WOULD IT BE WISE TO CREATE A TUMBLR PAGE/ACCOUNT?

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I guess it's up to personal opinion but personally I don't think you'll get that many new players just because you post the same thing in several places. I guess if you feel you have the time, go ahead. I don't feel that I do, so I don't.

I used to have a couple of different profiles on various places and to be honest I don't think it made that much difference. I think it's more important to get good reviews by other people on various sites and also recently, getting Lets Players to play your games.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I'm pretty sure posting the same thing in several places is exactly how you get more new players. I'm not exactly a marketing professional over here but I'm pretty sure that different people spend their time on different websites.

This applies more to advertising platforms than distribution platforms though. Posting your game on RMN, RMW, HBGames, and InsaneDifficulty will help, but maybe not that much more than just picking one. There are people who follow these sites, but it's mostly just other developers; most players only visit them when they're linked to a game that's on them. On the other hand, advertising your game on Reddit, Tumblr, Twitter and Facebook will absolutely help way more than just picking one. Like, seriously. If you advertise to more people, you will get more players, this isn't rocket science.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=slash
It is kind of a bummer - networking and marketing require a decent investment of time, but are becoming ever more necessary for indie developers who want their games seen. It can feel really bad to spend free time just trying to hock your game to people when you could be working on your game. But, on the flip side, people are busy! You can't hope someone will just happen upon your game and see it for the masterpiece it is, you gotta hustle it a little bit.


They've p. much always been required for creative work; we're actually in a super great time, since it's so much cheaper and easier than ever before for a small-time nobody to get their work in front of a lot of eyeballs.
slash
APATHY IS FOR COWARDS
4158
author=Sooz
They've p. much always been required for creative work; we're actually in a super great time, since it's so much cheaper and easier than ever before for a small-time nobody to get their work in front of a lot of eyeballs.

Yea, you're right for sure. I was thinking of, like, the gold rush of the indie game scene that hit in 2008 or so, I think. But yea, we definitely have a lot of good tools to talk to lots of people at once, now.

I have no idea how to draw interest though, hah. I guess it just makes sense to talk and ramble about all the things you think about while making stuff and what makes your game unique? Like, passion? IDK! That's what I like from other devs :P I like reading about their thought process and human side and how geeked they are about the stuff they make. And then like, posting on reddit can be nerve-wracking 'cuz they can be rough sometimes, and also there's like, what if you want to preserve a bit of anonymity... it's tricky! It feels so much like luck ;__;

I guess it's all part of the learning process, but it can definitely be a bit overwhelming.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I heard it works well if you talk shit about other developers and drop tiny bits of casual racism in between apologizing constantly for never releasing anything
author=Snow
I guess it's up to personal opinion but personally I don't think you'll get that many new players just because you post the same thing in several places.

There's literally no way it's up to interpretation; what you're saying is objectively wrong. It's Marketing 101, the more eyes on your project, the likelier that some of those eyes will play it.

There's more factors that go into it that determine if a certain marketing methodology is a good idea, but yeah, more places equal more exposure, equals more possible players. What LockeZ is saying a few posts above is the right idea.

Overexposure is a separate argument.
author=SnowOwl
that many new players

As in not zero. Yes you will get more players. It probably won't be that many though.
Just upload the game on more actual game sites instead of blogging and try to ask some people to play it or something.
Especially if you don't even enjoy blogging and just do it for the views, it will just come off as attention whoring.

Unless you're a bigshot with a fantastic game, or spend as much time as you do on the game making the blog look good, almost nobody will care how good you feel after making a new sprite for your main character.

I've wasted a lot of time on blogging half seriously, so I know from experience that either you go all in and spend alot of time on it, time that you could have put on the game, or there's no point.
I just don't think there's anything solid to support that argument, dude, especially when there's a wealth of evidence to support the opposite.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=slash
Yea, you're right for sure. I was thinking of, like, the gold rush of the indie game scene that hit in 2008 or so, I think. But yea, we definitely have a lot of good tools to talk to lots of people at once, now.


Well, also remember that we usually only see the successes, and not the jillions of also-rans.

I have no idea how to draw interest though, hah. I guess it just makes sense to talk and ramble about all the things you think about while making stuff and what makes your game unique? Like, passion? IDK!


My experience is primarily in art, not games, but here's a few things I think can be generalized:

-Chat a lot with other devs; ask questions, share their stuff, and generally be friendly and nice. This is especially helpful if they're doing the same kind of work, since people following them will likely get interested in you as well. (Also having a lot of colleagues to shoot the shit with is generally fun :D )

-Find contests and events and involve yourself with them.

-Do fan stuff. Fan stuff is a million times more popular than original stuff, so you'll get a broader net of eyeballs, a few of whom will like your original stuff as well.

it's tricky! It feels so much like luck ;__;


It is largely luck! But it helps to think of everything you do- making things, marketing, networking- as buying lottery tickets: every time you do, you're increasing your odds by a little bit! Work hard to get lucky!

Trying to sell yourself is tough and sometimes thankless, but as long as you keep at it and keep looking for new opportunities (and taking them, obvs.) you're more likely than not to find some kind of success. :D
author=Feldschlacht IV
I just don't think there's anything solid to support that argument, dude, especially when there's a wealth of evidence to support the opposite.

There are thousands of abandoned blogs with like 10 followers that shows that either you spend alot of time making posts and network for hours or you waste your time. You could get lucky (or have money to pay for ads on other sites) or you could have pre-existing, more famous, friends to "advertise" your blog. But it still takes time.

People only see the succesful blogs and think that it's no problemo, but just like most things it takes time and effort to get a blog running. If you have alot of free time that you don't use for game-making, which is like the most time-consuming hobby in existence, no problem, go for it.
But if you just start up a blog and expect instant e-fame while spending a 5 minutes a week on the blog, I don't see that happening without already having gathered followers outside of blogging. I think that's pretty solid.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
You're talking like it's a binary state of "Complete Success and Fame" or "Complete Failure."

There's a lot of levels of moderate success that one can achieve over time, and it's definitely a function of interacting with people and providing some form of content, steadily and for a somewhat long amount of time.

I mean, shit, I've attracted a bunch of followers on Twitter just for posting regular comic and art stuff, and I barely use that platform! I'm in no way famous or popular, but it's not a bad turnout for something I ignore 99% of the time.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Well, it's not wasting time even if you get a handful of downloads/followers/subscribers whatever, at least to me.
it doesn't have to be one or the other. All these people are doing both. Of course some people "fail" but they tried. It's like saying playing games or any other activity is a waste of time and you should be developing games.

You can blog while you shit so there's a time saver
Ratty524
The 524 is for 524 Stone Crabs
12986
IMO if you have the time to make a post like that on a message board, you have enough time to post a status update on a blog. I don't see how this is a hinderance to gamdev time at all.
author=Sooz
You're talking like it's a binary state of "Complete Success and Fame" or "Complete Failure."

There's a lot of levels of moderate success that one can achieve over time, and it's definitely a function of interacting with people and providing some form of content, steadily and for a somewhat long amount of time.

I mean, shit, I've attracted a bunch of followers on Twitter just for posting regular comic and art stuff, and I barely use that platform! I'm in no way famous or popular, but it's not a bad turnout for something I ignore 99% of the time.

I agree it is always a good thing - as in "it's better to advertise than to not advertise when you want to get people", but isn't that time-investment for it kind of the point snowflake was making? That it takes a while for things to get up and running?

It is useful as a long-term investment. Even if that is only a little bit per week, it needs a while of commitment to keep going until anything happens. If someone doesn't want to do that and finds it is an undesireable trade-off when they do not enjoy the use of the plattforms in that particular way, that's fine in my book.

I think getting other people on board to spread the word and say things about the game is a valueable tactic and definitely worth considering. It helps if you know the peeps - similarily to what Sooz said, be friendly. If you know peeps, you can ask peeps for small favours and vice versa and it helps everyone. There are a couple of reviewer and let's player and stuff gathered here, too.
Some niche-games solely rely on the "spread the word!" tactic of players. I remember the original Demon Souls to have very little ads simply because they were aiming for a small core group of players who'd find it anyway and knew what they were getting. They still need some form of information leak and presentation out there, of course. (if I remember correctly anyway)

Most rpg maker games I found before signing up here was purely by people's lists featuring some of the exotic ones, and some that were outstanding. Not by anything published by the original creator, but linked to it.
There are too many games out there for me to easily become excited about one particular blog in the works. Unless I am part of it in some way shape or form.

Hmm, how to put it. I just feel the point to take is more to spread out beyond your personal blogs n all, rather than "ABANDON PUBLICITY". And that's good to note, even if you keep blogging and using tumblr and everything you can.


IMO if you have the time to make a post like that on a message board, you have enough time to post a status update on a blog. I don't see how this is a hinderance to gamdev time at all.

it doesn't have to be one or the other. All these people are doing both. Of course some people "fail" but they tried. It's like saying playing games or any other activity is a waste of time and you should be developing games.

Pretty much this.

If you have time to post here, you have time to promote your game/make status updates/etc. Granted, this is if you want to, and yeah, there's absolutely no hard and fast rule saying you have to (but I certainly suggest it), but at the end of the day, the argument of 'but that time could be used for game making' shoots itself in the foot if that same person has 400+ posts elsewhere about his favorite anime.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Feldschlacht IV
If you have time to post here, you have time to promote your game/make status updates/etc. Granted, this is if you want to, and yeah, there's absolutely no hard and fast rule saying you have to (but I certainly suggest it), but at the end of the day, the argument of 'but that time could be used for game making' shoots itself in the foot if that same person has 400+ posts elsewhere about his favorite anime.


It's pretty much a question of whether you want to Get Known or whether you're perfectly happy laboring in obscurity. The latter, you're better off spending all your time on gam mak; however, if you want any level of interest, or a possible career, it is in your best interests to spend some time working to get known.

I tend to think of it as "I'm making this because I want it to exist. There are probably a few people like me somewhere out there. Therefore, it'd be good to try and get my stuff where those people can (hopefully) find it." I'm not very good at it, because I suck at marketing, SEO, and being a human, but I keep going, and I've made some progress.
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