Game Marketing with Robby Bisschop | Make the Game
2355 segments
Welcome to Make the Game. My name is
Matt Hackett and today we're talking to
Robbie Bishop, a marketing and PR expert
at Pirate PR. Let's jump right in.
You're listening to Make the Game with
Matt Hackett.
Marketing and PR is such a big thing
with indie game developers cuz I think
so many of us just jump in and make our
games and then later we're like, "Oh, I
got to what's PR? I got to market this
thing. Are you kidding?" It dep and then
what's PR? It just depends on what they
want it to be. It can be press releases.
It can be public relations. Oh, I like
that. Whatever. Whatever we need it to
be. And in our case, it's just PR with
some extra RS attached. PR. I I love the
pirate theme. Pirate PR. Uh you've got
this picture that that you post
everywhere where you're wearing just a
like it's funny how just a little bit of
pirate gear really sells it. an eye
patch, a hat, you know, if you want to
put a parrot on your shoulder, get a
hook hand, but like and if we ever meet
in person, I'm giving you one of these.
Wait, where's the camera? Oh, sign me up
for that. So, that's a metal coin. It's
our business card basically with the
slogan. We put the R in PR and then the
Twitter handle for as long as that's
still a thing and our email address.
That's amazing. This these worked
wonders, by the way, in getting new
clients because everybody's just handing
out cardboard cards that are a dime in a
dozen and you lose them and then these
things just stay around. People keep
them on their desk because they're fun
to fidget with. Wow. Yeah. Right over
here. I have a stack of business cards
and like I there's hundreds. And at some
point you're like, I don't want to go
through all of them and you just toss
them all out again and then you start
over when you go to a new event.
Exactly. Right. Yeah. Wow. So, obviously
a coin is going to be way more expensive
than a car, but it sounds like you've
found that to be worth the investment.
Yeah. And the coin is something we give
to potential clients. Um, so what's
these? We had thousand of them made at
€2 a piece. So that's a €2,000
investment for business cards. That's
high. But they stay around and one just
having one or two clients already pays
back for them. So
bigger clients, right? Yeah. And we
actually thought about it because uh
it's difficult to see, but there's a
star on the other side and we made it
protrude so they don't stack as well,
but also you can put the star side on
your coin on your desk and you can just
spin them.
No
kidding. That was intentional. That was
intentional. This This is a stroke of
genius. You made like a a memorable
business card/fidget toy slash pirate
booty. Yeah. the the the the most fun
story I've had is I it was just a client
for a smaller budget. Like we just sent
a single press release for them and that
was it. Uh but they reached out to us
saying like I found your coin at
Gamescom and was like found I gave them
to people. Yeah. It was just lying at
some booth and at first I was like oh
how dare they just leave it hanging at a
booth. But then afterwards I was like
but someone found it picked it up and
contacted us because it was too cool to
throw away. Exactly. Yeah. If they found
a business card, you wouldn't have
gotten that email, right? They would
have been like, "Exactly, here's here's
some garbage." I mean, and we also went
to TwitchCon and there we went for a
cheaper option and instead of coins
because these are more expensive to make
and just not going to hand them out to
just everyone. But on TwitchCon, uh we
had uh pirate eye patches made in paper
with our logo on one side and just a a
silly string on to connect to their face
to actually put it on their face as a
eye patch. And on the inside had a QR
code to become a partner
partner. Yeah. And I just they give with
a question like what's your Twitch uh
handle so we can add them to the press
list if you wanted to. That's brilliant.
Yeah, it was brilliant. But that that
conversion was really low because
apparently TwitchCon is not full of
people who play
games. It's just full of people who have
an account on Twitch, but most of them
aren't gamers, it seems.
So are they their games? Do they watch
they like watching the streamers? So
they like games. Most people there are
like just chatting artist stuff, react
stuff. Uh
like the you you'd be surprised how the
majority is not really playing games of
the bigger ones. That is surprising. I
have seen that just chatting is an
extremely popular category. Like I saw
it eclipse, you know, League of Legends
and and Fortnite and I was thinking I
guess that kind of makes sense because
anyone can do just chatting whereas only
certain play like I don't play Fortnite.
I don't play League of Legends and so
you're discounting a lot of people just
based on the games they play. So I don't
know if that was like a oh it really is
that popular or it's just because it's
so easy and anyone can do it. Yeah. And
then also they the ones that do play
games tend to only play one single game.
So, for me as an indie variety outlet or
sending lots of codes for lots of games
throughout the year, it's not that
interesting because I want people who
play new games all of the time and not
just someone who plays one game and
that's it, right? Like I'll never add
people to our press list that only play
Grand Theft Auto, Fortnite.
Like maybe some cases I will see someone
who only plays Slay the Spire and I
think like maybe I can convince him on
the next big rogike deck builder. Maybe.
Right. That's a good point. Yeah. I see
a lot of people who like all they do is
play Binding of Isaac. They've been
doing it for years. Like they're a
Twitch streamer I followed a while ago.
Like they're still playing the same game
all these years later. I've been seeing
articles going around about how some are
wondering if that's hurting newer games.
The fact that, you know, people are
still obsessed with, say, Minecraft,
which is a kind of an older game at this
point. And when you have a new game, you
have to not just compete with all the
other new games coming out. You have to
compete with the last 10 20 years of of
huge hit games that are still getting
updates. Yeah. And that's been the case
more and more in recent years where uh
wasn't there a statistic recently like
only 15% of games played in 2024 were
new games and they were just playing
older games. Wow. On Steam. And then I
find this to be in the case of press and
creators as well like they in their free
time they will just go back to comfort
games and getting them sold on the next
game to play is really hard and then I'm
usually using the length of a game a
short game as a strength and saying like
this will only take you two hours of
your time or only three hours of your
time because more and more I always tell
people you're no longer fighting for the
budgets of pe of uh players
because the age went up, like the
average age of the gamer went up from
like lower 20s to over the 30s recently.
And those people don't have time. They
have money. They have a full-time job,
but they don't have the time to play
many games. So, they just pick something
that they can play with friends,
something they can go back to again and
again when they only have 15 minutes,
only 30 minutes, but they still want to
get that one quick game in. I think
that's also one of the reasons why
mobile gaming is on the uprise because
that's something you can just like play
on the toilet or when you're waiting for
something
versus a commitment of an RPG. If like
if I am a huge Final Fantasy fan and it
took me an entire year to beat Rebirth.
An entire year. It came out in February.
I had a preview code a week before the
game came out. Last last time that
happened in 2020, I beat Remake in the
the full week. I just said to everybody,
I'm taking the week off. I told my wife,
you're watching the kids and I'm just
playing that game non-stop, day in day
out. Still one of my best recent
memories, by the way. I had a ton of
fun. But then this year, I made some
videos. I didn't do a review for it. Um
because besides, I'm also a freelance uh
reviewer on the side as a hobby mostly.
And then for Rebirth, I started playing
in February and I only beat it like at 2
days before the last day of the year,
like on the 30th of uh December or
something or the 29th, I beat the game.
I was like, "Yeah, I still beat it this
year on PlayStation 5."
Yeah. When you're younger, you have time
but no money. And when you're older, you
have money but no time, right?
It's the the cruel nature, I guess, of
being a modern. And all of those people
currently who think I don't have
time, but I have the money, they they
kind of think like maybe I'll get to it
when I retire or something, but then
they don't have health, which is
actually an extra thing in the triangle.
Oh, that's rough. Yeah. Yeah. I'll play
all the games when I'm old, right? But
then you don't have your eyesight.
Yeah. Up. My hands hurt at this point
sometimes, right? Like if I'll be I'll
be playing Spalunky, which is a very
demanding game. You'll be using your
thumbs constantly. And like I didn't
used to get cramps, you know, when I was
a kid playing through Blaster Master,
Metroid, and I was playing uh Tycoon
Noatsuin, and I hope I pronounced that
right this morning on my Xbox
controller. I was like cramping up at
the end of it. Yep. Comes with age.
That's That's depressing, but beats the
alternative, as I like to
say. Getting older is better than dying.
True. That's all I hope we get to live
to that age. I hope so. Then we can play
our backlog finally. I think that's what
it's going to take is retirement before
I finally my wish list right now is 162
strong and I have at least 100 games in
my in my Steam library I still haven't
touched. So, it's like and I I intend
to. Like, it's in the back of my mind. I
just don't know when in the world I'm
going to get around to that. I have
about 550 on my Xbox alone,
and that's just digital. I still have
like physical boxes I haven't even
opened. Wow. Yep. Yeah. I've been
whittling down my game collection over
the years. I used to have several
hundred, mostly classically NES, Super
Nintendo, Genesis is my is my jam. And
now I'm down to like only a hundred or
two.
And to loop back to the original thing
where we came to this topic
is I don't see a lot of people going
back to old games they once bought and
then thinking I'll play this today
basically they will just go back to
their comfort things. And the reason why
me and I don't know if it's the same for
you but why we still go back to recent
games is mostly because we're in the
industry. So we kind of have to stay up
to date with what's happening. like if
I'm reviewing games or if I have a
podcast where we talk about games, I
have to play recent things as well. I
can't just play games that are five, six
years old and that's why I stay updated.
But I don't think that's like for people
in the industry or for people who talk
about with their friends all of the
time. But for more solitary gamers who
just play for their own entertainment or
something, they don't have that same
kind of drive of staying with the
program and playing recent things. They
can just play whatever on their catalog.
Why would they spend se 70 or 80 euros
even now on the latest game when they
can just play something they never
touched from their backlog that excited
them when they bought that in the store?
Exactly. Yeah. Do
you have you found that you need to
carve out time specifically to like keep
up with the Joneses like know where the
industry's at, know what games are
popular and do you consider that like
part of the work? Like do you schedule
that during your workday?
I should but no like my workday
officially on paper should be eight
hours because I'm uh how do you call it
like I also just get a steady month
of what's the term for it? So somebody
that gets a paycheck a salary man or
something. Yeah, sure. I officially on
paper I'm that because I have a mother
company above us who handles all of
that, but I work easily 10 to sometimes
12 hours per day and some of that should
go into playing those games, but most of
it is just like work and then a new
email pops up or a new DM and I just
keep reacting to the thing that then
seems the most urgent until at some time
an external factor, my wife or something
tells me like that's been enough.
So yeah. Yep. That sounds a lot like a
lot of the developers doesn't feel like
work.
Yeah. Still fun to do. So, yeah. Yeah. I
think that's that's the feeling from a
lot of indie game devs is they they work
way more than they should, which like if
you look at your hourby- hour rate, it
takes it down. Like the more you work,
the less you get paid, but they don't
care because they are passionate about
it and they they actually enjoy it,
which is great. Yeah. just for me just
earlier today um getting that trailer
live on IGN just before a press release
and then the developer pushing his his
demo live because Steam wasn't replying
to them. Like I love that rush of
getting everything done like in the nick
of time and still getting everything out
and then for the outside public they
don't see any flaw. It's just like
everything went perfectly like Yeah. but
only barely. Yeah. you were like, "Sweat
and anxiety brought that to fruition."
Um, well, I would love to hear more
about that. What's uh what's the game
and and what's the what's the trailer?
Is there a marketing beat attached to
it? Yeah, so the marketing beat was the
demo going live and then u by the way,
props to IGN for this. Um, so I always
pitch the trailer first. That's usually
the first part of my my job actually is
I push out press releases, but I realize
that the trailer is one of the most
important assets for it. So, I always
give it a close critical eye and give
feedback on like here's how to improve
the trailer. Most of the time it's make
it shorter or remove this boring bit or
something or you're showing way too much
UI, people don't want to see it in a in
a trailer or too many cinematics like go
for the gameplay and mostly the game
play. And then when the trailer is good
and I then I usually have a pretty good
estimate of like this will make it onto
game trailers only or this one will be
considered for IGN if we can pitch it in
the right moment and with the right
exclusivity or something and then that
stuff that happens before I send out the
trailer uh the press
release and I actually have to sometimes
not lie but give IGN a different embargo
date than the one I really need them to
do because I want to send out my press
release ideally with a trailer from them
so it looks extra professional with
their official trailer banner on it. Uh
so usually if I have to send out a press
release at like 10:30 in the morning, I
will tell them embargo is 9:00 and they
can just go live an hour or an hour and
a half soon sooner. Um and then for this
game the the marketing beat was my
trailer my demo is out right now. And
then also the trailer had the demo out
now call to action at the end of it. And
props to IGN because I asked them like,
"Yep, we're good to go." Um, Steam
responded that uh the demo was approved
because he didn't hear from them all
this time. Steam still needs to approve
it on their end as well if a demo can go
up. Uh, and he just showed me the
screenshot of Steam basically
greenlighting everything.
And I just sent to IGN, okay, you can go
ahead. And then the UK person, Emma,
they she came back to me like 2 hours
after this saying, are you sure you
wanted to go up because the Steam page
still doesn't show the demo? And I
double checked. I'm like, oh, she's
right. And I tried to contact the
developer, but he's living in the US, so
he was basically knocked out for the
night. And then he came back in the
evening saying, "Oh, I didn't press my
the button on my end of things." Like,
oo, okay. So was really good that they
did a double check on their end as well.
Excellent. And then when he said like,
"Yeah, I pub I published it. It's live
now." Okay. Sending my email to IGN that
they can go live with it. They replied
within less than half an hour. So again,
really fast. And then my press release
went out at 6:00 this evening. Well, it
was actually scheduled to go out at
10:00 in the morning. But
it's still a sweet spot. Like Yeah. Like
the thing is you can do these press
releases. We used to do it that we sent
them out in waves and then we would send
them
um like to the US people only in the US
times and to the European people only in
the European times. But these days I
just send it out like at one good point
and then we'll just see the the the
articles come out at later stages like
now we'll see US articles come out
before we see European ones. And
normally we see the other way around and
actually value personally the European
UK ones a little bit higher than the US
ones because the success rate is lower
in the US to get through to them.
They're a little bit more AAA minded
then here we are here in Europe.
Um and also the timing doesn't matter as
much because they will still p push if
they were going to push and not like
miss it. And then another thing why I
prefer the mornings is everybody else
seems to prefer that 6:00 to 8:00
evening time for us in Europe as the
moment to send out press releases. But
if you're following that rule, you're
just one of the 20 emails they get at
the same time versus ours arrive in a
moment when people are not receiving
press releases most of the time. And
that helps because I'm also on all of
those press lists from other people. So
I can actually see this happening live
in my inbox when like now is a really
busy time. Maybe I shouldn't be like one
of many and wait a bit. That really
helps.
So you find the less traffic times and
you hit th those when they're getting
fewer emails. Yeah. And then a few days
later if uh a press release
underperformed sometimes it happens
because for example if you send out a
press release at the same time as an
event that's happening but if that same
event has 30 or 40 games and they're all
sending press releases then again you'll
be in that crowd then the next morning
or something we will just check like we
use a tool called Presley and I can just
check the people who didn't open it yet
and send to those people again. Nice.
like only to the people who didn't open
it yet.
That's a really good
strategy. That's That brings up a great
question, which is one of the questions
you get the most at Pirate PR is, can
you guarantee getting coverage by the
big guys such as IGN? Yeah. And then
that's where the feeling comes in. Like
I can if they show me their trailer, I
can usually tell them like this will
make it into game trailers for sure
because they I'm not going to say
lowered their bar or something, but
trailers has just gotten better overall
because of tools and how people use
them. You rarely see very very bad
trailers these days. Mostly just that
not interesting or something like the
content could be more interesting but
the production values are high enough.
Uh, and I get a good feeling for like
this will make it onto game trailers and
if they put it on game trailers, they
automatically also put it on IGN.com on
the website. But that one while looking
cool and you can say like, "Oo, I'm on
IGN doesn't really get that much views
because it's more like a
database like the same location where
you see key art or a box art or
something or screenshots. You will also
see a trailer. it'll pop up in your
YouTube search in your Google searches,
but most people don't organically
um search that one versus the game
trailers YouTube is searched a lot and
people actually like scroll through it
on a daily basis and see like what's new
and chances for that are pretty good. I
think if I look at our press releases,
we have like 80 to 90% success rate of
getting them on game trailers. Oh wow.
And the ones where it doesn't happen,
I'm usually able to pinpoint them and
tell them in advance like, "Yeah, this
I'm not feeling it." And they probably
won't as well. And then indeed
afterwards, I see that like and there's
also other factors for this where they
send me a trailer and say like, "Hey,
can you pitch this to IGN?" I'm like,
"Yeah, but it's the same trailer on your
own YouTube channel for two from two
months ago." Like if you don't make
something new, they will not share it
because there's no news value to it. And
then sometimes I will ask them to like
just change the call to action or like
tidy it up a little bit. And then the
one I'm sending to IGN uh will be one
that's unlisted. And I will also send
them a download link to the 4K version
to really like lower the friction for
them to do all of the work. I will even
give them suggestions of this is like
good key art you could use for the
thumbnail, knowing where they will put
their official trailer thing in the top
in the bottom left corner and keeping
that in mind. and also attaching the
logo so they can put it as large as they
want to, right? Because they don't they
if you look at uh game trailers and IGN
on the channels, you will almost never
just see the key art from the game. They
always take a screenshot or some other
artwork from the game, but never the
same thing that the developers are also
using for communicating about their
game. They always make their own custom
handle and then lowering the friction
there really helps.
So, it sounds like getting your trailer
posted on IGN, it's not going to get as
many views or wish lists or or whatever,
but it's is it more of a legitimizing
thing? Yeah, that really helps other
people talk about it. And sometimes it
does help because you can have trailers
that go viral. Um, and like I said, game
trailers is lower than IGN. So, I was
mentioning before IGN the website, but
IGN also has their own trailer um hub on
YouTube. getting on that one is usually
better and even less of a chance of
actually succeeding there. That's
usually when you pitch an exclusive
like, "Hey, I will let you put the
trailer on your channel
live 24 hours before the developer even
does so. Your trailer on YouTube will be
the only possible place to find this
trailer for 24 hours. And whoever writes
an article about it, they have to use
your your trailer. our press release
will use your trailer like everybody
anywhere they will have to either link
to yours or they can upload it to their
own channel but they will have to say I
found this trailer on IGN and that's
where you pitch the exclusive and it's
not something we do for every single
game because I just know it would be too
much and then otherwise I also see the
success rate. I know what kind of
trailers they're looking for. uh it
won't just be like any any old indie
trailer, but something that I already
went viral or that just looks like high
quality and it's never been shared
before
and that's for the main channel.
Um but then like yeah, like you said,
including this is good for us because um
just people on our press list seeing
like whoa, almost every press release I
get from these people is with the
official trailer must be doing something
right. So that's already an ego boost a
little bit, but at the same time it
converts better as well because it
legitimizes the game. Like in the same
way that uh if you create a new Twitter
handle and you start posting, it's not
because you're only just posting that
you don't get a lot of interactions, but
it's also because you don't have a lot
of followers. If people see a post by
you and they want to know more about you
and they click the the the profile and
they see this person has 15 followers,
they're like mentally more ready to
easily dismiss you as not important yet.
And then the magic number there on
Twitter, etc. seems to be like 1,000. If
they see an account that has 1,000 or
more, it's like, ah, this this has been
around for a while. People engaged with
it, they followed it, it's probably
important. and then pack mentality or or
herd mentality, they will just follow.
Yeah. They want to see that you've done
the work and you've gathered a little
bit of so you've got momentum that they
could jump off of, right? You know, with
a hit rate uh of 80 or 90% like you were
saying of getting those trailers onto
IGN. That's amazing. Um you must have
really good intuition for for which
trailers are going to get picked up and
which aren't. Do you is does that just
come from the experience you have or do
you have specific things that you look
out for that other developers could look
to try to do for their trailers? Yeah.
Uh there's some basic things but a lot
of it is feeling and then basically if I
were just a gamer seeing this for the
first time I keep a mind like of at what
point would I click away like when do
they bore me? When do when do they lose
me? Um, the tricky thing is to keep this
fresh mindset when you're looking at
multiple versions of a trailer for a
client beforehand because every time
they send you a new version, you have to
try and look at it with fresh eyes and
going like, I've never seen this before.
Go. And that's the hard part because
you've you have pre-existing knowledge
of like, wa, this is 10 times better
than before. And then you will you're
easy to think like, okay, so it's good
enough because it's 10 times better, but
is it? And then sometimes it still needs
that extra tweak which could be like
timing in the music hitting the right
beats or something. Um or just what's
being shown. Um easy some easy ones and
that you'll everybody listening will
probably have heard a few times but
still it happens. Um don't start with
your company logo. Yep.
But you'd be surprised how many people
still do it. Um a recent example was
with uh Barour which you can agree is a
really cool title for a game and they
also started with like Varsaf Studios.
Uh and the feedback was given to them
like yeah don't start with your studio
logo but they really wanted to make the
studio like a known entity. So they
incorporated into the game. So Varsaf
was written on uh like how do you call
it the lid on a sewer grate or something
and that's what like the first shot was
that sewer grate with Varsaf on it and
then panning and then you saw the dog
running on the wall because
parkour. Um that's pretty good.
Dioetic and part of the game world there
and like related not just totally
separate like oh here's this thing and
then separately here's a game. Yeah, I
like that. Like if you're making a
trailer for the Nintendo Switch, for
PlayStation, for Xbox, you're going to
have to follow some rules. And that rule
is always to start with our or click or
you can't mimic the PlayStation sound
well, but basically they're opening
sound. Yeah. And you will have to use
this. By the way, it's really funny how
they have these rules of you have to use
this, but when you are talking to them,
it's not like they give you a kit with
like here are all of these materials.
Like most of the developers I know, they
just downloaded a YouTube video where
it's already in there. Downloaded the
YouTube video in its entirety and cut
off the first or the end or something
like the important bits like we need
this in our own video
because they have this very strict rules
but they don't really easily provide it
like here is the template, here are the
rules to follow or something. Usually
it's after you submit the first time um
your video that they will give feedback
like this has to be better or the
Nintendo Switch icon was covered by a
green leaf for like one
pixel denied. Yes, I've heard of that.
Yeah, I podcasted with Derek Lou who's
uh one of the most prolific indie game
trailer makers. And his article um is
also the one I sent to everybody because
he has a single article where he goes
over all of the requirements for all of
those platforms as well. Yeah, he does
he does he does a better job at
explaining it than all of those
platforms do themselves. Yeah, his
resource is like more useful than the
than the official uh like like Sony
themselves or Microsoft or whoever. like
I don't know if it's in this article as
well or if I found those externally
because I don't know if you can share
them but like for each platform there's
also so I made my trailer now who the
hell do I send it to is also like very
specific procedure
like sometimes it's submitted via the
back end but most of the time it's
basically just email it to this person
and then you have a timeline of if you
want to be live at that time you have to
send the trailer so many days in advance
Interesting. Well, it sounds like that's
where Pirate PR comes in handy. You send
your trailer to Pirate PR. Yeah, I don't
make them, but I I do give a lot of
feedback on them because I I realize how
important the value is. And then
sometimes I will even greenlight a
trailer and say like this is perfect for
your Steam page because it has so much
different gameplay things you're
showing. But now, let's talk about the
YouTube version that we want to share.
It should be shorter, compact, and more
interesting to watch because nobody's
going to watch the entirety. And on
Steam, no one is going to watch the
entirety as well. But there, I basically
do the click at random random moments
trick. And every time I click somewhere
randomly on the trailer, it should show
interesting gameplay.
That's a great rule of thumb. Yeah. Uh
Chris Zukowski of how to market
agame.com did this study where he
watched actual Steam users um shopping
for games on Steam and their eyes. Yeah.
a lot of them would skip the trailer
entirely and go straight to the
screenshots because you can just go
click click click and you get a faster
uh it's a faster way to view the game.
But then even when they did click the
trailer, you would see them skip cuz a
lot of times as you mentioned their
logo's there and the intro stuff and
like get out of here. So they they go
like they skip 20% in, they skip to the
middle, they skip near the end, they
jump around and that that that's a great
point. Why? Like every single moment
pretty much in your trailer needs to be
great because if you have like a down
like oh well I want to have a downturn
before we get back to the exciting stuff
like well they might have skipped right
past the exciting stuff and they ended
up right in the middle of that dull
stuff. So that's not good. And if your
if your exciting stuff isn't audio based
or leaning on audio too much like a
rhythm game for example then that also
translates into gifs. And I always tell
people on Steam, like they have a really
good compressing tool behind it or
something, use more GIFs. Like if you
have key features at the bottom of your
about the game, like every key feature
should have at least one gift explaining
the key feature and showing it to
people. Nice. That can just be the best
moments from your trailer cut up into
GIFs. But yeah, really useful. In my
press release, there's always at least
one GIF as well because you can't embed
uh a YouTube trailer in your press
release. Like in my side of things, on
the press release that I do on Presley,
it's an embedded YouTube trailer, but in
people's inboxes, it will just appear as
a preview uh thumbnail and when they
click it, it opens the
website. Or you can also program it that
if they click it, it opens directly the
the trailer itself. But usually I want
to send them to my press release so they
all the information. But the GIF shows
the game play right away. Right. Did I
hear Presley? Is that the name? That's a
tool I'm using. So if you're not
familiar with it, it's basically a
Mailchimp, but it's more specialized for
games press. Nintendo use it as well. Uh
I see more and more PR agencies and
publisher use it as well. Maybe also
partly because I'm recommending it to
everybody to use it. And it's only
afterwards that I found out it's created
in Belgium. Oh, cool. Well, they should
they should start giving you uh
commissions for all your
recommendations. It was because I saw in
their um like partners or something uh
but I forgot the name for it like
basically uh a press outlet for Belgian
press but then not not for games like
really mainstream like the newspapers
and TV and stuff. They all get their
resources from one single location and
that was like one of the partners they
listed. I was like that's weird from all
of the countries in the world that they
would list this one and then only later
I found out like ah the founder is from
Belgium and most of the people working
here as well. Okay, cool. Perfect. Well,
it's kind of a small country, right? Uh
you were saying the other day it was
just like a few you could drive across
in just a few hours. Three. Yeah. Like
diagonally you can probably do in three
hours from the far end most far end to
the other end. Yeah. Wow. Yeah, I live
in California where it's just stupid.
It's too big. It's too big. Like the
whole country is too big. But uh yeah,
so you live live nearby. That's that's
awesome. Uh when you send your your
press uh release out, what what is the
format there? Is it is it PDF or do you
send like a link to say like a Google
slides or how does that work? No, it's
it's uh just like Mailchimp works. I
guess is like there's an online
equivalent of it that people whenever
they click an image or uh like the
YouTube trailer, they go to the online
version of the press release and it's
basically a web page but in their inbox
it's just an email. It's an email with
HTML formatted stuff in it like gives u
the that's also one of the downsides of
Presley is that freedom wise in
formatting this I'm a little bit limited
versus um on Mailchimp for example
there's some easy things you can do
there like a line left like having a
small a square image and then having
text line to it that's like pretty basic
stuff but it doesn't work on their site
so I have to work around it and I
basically made this template that I'm
still using 2 hours after almost
untouched. And whenever I have people
send press releases through us because
that's one of the solutions we have
where they write the press release, I
send it out. I still make changes to it
of course to make it better because
everybody receiving it doesn't know is
this Robbie writing it or is it one of
his clients? So the the level needs to
be high up there. But I just basically
send them a template that they can fill
in a Google doc and I can just copy
paste it into Presley afterwards.
Excellent. Send it out. That sounds like
a great system. Yeah. And this the
reason why I always use the same
template as well is also because I want
to create a habit for people that
receive multiple press releases from us
that they can just know like half a
scroll gets me exactly to the request
the code link or something or the
trailer is always here and uh the very
first paragraph will always talk about
what game it is and who's making it and
there will always be a clickable link
there bringing me to Steam even though
that same clickable link is like listed
three or four times more in the press
release. So, I don't I don't want people
to have to go looking to it. Like
basically it's releasing on Steam that's
clickable and goes to Steam and then a
little bit later it'll say uh wish list
here on Steam and then at the bottom it
will say press kit here, Steam page here
like multiple times because I want them
to wishlist it even though press and
media aren't our main target like they
are not the consumers buying the game or
not most of them at least but them just
adding it to their wish list also helps
the momentum of just having a few more
Right. I know a lot of indie game devs
like me are obsessed with wish lists.
Like I'm trying to gather wish lists for
my game Pixel Watcher right now and it's
it's slowgoing. A lot of game devs that
come to me, they want to know what works
for getting wish lists. Yeah, I wish I
had a golden answer to this that works
every single time. Um, what works for
wish lists? Well, first of all, having a
really good game. That goes a long way.
Um, and then this is the more boring
answer, but having a game that people on
Steam want because that's basically the
only place where wish lists matter. You
have wish lists on Xbox, Switch,
PlayStation, people don't know that they
they all have a wish list system. People
just don't use it. I don't I I use wish
list on Steam. I know Xbox on Xbox I use
wish lists, but it's only when I'm
browsing the sales and I think this sale
isn't big enough yet. and then I'll wish
list it so I get a ping when the
discount is bigger. But it's not like to
know when a game comes out. But those
metrics are also not used. It's not like
those platforms are putting games higher
up into their order or something because
they have more wish lists that they
basically play the friend politics game
where they push games from publishers
that they know well or people who have
connections to ask them like, "Hey, can
you put me in this sale?" or something.
That really helps,
right? Um, but wish lists on Steam,
things that really work, like getting a
good trailer on IGN, that will go a long
way. But nobody can guarantee you, not
even IGN themselves, like what will this
trailer do? Sometimes you launch one and
it will only get a few thousand views.
Like on on game trailers itself, the
average seems to be around 2,000. So if
you get more than 2,000, your trailer
probably is doing well. If it's less
than 2,000, either your trailer itself
didn't do well or the timing when it
went up in between other games was just
bad luck. Nothing you can do about it.
Yeah. Like if I if if I had uploaded the
trailer today before the Switch 2
announcement, then probably a lot of my
views were consumed by people going
like, "Let's click on that game trailer.
Was this the Switch 2 was announced?"
Click. And they're not looking like
that. That's just bad luck. Nobody knew
what time or what hour it was going to
be. Yeah. Um and then on game on IGN
itself, sometimes you can get lucky and
get into the millions of views. Like
earlier this year, we had a a trailer
for Zucosis that had 2.5 million views.
Wow. Like yeah, that'll get you wish
lists. That'll translate into wish lists
that many. And then even the trailer and
it was the only thing was shared like
the Steam page existed. The trailer
existed. There was no demo and hundreds
of people, lots of them from India by
the way, uh they made shorts analyzing
that very short trailer and saying like,
"Yeah, we saw a monster giraffe, but
what's what are the other animals that
will turn into monsters? Let's look for
clues." And then those videos became
videos with multiple view with millions
of views. And core to that is just
having a game that visually very very
interesting. Like here you had a monster
giraffe that walks around like a spider.
Visually interesting. Later in the year
we worked for Skim. Every screenshot or
video you see for the game Skiim. And
for people who don't know it, it's the
game. You probably already saw it where
you jump from shadow to shadow in like
an isometric perspective. Every
screenshot from that looks like piece of
art. Like it looks really good. Um the
trailers performed well for it. Um, the
wish lists also went up in the 200,000
and above. Um, but then you would even
see people because it's so visually
interesting. There was this one person
with like 8,000 followers on Tik Tok.
No, on on YouTube, like 8,000. That's so
okay. That's that's nice that you have
8,000, but you don't expect anything
viral from it. But then he made a short
and that short had 3 million views and
it was the best viewed short in the
world for the game. Wow. With three
million views. And that's to to say this
like don't never never downplay the
small guys like they could be your
trigger to success as well. Uh in this
case that was the case for Skim like was
one of the best performing views. Uh
that got us some wish list as well. And
then sometimes you will even see
coverage that you as a developer might
not like but it will still be a wish
list. Cannon. Um, concrete example here
was when we launched the the Steam
NextFest trailer of
Voxlands, now renamed to Vauxile for
some legal reasons, I think. Um, so on
IGN it was uploaded and I was surprised
because this one I would have guessed
they would put on game trailers, but
probably not IGN because the trailer
itself was shaky. The game was
interesting. It was basically um
Minecraft with guns. I'll get back to
that later.
Uh, and the the game itself was really
interesting. Looks really good as well.
I like also wondering what magic they're
pulling off that it runs smoothly even
on my laptop. Uh, but the trailer was a
little bit shaky. Could have been
optimized more. I didn't also have my
usual feedback around on it and was
basically like, "Nope, we don't have
time. This is the one. Okay, I'll send
it out as such." Um, and they uploaded
it to the main IGN channel. didn't get a
ton of views immediately, but I think we
ended up at like 180,000 or something.
Wow. Uh, which is which is good. Uh, but
that was a contributor to the wish list,
but I think the biggest boost came from
two gaming bible articles and really
most people are not the biggest fan of
them because they basically write
clickbait articles as they did here. And
then for people around in February last
year, the biggest trending game was
Palworld, like Pokemon but with guns. So
they wrote an article saying Minecraft
but with guns. And then the developer
was like they're oversimplifying my game
and they shouldn't compare it to PAL
World. But I was like, what does the
graph of your wish list look like? Whoa,
it's spiking. So, let's just go by the
there is no really bad press uh old
statement and just let the thing do its
thing and look back and enjoy the wish
list going up. I saw something from uh I
want to say it was Finy where they were
saying what they like to do is put
something out there and then the fans
will tell them what it is or how to sell
it. Yeah. And an example being like um
uh Overland I think was their their kind
of dystopian turn-based tactical game
like survival game. I hope I'm getting
that right. And they didn't know exactly
how to position it. They didn't know
what to say it was to sell to people in
exciting way. And they were showing it
at some event like you know uh E3 or PAX
or something. And one of their players
was like oh this is great. It's and they
like nailed like like just it flowed
right out of their mouth. It was like
the perfect way to sell the game. Uh it
was something like, "Oh, it's like a a
dystopian road trip where you help
people and save dogs or or something
like that, you know, and they were like,
whoa, that's great." Obviously, wasn't
that exactly, but that that makes me
think of uh uh how you were saying the
was it gaming bible like they they came
up with maybe maybe a better positioning
like a good way to sell the game and
that can be that can be useful too.
And it's also that that's usually the
game plus game equals this new thing is
something I almost never use myself in
press releases, but I try and kind of
push people to it by using the same
vocabulary as one game usually does and
then a little bit lower the same
vocabulary as another game usually does.
And they'll usually come to the
conclusion themselves and think they're
pretty smart for coming to the
conclusion without me basically telling
them. Uh, for example, for Ruffy and the
Riverside, I would say this is Banjo
Kazouie plus Paper Mario aesthetics or
something, right? But I don't want to
use those um well-known games in a press
release and just like lean on the
popularity of others myself too much and
basically let it speak for itself. I
like that. Yeah, I posted some advice on
my art uh my vladri.com my blog where I
was like, don't use other games to
describe your game. And this is advice I
picked up again from uh Derek Lou. I
think he had a talk with someone else,
but they were like they gave several
reasons to not do that. One of them
being like if you say it's I don't know,
you know, Fortnite meets Minecraft,
that's a bad example. You pick more
obscure games right away if people don't
like one of those games, they're out. Or
if they never heard of one of those
games, they're out. And it can also or
if there is one thing they really like
about the game and then they start
thinking this is the game that has that
as well and this is just the one feature
you dropped then they'll be disappointed
and they will complain about it.
Exactly. That suddenly a negative Steam
review. Right. If you say it's like
Minecraft meets something else, what
Minecraft means to you might be
something else to someone else and they
might be like you said it's like
Minecraft which means it has a million
features. Yes, it's got online
multiplayer. I guess you can there's
there's a creator mode like Minecraft
does everything. It's practically a
platform like even beyond a game. So
saying that can be dangerous because
you'll set up the expectation for your
game to let the player down. So that's
that's kind of dangerous. So it sounds
like you're of the same mind where you
don't mention but like it it's
contextual though like sometimes it's
appropriate like sometimes you do want
to mention another game. I I don't use
it in a in a press release because
that's officially what most people will
just copy and paste and base their own
writing on. But if I'm pitching that
press release directly, I will use it.
Like again, the recent example from Rafy
and Riverside. In the press release, I
didn't mention it, but now that we have
a demo coming out and we are sending
keys in advance to people, I am
customizing the message I send to each
individual person a little bit. And I
will say like you'll probably like it
because I know you're one of the biggest
fans of Ocarina of Time. And do you know
what? The developer even has a live like
extremely large-sized 3D printed Ocarina
of Time uh cartridge in his own house.
Like I will use that as something to
convince them. Or if I know that they
played for example Born of Bread
recently and that's like an RPG that
looks a lot like Paper Mario, then it
will also bring that up in the pitch
saying like you'll probably recognize
some things of the game like
inspirations from it because it's
basically this game that you like plus
there also some of the aesthetics from a
Paper Mario game and then just bringing
that up then because I want I know
specifically what they like about that
game and then bring it up. But it's
easier if I'm talking to one person
versus if I'm talking to a group of
people. You know that they've heard of
it rather than you say the name of a
game and they're like, "Wait, what's
that?" And all of a sudden you're having
to explain someone else's game instead
of your own. You're out there selling,
you know, Starcraft or something. Yeah.
If I'm pitching to a YouTuber who
doesn't just say like, "I like Zelda
games," but they in their bio say like,
"Okarina of Time is my favorite Zelda."
That's like, "Aha, a hook." Yes. And as
pirates, we like hooks. Yeah. I have a
big spreadsheet that I'm adding to over
time of just people who've played and
enjoyed Powerwash Simulator and I know
they know the game and I'll be like,
"Hey, Pixel Washer is a little bit like
Powerware Simulator. If you like
watching stuff, obviously a lot of
differences and that gives me an opening
like, "Oh, I like Powerwire Simulator."
I'm like, "Well, I can tell you how it's
similar to Powerware Simulator, but how
Pixelasher is different because
obviously it's very different than than
that." But I know that there's that
shared context where I don't have to sit
there and be like, "Oh, okay. Well,
Power Simulator is the same with blah
blah blah. A little tip for you in that
regard is if you have a channel like
that that did multiple videos on
Powerware Simulator, watch the very very
first video they made for the game
because that's usually the one where
they share their opinions of what they
like and don't like about it.
Afterwards, they will tune in and they
will keep playing it and then they will
go for side things that keep them
playing like ah so satisfying another
achievement or something. But at the
very first like the 10 to 20 minutes of
them opening the game for the very first
time, that's crucial because that's when
you learn why they kept playing it and
also why you can try and come do the
same thing in your game. Interesting.
Yeah, you can see what they didn't like
about it and I could be like, "Oh, well,
my game doubles down on that part that
didn't like, so maybe I will." In that
first video, they might at the end of
it, they might make a half hour let's
play of Power Simulator, but they might
be like, "Okay." And at the end, I hate
this game. I'm never playing it again.
like maybe maybe don't contact that
person with a similar game cuz they
might not like it. And then by the way,
if they do something like this and say I
don't like this game or you get like a
negative vibe from it, watch their
second and third video as well. And this
is a lot of research I know. But
sometimes you'll hear things like
because someone in my community asked me
to keep playing it because trust me it
gets better. And then you you can also
use that and like um either get to the
good stuff that they like quicker is one
thing in the game itself or already just
be honest about it and say like yeah it
takes some get like you'll need to get
into it first before it becomes
satisfying or before it becomes
something that you'll really enjoy but
trust me you'll get there
right. Yeah I've heard that a lot where
someone will say like oh you just got to
get past the first 10 or 20 hours and
then you're really going to like this
game. And I'm like, "Oh, I can't like
I'm never going to get there." Um, like
I I mentioned, I like Final Fantasy
games. I think a lot fewer people would
have played Final Fantasy 13 if it
wasn't for the fan base going like, "It
really gets good 20 hours in." Yes. Yep.
I've heard that exact. They convinced on
mass their their their friends and their
the people they're talking to like,
"Yeah, I know it is a solo linear start,
but it gets really good if you hang if
you hold on to the if you hang in
there." Yeah. Just power through it.
Yeah.
Ideally, they don't have to, but Yeah.
Yeah. This is a question that I get a
lot and that I think comes up um often
when talking to uh PR and marketing
experts is how long do you need to
market a game? Right? Because sometimes
a developer will come to you and they're
like we're launching in a week and
you're like that's I can't that's not
enough time. I can't do anything about
that. Versus some especially solo game
developers have this habit of being like
I've been working on my epic masterpiece
for eight years which is a very long
time to be continuously marketing. And
you might get some people who get bored
and drop off and delete their wish list
and like I'm I've been hearing about
this game for six years. I'm tired of
it. So what is what is enough time to
market a game? Do you look at like
minimum thresholds or maximum thresholds
or is it more more by feeling? Uh at the
very least I need a month or like five
weeks like that's that's the very least
I need and it's usually my game is
coming out. What can you still do? And
if they tell me my game is coming out in
a week or in two weeks, then my I will
just say I can send send out a simple
press release. You'll have to handle all
of the rest yourself. But I can't do my
work to your satisfaction if you only
give me this much time, this amount of
time. I can still send out a press
release because it's better than not
sending out a press release, but you're
not doing yourself a favor by like
launching it now. And I usually ask the
question, why are you launching it now?
And if their reply is because we said it
would launch now then like my follow-up
question is to whom to how many people
saw this how many people cared like yeah
I posted about it on my Twitter show me
the tweet where you said it's going to
launch tomorrow or in a week or
something like this is the one okay you
got 25 likes on that do you really think
those 25 people maybe disappoint being
disappointed weighs up against the fact
that you're not doing your game the full
service that you could be doing it and
then I usually look at uh the entire
timeline with those people and say like
let's look at this like a positive. Is
your game feature complete? Yes. Did you
have it bug tested? Okay. So, use the
extra time where I'm doing my marketing
side of things to bug test it to QA test
it to make sure that when people get the
game it actually is good. Uh and when I
say people I usually mean press and
media because they get access before
everybody else does. But it also means
they usually are the first to spot
mistakes in it. By the way, I always
try, and this is a big word, try, play
test my own games, the one I'm doing
marketing for, so I can already be one
of the first people giving them uh like
a mock review or like bug fixes, like
things like in the first few hours, I
bumped into these issues, fix them
because other people will say the same.
Yeah. Um that's good advice. But that's
like the the minimum runway I usually
want is like five weeks or something. uh
because that that's that allows me to at
least do two marketing beats which are
the most important to me personally as
PR is um announcing the release date of
the game and then when I send out the
press release I do really want them to
hold on to it if possible like if I'm
doing it for um coming out on all
platforms in 5 weeks and then really
saying like day and month. It's okay if
one of those platforms comes later
because you can actually treat it as an
extra marketing beat like, "Sorry,
Switch took a little longer, PlayStation
took a little longer." It's always those
two.
Um, whenever whenever a developer tells
me, I'm releasing on all platforms at
the same time, and I'm always going, are
you
really sure about that? Like, I can I
can show you the list of games I've
worked on and the amount of games that
told me I'll be on all platforms at the
same time. And always like PlayStation
is a month later or Nintendo throws up a
last minute QA check where they said
like yeah check this before first. Um
but that like five weeks I want to say
this is when the game comes out. I want
to say the form is now open so people
can start requesting codes. Then usually
a week later, I'll start sending out
codes. Not too long after, a week later
or two weeks later, or basically if I'm
doing the review package, which is where
I send out review codes from the moment
I send that first press release, I'm
basically sending out codes non-stop
ideally to people who request it from me
because I know they're interested.
They're the ones saying, "I want a
code." So those are the ones who are
committed. But I also do cold call
emails where I send hey so basically
look at what they played. Um or I have a
list of people who just told me like I
don't like forms send me codes okay then
I'll do that and then you need to know
what platform they prefer etc. And so
you don't send them the wrong platform
that they are not going to
cover. Basically I need all of that time
that's really time consuming um to do
it. Ideally, I've been working for the
game earlier because otherwise in those
same five weeks, I also have to start
doing my research like what is similar
to this game and who has played that
similar game and have do I have those
people on my press list or do I still
have to add them? That's all research
research I prefer to do beforehand. Um,
it makes a lot of sense. I should charge
an extra to people who said like, "Yeah,
help me now." And like it needs to be
done quickly. I never do, but I should.
Um, it's a panic fee. Yeah. An
inconvenience fee. Inconvenient. Yeah.
And then the the second press release,
and
admittedly for indies, this one is not
as important as it is for the AAA
industry, uh, is the the game is out now
press release, but it still gets
covered. It still gets copy pasted on
the smaller to medium sites. You will
have a handful of big sites doing an
article on it. Uh it's the the the press
release that triggers people to like
bookmark it and put it on their short
list of like hey am I doing an article
of best games of June or something or
like
or even if it's for a demo like best
demos from Steam next fest like that
kind of press release helps you put them
on the radar again like a few weeks
after you actually they got the code and
then they were reminded like oh yeah
that came out and I played it and I
liked it because don't underestimate how
many games some of these people are
going through on a monthly basis and how
important it is to stay on their radar.
Yeah. Um and also for the people on our
press list who already got a code, it
allows me to poke them about the fact
like, hey, you know that embargo that
ended yesterday, the game is out now, so
that probably means the embargo is over
as well. Feel free to start publishing
your reviews or your videos, right? Or
it can just act as a the first time
around. It could be that people saw the
email, they clicked it, they didn't have
time, and then just sending another
email later can suddenly be at a better
time in their life where they do have
the time to play this game. And they
will go like, "Yeah, I was tempted last
time to accept the request offer, but I
didn't have time, and I do now." So just
being in their inbox a second time is
already worthwhile. Yeah, there's this
term I came across uh which I think is
applicable here called effective
frequency which kind of boils down to
like how many times somebody needs to
hear about and it could be any marketing
product. It could be a toothbrush,
whatever. But in our case, it's games.
Is how many times you need to hear about
that game before you get into the
marketing funnel and you're like, "Oh,
okay. Yeah, no, I've been hearing about
this. Like, I saw one of my favorite
YouTubers play it and then a buddy of
mine recommended it." And then like that
might not even be enough. You like
months might have to pass and you read
about it in IGN and then another one and
then you're like, "Okay, 17th time I've
heard about this game. I'm finally now
uh going to go watch it." I have an
article on the pirate PR website on it
called how the law of familiarity helps
you sell games. Law of familiarity. Oh,
I like that. Yeah. And basically it
tells them also like you want them to
hear about the game on multiple
platforms. Like if YouTube is always the
only platform they hear about it, it's
less likely to stick than if they also
see it at different moments in their day
because people usually use a specific
platform at a specific time in their
day. Um, but if you get to them multiple
times in a day or multiple times in a
week at different times, so that means
they saw a trailer on YouTube, but later
that evening when they were scrolling on
Twitter on the toilet or something, they
saw it come by in a tweet again. And
then a little bit later when they are
like eating their dinner in front of
their computer or something like if it's
a student uh and they're watching their
favorite Twitch streamer play the game
like all of those things stack up and in
the end you'll be in a like a mental
wish list. even if they didn't click the
wish list button on
Steam, they'll they'll recognize your
game and then the next time there's like
a big sale on Steam or on another
platform and they scroll by it, they
will recognize your font or your key art
or something because they've seen it so
many times and they will instantly like
categorize it or filter out the ones
they've never seen before versus the
ones they've encountered a few times.
Right. Well, that's a great point. the
the the best way to treat all of
marketing and marketing is basically
selling feelings is always how do I feel
about games and how do I look at games
like how do I decide what I'm going to
play next and that's usually because
I've seen it so many times so it
probably must be important or a friend
really recommended it to me or it looks
similar to something I recognize or know
that I like.
Marketing is basically selling feelings.
I love that. Yeah, that is so useful.
Um, that brings me to a great question
from uh Kristoff, I think from Blue Sky,
which is uh what's the most important
marketing beat? And so for my audience
who's not familiar with a marketing
beat, it's like a big moment in the
development of your game, right? The
announcement of the name, a teaser
trailer, demo date, announcement, demo
release, launch date announcement,
postlaunch support, stuff like that. Um,
is there a most important one? And I
think this question comes from a place
of like of famine where a lot of the
game devs I talked to again, they don't
have like marketing budgets or dedicated
PR person. So they're like, I'm barely
holding it together making this game,
right? And so they're like, what like is
there one marketing beat I can just
focus on that one or or is it only three
or is it like do they all kind of
matter?
No. It difference per game. Um, like if
I were to ask you what's the most
important marketing beat No Man's Sky
did, is it announcing the game? Yeah,
sure. Because they got mill they got
millions of people interested in the
game, but then it bombed because it was
really bad. So, was it was it the press
release where it was relaunched or was
it the moment where everybody was
suddenly saying, "Hey, this game is good
now." And then people started playing it
like every game will have a different
moment. For some people, you'll see the
interest spike before the game comes out
at around at the moment of announcement.
For other games, it will be the game the
time when the game comes out. And then
for other games, it will be months
afterwards. Among Us that they didn't
have good marketing beats before the
game came out. It got popular by a
single streamer publishing sharing the
game and saying he liked it after the
game came out and then it spiked into
popularity. So, that's going to be
difficult anytime. And then what's the
best way to optimize that is to have as
many marketing beats as
possible. Ideally in as short a time
frame as possible, but also not too
short of a time. Like not like we're
announcing the game and we're doing
Steam next test and we're almost
releasing the game and the game is out
now in like a month time. If you do all
of that, then you're screwed most of the
time. Uh but it also can be over seven
years because then you're losing
interest. And then that wish list number
you think is important. you said before
like they might delete their wish list.
Well, I think that's the better outcome
that they delete if everybody who is no
longer interested in your game deleted
the the game from their wish list would
give you a better uh vision of the
possible success. Then if they would
just keep it around and like they're
never going to buy it, but there's still
a number and then that
number you you make wrong assumptions
saying like, "Yeah, I've got 20,000 wish
lists. That's a good number of wish
lists, but did you gather them over
eight years? And are those people still
fans? Do they still even like eight
years is a long time. They may have
moved on in their life. Do they still
have a Steam account? Yeah. Possible
that they do not or that they just are
now on the side of things where they
only play one game for their entire life
or something. Um. Right. Yeah. I used to
I like to use the word rot in this
context where I'll be like you know this
that wish list this game was launched on
I mean that launched it was that the
page existed on Steam four years ago and
it got a bunch of wish list right up
front but then four years have gone by
there's a lot of rat on there. It's the
same for like I don't know Twitter
followers, YouTube subscribers. YouTube
is old. Like you might have subscribers
from 10 years ago and maybe they they're
they don't use YouTube at all anymore,
right? Newsletters are the same way.
like these ancient email addresses that
don't even exist anymore. Um, so that's
definitely a concern, right? Is you you
actually want the wish lists that are
recent and from people who are very
interested and like not at all likely to
delete your wish list, right? Like that
even uh brings me to another thought
where that works the same way for how I
scout for good creators for my games.
Like, okay, sure, you can have 5 million
followers, but if your recent video only
has 5,000, and I'm I realize only 5,000
is it's still high. I would I wish I had
5,000 views on every video I upload.
Same. Uh but I'm I'm just getting to the
point where maybe that person with 5
million followers and 5,000 views, he's
not as important as the one who has
100,000 um followers, but 20,000 views
on every single video. like that one's
gonna sell you more games, that's one
going to be better, right? And the same
is true with wish lists. But yeah, to
get back to the original question of
what's the most important marketing
beat, it really depends. But I for me as
a PR person, but this can be different
as what's good for the game. But the two
most important ones for me
are either announcing the game or
announcing the release date of the game
and then the game is out now because I
really need those two as the starting
point and the end point of I'm sending
out keys. I will still send out keys
after the game comes out. But you'll see
a a steady decline of the amount of
people interested in reviewing the game
shortly after the game comes out. And
then there becomes a natural point in
time where it's just more logical that
the developer handles all of it
themselves. And I just say like here's
the login or here's the account or
here's how to do it or I shift even my
old press releases to contact Robbie for
a key to contact developer for a key or
something so they are the ones first in
line and they don't have to wait for me
as a bottleneck to handle games that are
two or three years old. Um, but yeah, I
for most games these days, probably
announcing
it is a really important one, but that's
really for the games that are like there
at a really high level from the first
moment they announce it versus the ones
that need the player feedback still to
find out where they're going. So, yeah,
sorry, it depends.
No, I mean that that's the answer uh uh
to every gamedev question it feels like,
right? It's like there's there's almost
no cut and dry. Like it's very rarely
black and white. It's a lot of times
it's like it depends on the context.
Plus games are so different from each
other, right? Like every single genre of
game and there are hybrid genres uh they
all have different audiences who expect
different things and want different
things. So it I mean it depends is the
it's not the answer we want but it's the
answer we have most of the time, right?
Yeah, I used the bullets in a chamber uh
example at some point, but it was like
too visceral of like if you're playing
Russian roulette and you want to have a
a chance at success like like just load
more bullets in it. But that's the
opposite because that's not really
success blowing yourself through the
brain. But uh I saw uh I think it was
Ramy Ismael who used it on LinkedIn or
something as an analogy and he said like
it's like flipping a coin. Like every
marketing beat you do is like flipping a
coin, but if you do more of them,
there's more coin flips and more chances
to land heads or tails. And it also work
better as a pirate to flip coin things.
So, let's go with that one. Yeah.
Interesting. I feel like game developers
like me, like solo and indie are finally
getting what's been drilled into us for
a while now, which is that it is, you
know, the more times you release
something, the more chances you have for
success. And so we're starting to be
like instead of oh I've been spending 5
years in this one game I'm so passionate
about. We're instead trying to be more
like I'm going to release five games in
those five years instead of one game.
And that way you get more opportunities
to have something that is successful.
And I guess you can divide that up too
and be like for each game pretty much
the more marketing beats you have the
more chances you have for something to
get picked up and that can increase the
odds of the next marketing beat which
might be bigger and more impactful for
that getting picked up. Yeah, exactly.
Love it. So, uh I saw a lot of posts for
you last year that were very interesting
where you were posting like screenshots
of YouTube pages and Twitch channels and
stuff like that. And um a lot of them
were you were like spot the key
scammers, right? Because this is a
common thing. So, for anyone who doesn't
know, uh Steam, when you sell a game on
Steam, they give you the ability to just
have generate free keys and you can
resell those. A lot of it's common to
put them in a Humble bundle or you could
have if you buy my game on itch, you
also get a Steam key or whatever. But
that creates the situation where that
key can be sold and so that opens up
this market for grifters and scammers.
So, uh, what are key scammers and how do
we avoid them? Yeah. Well, um, if you've
made a game or if you're about to make a
game, um, or if you're about to release
a game, you're going to get lots of
emails. And sadly, it's not to
congratulate congratulate you on a job
well done, but it's basically an
equivalent of, "Give me keys and it will
equal success. Uh, trust me, bro." And
then like really badly written emails
most of the time. and they will always
ask for multiple keys keys luckily
because that's a really good spot of
like why would they need multiple but
yeah you'll get dozens upon dozens and
then towards the release of the game
hundreds upon hundreds of people asking
you uh about keys
99.9% of them are indeed fake but you
still need to go through them because
you want that 0.1% that might just be
like pay gamer saying I want a review
key and if you just bulk delete it's
everything like oops, you don't want to
have that. Um, so yeah, basically what I
try to do is I try to teach people how
to spot them themselves because I can
handle the key requests. Like I can tell
people, um, I'm sending out press
releases, people ask keys from me, I
will handle all of those, but they'll
still get emails themselves because
Steam just lists publicly your email.
Yeah, I say publicly, but I don't even
know where to find that contact
information per game. But apparently
it's really easy to do because the
scammers know where to find it. They
know. They know.
Um, but you'll still need to go through
it. And then people keep asking me like
I I usually open up a line a direct line
of contact with me on Discord where they
can send me screenshots or they can
forward me emails and ask me like, "Is
this legit? Is this legit?" And it
always hurts me like why' you even have
to ask? It's so obvious. But the fact
that it isn't obvious to them, but it is
to me just shows it is a little bit of
worth of getting to know things. Um, but
yeah, it it happens on multiple places
as well. You'll get key scams. Most of
those by email are curators and I'm not
saying the entire curator system of
Steam is broken, but it's close to it.
Um, for people who don't know Steam
curators, uh, on Steam, you can have
reviews by people who buy the game, but
you also have curators who can, for
example, pick a genre that they always
do reviews for a game, and they get this
like four lines of text or 200 280
characters, like the size of a tweet, to
say what they feel about a game. Um, I
don't really believe they have a lot of
extra value, most of them.
And then there is a system on Steam
where you can actually send them not a
key but basically like your account now
has this game in the library. So they
can review the game and write their
review and it's the the curator back end
where they can you you as a create as a
developer you can actually handpick
people and search for them and say like
send the code to this person, send the
code to this person or they can send you
a link to their curator so it's more
easy or they can request a key from you
as well. I think I don't think so. No,
only the other way around where you're
the one sending them a key. But if a
curator is in your inbox asking for a
Steam key, why would they need that?
Because they're a curator, right? They
can use the back end. So if they need a
Steam key, and especially if they're
asking for multiple ones, it's probably
to sell them. I did not know that that
had that natural system. Yeah, I I did
the back ends for a few game releases
myself when I was still working for a
Belgian publisher and there I would just
like for Journey for Alleion, which was
a VR game, I would just handp pick VR
creators and just send them activations
as well. Um, I even have a curator
myself for uh Belgian Game Awards
because I I or co-organized the Belgian
Game Awards every year. And last year I
wanted like I I wanted to have the
awards to have extra value outside of
just like you win and you're
uh a runner up or something but just
didn't make the cut. And I wanted to
every everyone have value from it. So, I
made a Steam sale page for the event and
I put that up and I even got uh two 48
hours of main page but just in Belgium
on Steam. But still was really success
story for us and hopefully like next
time I can broaden that. And by the way,
I think we would have gotten that global
like for the entire world on the front
page if I got Divinity Original Sin 2
and Balders's Gate 3 to participate, but
they were sadly the only ones to uncheck
the box like want to participate in the
event. Like, no. We need you, bro. Oh,
so close. You're literally our night in
shining armor, Sven. Come on. Come on,
man. That Steam homepage is is no joke.
Uh, it's just money. When I go to the
Steam homepage, I'm just I see money
shooting at my eyeballs for every single
every little bit of re real estate on
there is just getting so much traffic.
to get to that point to create an event
page, I had to build a curator as well
because you need the the account
basically and at that point you might as
well. So I built a curator for all
Belgian games on Steam and now whenever
a new Belgian game comes out there's at
least like one location where they can
find them but I don't see it as a like
it's not even a positive or a negative
review. I just put like informational
and then we love Belgian games or
something. But then people have one link
where they can click and see all of the
games from Belgium because it's not like
Steam does that. It's not like you can
say show me all games from Germany or
show me all games from Italy. I want to
see who's making games in my country.
There's no system there to do that.
Yeah, there would just be maybe you
could find games that were translated or
supported specific languages or
something. But Belgium would fall out of
that because what language is Belgium?
We have Dutch Flemish, we have German,
we have French, we have English, we
speak all kinds of languages here. So,
right. Yeah. But if you really want to
go like what's from Belgium, then you
need a system like this. So, there is
value in Steam curators, especially the
ones who are specifically like there's
for example a pet can you pet the dog
curator. Hey, if you if you really want
to find all games in which you can pet a
dog or yes or no, go for that one. Sure.
Um, but if that same account is asking
for five keys in your inbox, maybe not,
right? Because they don't need a key at
all because there's a there's a back end
where you can just get they don't even
need the back end. Like I just said, for
my curator thing, I reviewed all Belgian
games. I didn't get a code for any of
them for zero. I didn't ask for access.
If you are a curator, you can add for
any kind of game you want a review
without owning it. The idea from this is
maybe the person owns it on another
platform, but they still want to review
it on Steam. I see. Actually, that would
actually be better if if Steam like made
a rule where you have to actually own or
have played the game to allow you to
review it just like users do. But for
curators, they're an exception.
Long story short, I'm not the biggest
fan of it, but it has probably has some
value. For the same reason, I also don't
understand why curators are allowed on
key mailer
sites like right Steam already is Steam
is already the distributor here of
access to the game without keys. So if
you see curators on sites like key
mailer, press engine, lurk it or
something. Lurk it not because they only
have Twitch, Tik Tok, and YouTube, but
on other platforms that allow curators
basically like why would they allow
them? Like what's the point? They're
asking Steam keys and those Steam keys
can be sold, but they don't need keys.
They they have another platform for it,
right? Everyone releasing a game on
Steam is going to be confronted with it
with this kind of scam, and it will
always be in your inbox. Um, but there
are other scams
sadly. I know that's coming. I'm
launching Pixel Washer later this year.
I've launched two games on Steam before
and the emails were just hundreds,
right, of of just the the key requests.
My current plan as a solo developer is
just to ignore all those, but anything
coming into my inbox, I'm like, I just I
I can only do so much, right? You can
already hide the words curator from it
and it will already remove all Oh,
that's that's helpful. That's a good tip
right there. So, but am I is that an
okay decision or is is that not smart of
me? Like like am I leaving money and
opportunities on the table if I ignore
all those emails coming in? Yes. Okay.
So, so it's worth going. It's rare like
most of the times when you have a big
channel covering you, it's because you
reached out to them. But
sometimes with a luck, with a little bit
of luck or a miracle happening, they
will see something in your game that
other people have not yet seen or
something and somebody somewhere sees
like, "Wa, this could be interesting.
I'm going to do an article on it or I'm
going to do a video on it. And they'll
contact you by the only means that they
know how to contact you. And that's
either that your email or a Twitter DM
if you're lucky or
like a a Discord message or a blue sky
message or something like anywhere where
they can find you. But most of the times
it's going to be an email. So you still
need to keep an eye on them and see like
did someone contact me that's
worthwhile. I see. So really, it's worth
the time to get a request and to vet it
yourself. Yeah. Well, that's a pretty
good luckily um the timing like where
the scammers are involved, that timing
can also help you because if you see 50
requests come in in the very same minute
and maybe you can just go control the
chances of in that very same minute
getting the email from the big guy in
between those 50. That's very very
small. So then you can just guess and go
like delete all or something, right? But
but the bots will just see it the moment
it pops up in their feed and you'll get
these robot emails in batched and you'll
spot them as well. Like you'll you'll
identify one, two, three fakes or
something and then you'll see the
pattern and you know like okay I
received these 50 with the same pattern
in the same time. I can just bulk delete
them. But if you're checking after two
days of focusing on the game and then
coming to your inbox, then it's probably
not smart to just go control delete on
your inbox. That's probably not the best
idea. All right, I'm going to change my
plans then. I I will look at these
emails. Uh but yeah, you you can put
flags and like rules on if this email
contains that word or something like if
if there's NFD or Bitcoin or whatever or
crypto, delete it. If there's if there's
curators can probably delete it. I
actually give I actually give the advice
to people who are pitching to me like,
"Hey, can I have a Steam key? I have
this curator." And then a little bit
later they go like, "And I also have
this YouTube channel." And I click the
YouTube channel and they have like 2,000
followers. Not the biggest amount, but
they have a pretty consistent 200 to 300
views on their videos. That's good
enough for me to give you a key. You
know what isn't good enough for me to
give you a key? telling me you have a
curator of 25,000 followers that you may
have bought in Russia or China or
something like that's not going to
convince me to give you a key. But the
other thing is and I always send the
code to these people or the information
to these people like next time pitch
your YouTube channel like pitch the
actual creative thing you're doing not
the I wrote a paragraph of text in half
a minute and I called it a review.
Yeah. Yeah. the YouTube uh gives you
more more data to look at in in a more
interesting format than just like
paragraph of text is harder to to parse
for that stuff. Yeah, it's not
just it's not just numbers and text. You
have videos and then even outside of the
because I was really looking at the
metrics side of things, but it's not the
only thing that counts. like I said,
they have maybe uh 200 300 views
consistently and that's good enough for
me because it probably results in a sale
in the end. But equally, I will also
give chances to creators who don't have
as much views because you never know if
you're going to be one of the first
people to give them a chance and that
launches them. But if you just click
some random video of them recently and
then a click at a random moment and you
watch like five minutes, you can
probably sometimes discover people you
go like, "Wow, they have really good
production values or a good opinion or
like a good articulated voice or the way
they make their videos is valuable like
outside of metrics. That's that's that's
good value for them for you." And you
can even ask people like them to to
champion them and say like it's happened
before for me where I'm like this person
probably doesn't get a lot of views on
his own but damn did he make a good
video and then I'll contact them and say
like hey the Steam page is going live
soon or we're participating in Steam
NextFest soon. Can I use your
playthrough as the live broadcast on
Steam that's looping and you'll you'll
practically see the sparkles in their
eyes coming from the email back saying
like hell yeah you can. you know, you've
made their day, but they're helping you
as well. Yeah. You know, those low
numbers, um, I know that they don't get
the attention as like a big YouTuber,
like, you know, all things being equal.
He's like, "Wait, well, I'd rather have
2 million views than than 200 or
something." But I saw someone recently
posting about how like, you know, you
might put something out there and it
like only gets 200 views or or, you
know, 30 likes or something. But in real
life, if 30 people walked up to you and
said good job on anything, that would be
more positive reinforcement than I've
received in my entire life. And a lot of
times those smaller channels, those are
more dedicated fan bases, right? because
the creator can afford to spend the time
interacting with just a few hundred
people instead of a million. And
something else I've seen is that um the
bigger mediumsiz up to the larger
YouTubers will often look at what the
smaller YouTubers are covering and
they'll get their inspiration from
there. So, if your game gets picked up
by a small YouTuber, that could turn
into a medium YouTuber that could turn
into a bigger and it could get that kind
of momentum and that um yeah, YouTube
doesn't do this particularly, but Twitch
really does where if you click on a game
on any game, it won't just tell you how
many viewers it has. It will tell you
how many people are currently streaming
this game or how many people have
streamed this game. So, like that's also
data. And in that kind of view, it
doesn't even tell you like how big were
these people streaming your game. No, it
will just tell you the total number of
people streaming that game. And
um these days, chances are like close to
zero. But there was a time when Twitch
would actually like highlight some indie
games because so many people were
streaming it that they were put on the
front page. But don't don't aim for that
anymore today because like top 10, top
20 games is all the same games all the
time. Uh it's not like you're going to
break through that with
some clever ads, which which is by the
way still something that most PR and uh
publishers hold on to from like back in
the day, but it's not long no longer
something that really works because they
will always say like let's give
everybody uh videos and reviewers and
everybody else the same embargo date
like usually the day before the game
comes out or something. that will be the
embargo for all kinds of content
thinking like, yeah, because then
everybody is streaming the game and it
will push it to the front page of of
Twitch. But I always ask like, okay,
yeah, show me a recent example where
that worked for you for your indie game
because I can't name any. Uh, and I'd
much rather give people who do video
content an embargo that ends earlier, so
they spread out their videos more and
then like the rule of familiarity,
right? That doesn't work if 500 people
are streaming at the same time versus if
uh 100 people per day are streaming it
over 5 days. The chances of you
encountering that same game multiple
times, that happens more if it happens
over a longer period of time.
Interesting. And as a plus side, they
create content and that's content you
can use in your marketing. Like if
somebody interesting played your game,
you can tweet about it or you can post
it on social media versus if everything
happens on the day before release, then
suddenly you're just spamming your own
followers by reposting every tweet that
mentions you or every social media post
that mentions you. Suddenly your feed
becomes like just other people talking
about the game. But it doesn't do the
same thing if you do it on one day
versus if you can spread that out over a
longer period. If someone tells me like,
uh, yeah, we we need you to send out our
press releases. Uh, we are at 250,000
wish lists. Back of my mind, I'm going
like, this can't fail. Like, I'm going
to help this game the best I can, but it
will probably do well regardless of my
involvement because it already got to
like numbers of success, right? But if
they tell me, I'm at 5,000 wish lists or
something and the game is launching in 2
weeks, uh, what can we still do? Then
I'm going to put that embargo date for
video coverage way earlier because I
need those two extra weeks for people to
create content, for people to see it,
and
then click the wish list button. And
then maybe that 5,000 grows to 8,000 or
9,000. And it might just be that magical
number they need to get into popular and
upcoming or into new and trending later.
Right. Yeah. Yeah, I've heard that
number fluctuates, but somewhere around
7,000 up to 10,000 depending on what
other games are popular at the moment.
What day? What day? Yeah, cuz it it's
being updated constantly, right? Robbie,
thanks so much for being here. If anyone
wants to uh recruit you to help out with
the marketing and PR of their game, uh
it looks like piratepr.com is where they
go. If they're interested in your
reviews, yeah, search bloody good
reviews on you'll find my social media
accounts because like I said, I started
at this gen gaming. I even wrote for
Windows reports for a while and
currently I'm doing Life is Xbox.
Which should be called Life is Not
PlayStation because they also do Steam
and uh Switch reviews. Ah, just just not
PlayStation for some reason. I didn't a
reason I didn't decide.
I'm guessing spite. That's probably a
spiteful reason. Yes.
Well, I will put links to all this stuff
uh in the podcast post and in the
YouTube videos and obviously through my
newsletter uh ways to contact you and
follow your work and I will be doing the
same. Yeah, thanks a lot. I love
chatting with you. Robbie and I actually
talked a lot more especially about how
to avoid key scammers. That part of the
conversation is going to take a lot of
video editing time so I hope to get to
that eventually. I want to thank Robbie
again for being on the show and for
being such a kind and knowledgeable
friend. Robbie's been sending me all
kinds of great resources and events to
help me promote my game Pixel Washer.
So, thank you, Robbie. We've also
cross-osted my guide on creating a
developer or publisher homepage on Steam
on powerpr.com. It's called How to
create an official developer Steam page
and why you should. And you should
definitely check that out because it has
all kinds of new steps and advice from
Robbie. That's it for now. Coming soon
is how to get back into game development
with Shawn McKenzie. So look for that
soon. Now it's time for you to go make
the
[Music]
Ask follow-up questions or revisit key timestamps.
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.
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