every gamedev question it feels like,

65:10

right? It's like there's there's almost

65:11

no cut and dry. Like it's very rarely

65:14

black and white. It's a lot of times

65:15

it's like it depends on the context.

65:17

Plus games are so different from each

65:18

other, right? Like every single genre of

65:20

game and there are hybrid genres uh they

65:23

all have different audiences who expect

65:25

different things and want different

65:26

things. So it I mean it depends is the

65:29

it's not the answer we want but it's the

65:31

answer we have most of the time, right?

65:35

Yeah, I used the bullets in a chamber uh

65:39

example at some point, but it was like

65:40

too visceral of like if you're playing

65:43

Russian roulette and you want to have a

65:45

a chance at success like like just load

65:47

more bullets in it. But that's the

65:48

opposite because that's not really

65:50

success blowing yourself through the

65:52

brain. But uh I saw uh I think it was

65:55

Ramy Ismael who used it on LinkedIn or

65:57

something as an analogy and he said like

65:59

it's like flipping a coin. Like every

66:01

marketing beat you do is like flipping a

66:03

coin, but if you do more of them,

66:05

there's more coin flips and more chances

66:07

to land heads or tails. And it also work

66:10

better as a pirate to flip coin things.

66:12

So, let's go with that one. Yeah.

66:14

Interesting. I feel like game developers

66:16

like me, like solo and indie are finally

66:19

getting what's been drilled into us for

66:20

a while now, which is that it is, you

66:23

know, the more times you release

66:25

something, the more chances you have for

66:26

success. And so we're starting to be

66:28

like instead of oh I've been spending 5

66:30

years in this one game I'm so passionate

66:32

about. We're instead trying to be more

66:33

like I'm going to release five games in

66:35

those five years instead of one game.

66:37

And that way you get more opportunities

66:39

to have something that is successful.

66:41

And I guess you can divide that up too

66:43

and be like for each game pretty much

66:46

the more marketing beats you have the

66:48

more chances you have for something to

66:50

get picked up and that can increase the

66:51

odds of the next marketing beat which

66:53

might be bigger and more impactful for

66:55

that getting picked up. Yeah, exactly.

66:58

Love it. So, uh I saw a lot of posts for

67:02

you last year that were very interesting

67:03

where you were posting like screenshots

67:05

of YouTube pages and Twitch channels and

67:07

stuff like that. And um a lot of them

67:11

were you were like spot the key

67:13

scammers, right? Because this is a

67:14

common thing. So, for anyone who doesn't

67:17

know, uh Steam, when you sell a game on

67:20

Steam, they give you the ability to just

67:22

have generate free keys and you can

67:25

resell those. A lot of it's common to

67:26

put them in a Humble bundle or you could

67:28

have if you buy my game on itch, you

67:30

also get a Steam key or whatever. But

67:32

that creates the situation where that

67:34

key can be sold and so that opens up

67:37

this market for grifters and scammers.

67:39

So, uh, what are key scammers and how do

67:42

we avoid them? Yeah. Well, um, if you've

67:46

made a game or if you're about to make a

67:48

game, um, or if you're about to release

67:50

a game, you're going to get lots of

67:52

emails. And sadly, it's not to

67:54

congratulate congratulate you on a job

67:56

well done, but it's basically an

67:59

equivalent of, "Give me keys and it will

68:01

equal success. Uh, trust me, bro." And

68:04

then like really badly written emails

68:07

most of the time. and they will always

68:09

ask for multiple keys keys luckily

68:11

because that's a really good spot of

68:13

like why would they need multiple but

68:16

yeah you'll get dozens upon dozens and

68:18

then towards the release of the game

68:20

hundreds upon hundreds of people asking

68:22

you uh about keys

68:26

99.9% of them are indeed fake but you

68:29

still need to go through them because

68:30

you want that 0.1% that might just be

68:33

like pay gamer saying I want a review

68:35

key and if you just bulk delete it's

68:38

everything like oops, you don't want to

68:40

have that. Um, so yeah, basically what I

68:44

try to do is I try to teach people how

68:46

to spot them themselves because I can

68:49

handle the key requests. Like I can tell

68:51

people, um, I'm sending out press

68:54

releases, people ask keys from me, I

68:55

will handle all of those, but they'll

68:57

still get emails themselves because

69:00

Steam just lists publicly your email.

69:02

Yeah, I say publicly, but I don't even

69:04

know where to find that contact

69:06

information per game. But apparently

69:07

it's really easy to do because the

69:10

scammers know where to find it. They

69:12

know. They know.

69:14

Um, but you'll still need to go through

69:16

it. And then people keep asking me like

69:18

I I usually open up a line a direct line

69:20

of contact with me on Discord where they

69:22

can send me screenshots or they can

69:24

forward me emails and ask me like, "Is

69:25

this legit? Is this legit?" And it

69:27

always hurts me like why' you even have

69:29

to ask? It's so obvious. But the fact

69:31

that it isn't obvious to them, but it is

69:33

to me just shows it is a little bit of

69:36

worth of getting to know things. Um, but

69:40

yeah, it it happens on multiple places

69:42

as well. You'll get key scams. Most of

69:45

those by email are curators and I'm not

69:49

saying the entire curator system of

69:52

Steam is broken, but it's close to it.

69:55

Um, for people who don't know Steam

69:58

curators, uh, on Steam, you can have

70:00

reviews by people who buy the game, but

70:03

you also have curators who can, for

70:05

example, pick a genre that they always

70:07

do reviews for a game, and they get this

70:09

like four lines of text or 200 280

70:12

characters, like the size of a tweet, to

70:14

say what they feel about a game. Um, I

70:18

don't really believe they have a lot of

70:20

extra value, most of them.

70:23

And then there is a system on Steam

70:25

where you can actually send them not a

70:27

key but basically like your account now

70:30

has this game in the library. So they

70:32

can review the game and write their

70:33

review and it's the the curator back end

70:36

where they can you you as a create as a

70:38

developer you can actually handpick

70:40

people and search for them and say like

70:41

send the code to this person, send the

70:43

code to this person or they can send you

70:45

a link to their curator so it's more

70:47

easy or they can request a key from you

70:50

as well. I think I don't think so. No,

70:51

only the other way around where you're

70:53

the one sending them a key. But if a

70:56

curator is in your inbox asking for a

70:59

Steam key, why would they need that?

71:02

Because they're a curator, right? They

71:03

can use the back end. So if they need a

71:05

Steam key, and especially if they're

71:07

asking for multiple ones, it's probably

71:08

to sell them. I did not know that that

71:12

had that natural system. Yeah, I I did

71:16

the back ends for a few game releases

71:18

myself when I was still working for a

71:19

Belgian publisher and there I would just

71:22

like for Journey for Alleion, which was

71:23

a VR game, I would just handp pick VR

71:26

creators and just send them activations

71:28

as well. Um, I even have a curator

71:30

myself for uh Belgian Game Awards

71:33

because I I or co-organized the Belgian

71:36

Game Awards every year. And last year I

71:39

wanted like I I wanted to have the

71:41

awards to have extra value outside of

71:43

just like you win and you're

71:46

uh a runner up or something but just

71:49

didn't make the cut. And I wanted to

71:51

every everyone have value from it. So, I

71:53

made a Steam sale page for the event and

71:56

I put that up and I even got uh two 48

71:59

hours of main page but just in Belgium

72:02

on Steam. But still was really success

72:05

story for us and hopefully like next

72:06

time I can broaden that. And by the way,

72:09

I think we would have gotten that global

72:11

like for the entire world on the front

72:13

page if I got Divinity Original Sin 2

72:15

and Balders's Gate 3 to participate, but

72:17

they were sadly the only ones to uncheck

72:19

the box like want to participate in the

72:21

event. Like, no. We need you, bro. Oh,

72:26

so close. You're literally our night in

72:28

shining armor, Sven. Come on. Come on,

72:32

man. That Steam homepage is is no joke.

72:34

Uh, it's just money. When I go to the

72:36

Steam homepage, I'm just I see money

72:38

shooting at my eyeballs for every single

72:40

every little bit of re real estate on

72:42

there is just getting so much traffic.

72:44

to get to that point to create an event

72:47

page, I had to build a curator as well

72:50

because you need the the account

72:52

basically and at that point you might as

72:54

well. So I built a curator for all

72:56

Belgian games on Steam and now whenever

72:58

a new Belgian game comes out there's at

72:59

least like one location where they can

73:01

find them but I don't see it as a like

73:04

it's not even a positive or a negative

73:07

review. I just put like informational

73:09

and then we love Belgian games or

73:10

something. But then people have one link

73:13

where they can click and see all of the

73:15

games from Belgium because it's not like

73:17

Steam does that. It's not like you can

73:19

say show me all games from Germany or

73:21

show me all games from Italy. I want to

73:23

see who's making games in my country.

73:24

There's no system there to do that.

73:28

Yeah, there would just be maybe you

73:30

could find games that were translated or

73:32

supported specific languages or

73:34

something. But Belgium would fall out of

73:36

that because what language is Belgium?

73:38

We have Dutch Flemish, we have German,

73:42

we have French, we have English, we

73:44

speak all kinds of languages here. So,

73:47

right. Yeah. But if you really want to

73:49

go like what's from Belgium, then you

73:51

need a system like this. So, there is

73:53

value in Steam curators, especially the

73:55

ones who are specifically like there's

73:57

for example a pet can you pet the dog

73:59

curator. Hey, if you if you really want

74:02

to find all games in which you can pet a

74:04

dog or yes or no, go for that one. Sure.

74:08

Um, but if that same account is asking

74:10

for five keys in your inbox, maybe not,

74:14

right? Because they don't need a key at

74:15

all because there's a there's a back end

74:17

where you can just get they don't even

74:19

need the back end. Like I just said, for

74:21

my curator thing, I reviewed all Belgian

74:23

games. I didn't get a code for any of

74:25

them for zero. I didn't ask for access.

74:27

If you are a curator, you can add for

74:30

any kind of game you want a review

74:32

without owning it. The idea from this is

74:36

maybe the person owns it on another

74:37

platform, but they still want to review

74:38

it on Steam. I see. Actually, that would

74:41

actually be better if if Steam like made

74:44

a rule where you have to actually own or

74:46

have played the game to allow you to

74:48

review it just like users do. But for

74:51

curators, they're an exception.

74:53

Long story short, I'm not the biggest

74:55

fan of it, but it has probably has some

74:58

value. For the same reason, I also don't

75:01

understand why curators are allowed on

75:04

key mailer

75:05

sites like right Steam already is Steam

75:09

is already the distributor here of

75:12

access to the game without keys. So if

75:15

you see curators on sites like key

75:18

mailer, press engine, lurk it or

75:19

something. Lurk it not because they only

75:21

have Twitch, Tik Tok, and YouTube, but

75:24

on other platforms that allow curators

75:26

basically like why would they allow

75:28

them? Like what's the point? They're

75:30

asking Steam keys and those Steam keys

75:32

can be sold, but they don't need keys.

75:34

They they have another platform for it,

75:36

right? Everyone releasing a game on

75:39

Steam is going to be confronted with it

75:41

with this kind of scam, and it will

75:43

always be in your inbox. Um, but there

75:45

are other scams

75:47

sadly. I know that's coming. I'm

75:49

launching Pixel Washer later this year.

75:52

I've launched two games on Steam before

75:54

and the emails were just hundreds,

75:56

right, of of just the the key requests.

75:58

My current plan as a solo developer is

76:02

just to ignore all those, but anything

76:05

coming into my inbox, I'm like, I just I

76:07

I can only do so much, right? You can

76:09

already hide the words curator from it

76:12

and it will already remove all Oh,

76:13

that's that's helpful. That's a good tip

76:15

right there. So, but am I is that an

76:18

okay decision or is is that not smart of

76:21

me? Like like am I leaving money and

76:22

opportunities on the table if I ignore

76:24

all those emails coming in? Yes. Okay.

76:27

So, so it's worth going. It's rare like

76:29

most of the times when you have a big

76:31

channel covering you, it's because you

76:33

reached out to them. But

76:36

sometimes with a luck, with a little bit

76:38

of luck or a miracle happening, they

76:40

will see something in your game that

76:42

other people have not yet seen or

76:44

something and somebody somewhere sees

76:46

like, "Wa, this could be interesting.

76:47

I'm going to do an article on it or I'm

76:49

going to do a video on it. And they'll

76:50

contact you by the only means that they

76:53

know how to contact you. And that's

76:54

either that your email or a Twitter DM

76:57

if you're lucky or

76:59

like a a Discord message or a blue sky

77:02

message or something like anywhere where

77:04

they can find you. But most of the times

77:06

it's going to be an email. So you still

77:08

need to keep an eye on them and see like

77:10

did someone contact me that's

77:13

worthwhile. I see. So really, it's worth

77:17

the time to get a request and to vet it

77:20

yourself. Yeah. Well, that's a pretty

77:22

good luckily um the timing like where

77:26

the scammers are involved, that timing

77:29

can also help you because if you see 50

77:33

requests come in in the very same minute

77:36

and maybe you can just go control the

77:38

chances of in that very same minute

77:41

getting the email from the big guy in

77:43

between those 50. That's very very

77:45

small. So then you can just guess and go

77:48

like delete all or something, right? But

77:51

but the bots will just see it the moment

77:54

it pops up in their feed and you'll get

77:56

these robot emails in batched and you'll

77:59

spot them as well. Like you'll you'll

78:01

identify one, two, three fakes or

78:04

something and then you'll see the

78:04

pattern and you know like okay I

78:06

received these 50 with the same pattern

78:08

in the same time. I can just bulk delete

78:10

them. But if you're checking after two

78:12

days of focusing on the game and then

78:14

coming to your inbox, then it's probably

78:15

not smart to just go control delete on

78:18

your inbox. That's probably not the best

78:20

idea. All right, I'm going to change my

78:23

plans then. I I will look at these

78:25

emails. Uh but yeah, you you can put

78:28

flags and like rules on if this email

78:31

contains that word or something like if

78:35

if there's NFD or Bitcoin or whatever or

78:38

crypto, delete it. If there's if there's

78:40

curators can probably delete it. I

78:44

actually give I actually give the advice

78:45

to people who are pitching to me like,

78:47

"Hey, can I have a Steam key? I have

78:48

this curator." And then a little bit

78:50

later they go like, "And I also have

78:52

this YouTube channel." And I click the

78:53

YouTube channel and they have like 2,000

78:56

followers. Not the biggest amount, but

78:58

they have a pretty consistent 200 to 300

79:01

views on their videos. That's good

79:03

enough for me to give you a key. You

79:05

know what isn't good enough for me to

79:06

give you a key? telling me you have a

79:07

curator of 25,000 followers that you may

79:10

have bought in Russia or China or

79:12

something like that's not going to

79:14

convince me to give you a key. But the

79:16

other thing is and I always send the

79:18

code to these people or the information

79:19

to these people like next time pitch

79:21

your YouTube channel like pitch the

79:23

actual creative thing you're doing not

79:25

the I wrote a paragraph of text in half

79:29

a minute and I called it a review.

79:33

Yeah. Yeah. the YouTube uh gives you

79:35

more more data to look at in in a more

79:38

interesting format than just like

79:40

paragraph of text is harder to to parse

79:42

for that stuff. Yeah, it's not

79:45

just it's not just numbers and text. You

79:49

have videos and then even outside of the

79:51

because I was really looking at the

79:53

metrics side of things, but it's not the

79:55

only thing that counts. like I said,

79:57

they have maybe uh 200 300 views

80:00

consistently and that's good enough for

80:02

me because it probably results in a sale

80:04

in the end. But equally, I will also

80:07

give chances to creators who don't have

80:08

as much views because you never know if

80:10

you're going to be one of the first

80:12

people to give them a chance and that

80:13

launches them. But if you just click

80:16

some random video of them recently and

80:19

then a click at a random moment and you

80:20

watch like five minutes, you can

80:22

probably sometimes discover people you

80:23

go like, "Wow, they have really good

80:25

production values or a good opinion or

80:27

like a good articulated voice or the way

80:30

they make their videos is valuable like

80:32

outside of metrics. That's that's that's

80:35

good value for them for you." And you

80:37

can even ask people like them to to

80:39

champion them and say like it's happened

80:41

before for me where I'm like this person

80:43

probably doesn't get a lot of views on

80:44

his own but damn did he make a good

80:46

video and then I'll contact them and say

80:48

like hey the Steam page is going live

80:50

soon or we're participating in Steam

80:52

NextFest soon. Can I use your

80:54

playthrough as the live broadcast on

80:55

Steam that's looping and you'll you'll

80:58

practically see the sparkles in their

81:00

eyes coming from the email back saying

81:02

like hell yeah you can. you know, you've

81:04

made their day, but they're helping you

81:06

as well. Yeah. You know, those low

81:09

numbers, um, I know that they don't get

81:11

the attention as like a big YouTuber,

81:13

like, you know, all things being equal.

81:15

He's like, "Wait, well, I'd rather have

81:16

2 million views than than 200 or

81:18

something." But I saw someone recently

81:20

posting about how like, you know, you

81:22

might put something out there and it

81:23

like only gets 200 views or or, you

81:26

know, 30 likes or something. But in real

81:29

life, if 30 people walked up to you and

81:32

said good job on anything, that would be

81:34

more positive reinforcement than I've

81:36

received in my entire life. And a lot of

81:38

times those smaller channels, those are

81:40

more dedicated fan bases, right? because

81:42

the creator can afford to spend the time

81:44

interacting with just a few hundred

81:46

people instead of a million. And

81:49

something else I've seen is that um the

81:51

bigger mediumsiz up to the larger

81:53

YouTubers will often look at what the

81:55

smaller YouTubers are covering and

81:57

they'll get their inspiration from

81:59

there. So, if your game gets picked up

82:00

by a small YouTuber, that could turn

82:02

into a medium YouTuber that could turn

82:03

into a bigger and it could get that kind

82:05

of momentum and that um yeah, YouTube

82:07

doesn't do this particularly, but Twitch

82:10

really does where if you click on a game

82:13

on any game, it won't just tell you how

82:15

many viewers it has. It will tell you

82:17

how many people are currently streaming

82:19

this game or how many people have

82:21

streamed this game. So, like that's also

82:24

data. And in that kind of view, it

82:26

doesn't even tell you like how big were

82:28

these people streaming your game. No, it

82:29

will just tell you the total number of

82:31

people streaming that game. And

82:34

um these days, chances are like close to

82:37

zero. But there was a time when Twitch

82:39

would actually like highlight some indie

82:41

games because so many people were

82:43

streaming it that they were put on the

82:44

front page. But don't don't aim for that

82:47

anymore today because like top 10, top

82:50

20 games is all the same games all the

82:52

time. Uh it's not like you're going to

82:54

break through that with

82:56

some clever ads, which which is by the

82:59

way still something that most PR and uh

83:02

publishers hold on to from like back in

83:05

the day, but it's not long no longer

83:07

something that really works because they

83:09

will always say like let's give

83:10

everybody uh videos and reviewers and

83:14

everybody else the same embargo date

83:16

like usually the day before the game

83:19

comes out or something. that will be the

83:20

embargo for all kinds of content

83:23

thinking like, yeah, because then

83:25

everybody is streaming the game and it

83:26

will push it to the front page of of

83:28

Twitch. But I always ask like, okay,

83:30

yeah, show me a recent example where

83:31

that worked for you for your indie game

83:33

because I can't name any. Uh, and I'd

83:36

much rather give people who do video

83:38

content an embargo that ends earlier, so

83:41

they spread out their videos more and

83:44

then like the rule of familiarity,

83:46

right? That doesn't work if 500 people

83:48

are streaming at the same time versus if

83:51

uh 100 people per day are streaming it

83:53

over 5 days. The chances of you

83:54

encountering that same game multiple

83:56

times, that happens more if it happens

83:59

over a longer period of time.

84:01

Interesting. And as a plus side, they

84:04

create content and that's content you

84:06

can use in your marketing. Like if

84:08

somebody interesting played your game,

84:09

you can tweet about it or you can post

84:11

it on social media versus if everything

84:14

happens on the day before release, then

84:16

suddenly you're just spamming your own

84:18

followers by reposting every tweet that

84:20

mentions you or every social media post

84:22

that mentions you. Suddenly your feed

84:24

becomes like just other people talking

84:26

about the game. But it doesn't do the

84:28

same thing if you do it on one day

84:29

versus if you can spread that out over a

84:32

longer period. If someone tells me like,

84:35

uh, yeah, we we need you to send out our

84:37

press releases. Uh, we are at 250,000

84:40

wish lists. Back of my mind, I'm going

84:42

like, this can't fail. Like, I'm going

84:44

to help this game the best I can, but it

84:47

will probably do well regardless of my

84:49

involvement because it already got to

84:50

like numbers of success, right? But if

84:54

they tell me, I'm at 5,000 wish lists or

84:56

something and the game is launching in 2

84:59

weeks, uh, what can we still do? Then

85:01

I'm going to put that embargo date for

85:04

video coverage way earlier because I

85:07

need those two extra weeks for people to

85:09

create content, for people to see it,

85:12

and

85:14

then click the wish list button. And

85:16

then maybe that 5,000 grows to 8,000 or

85:19

9,000. And it might just be that magical

85:21

number they need to get into popular and

85:24

upcoming or into new and trending later.

85:27

Right. Yeah. Yeah, I've heard that

85:28

number fluctuates, but somewhere around

85:30

7,000 up to 10,000 depending on what

85:33

other games are popular at the moment.

85:35

What day? What day? Yeah, cuz it it's

85:38

being updated constantly, right? Robbie,

85:41

thanks so much for being here. If anyone

85:42

wants to uh recruit you to help out with

85:45

the marketing and PR of their game, uh

85:47

it looks like piratepr.com is where they

85:50

go. If they're interested in your

85:51

reviews, yeah, search bloody good

85:53

reviews on you'll find my social media

85:55

accounts because like I said, I started

85:57

at this gen gaming. I even wrote for

85:59

Windows reports for a while and

86:00

currently I'm doing Life is Xbox.

86:03

Which should be called Life is Not

86:05

PlayStation because they also do Steam

86:06

and uh Switch reviews. Ah, just just not

86:10

PlayStation for some reason. I didn't a

86:13

reason I didn't decide.

86:15

I'm guessing spite. That's probably a

86:17

spiteful reason. Yes.

86:20

Well, I will put links to all this stuff

86:23

uh in the podcast post and in the

86:25

YouTube videos and obviously through my

86:27

newsletter uh ways to contact you and

86:30

follow your work and I will be doing the

86:33

same. Yeah, thanks a lot. I love

86:34

chatting with you. Robbie and I actually

86:36

talked a lot more especially about how

86:38

to avoid key scammers. That part of the

86:41

conversation is going to take a lot of

86:42

video editing time so I hope to get to

86:44

that eventually. I want to thank Robbie

86:46

again for being on the show and for

86:48

being such a kind and knowledgeable

86:49

friend. Robbie's been sending me all

86:51

kinds of great resources and events to

86:53

help me promote my game Pixel Washer.

86:55

So, thank you, Robbie. We've also

86:57

cross-osted my guide on creating a

86:59

developer or publisher homepage on Steam

87:02

on powerpr.com. It's called How to

87:04

create an official developer Steam page

87:06

and why you should. And you should

87:07

definitely check that out because it has

87:09

all kinds of new steps and advice from

87:11

Robbie. That's it for now. Coming soon

87:13

is how to get back into game development

87:16

with Shawn McKenzie. So look for that

87:18

soon. Now it's time for you to go make

87:20

the

87:22

[Music]

Interactive Summary

This episode of Make the Game features Matt Hackett and marketing expert Robbie Bishop of Pirate PR. They discuss practical strategies for indie game marketing, emphasizing the importance of creating memorable business cards, timing press releases for maximum visibility, and building 'effective frequency' through diverse channels. The conversation also covers the reality of dealing with key scammers and managing wish lists, noting that success often comes from persistence and the ability to adapt marketing beats to the unique context of each game.

Suggested questions

4 ready-made prompts