EFFECTIVE WAYS TO PROMOTE AN RPG MAKER GAME?
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Hey everyone! My name is BC Shahan and I'm about halfway through the development cycle of my game, Tumbling Apart. I plan on doing a commercial release and have started a green light campaign (what with Valve putting the program in its death throes and all).
The problem is- I'm not really sure how to effectively promote it. I am confident in the quality of the game, but it's a tough sell on ANYONE when it's made in the RPGMaker engine. Sure, there are exceptions (To the Moon, Always Sometimes Monsters, etc) but most people don't want to hear that great games can be made with the engine. So my question is, what has worked for you all?
I just signed up to rpgmaker.net and have submitted a page for Tumbling Apart. It's been pending for a couple days. I can't tell you how many times I've scrounged these forums for help and advice in the past- the community here is truly spectacular. Short of waiting for the game page to be approved, is there any recommendations in the meantime? A few gaming websites have done early previews of the demo, and the consensus has been very positive. Orange Bison compared it to Gone Home and Everybody's Gone to Rapture, but it's really tough getting anyone to look at an unestablished game made in this engine.
Here is the link to the greenlight page, as well as an imgur album I did early in the development process before I had even switched to 16:9:
http://steamcommunity.com/sharedfiles/filedetails/?id=867843152
http://imgur.com/gallery/g0I1g
Any advice?
The problem is- I'm not really sure how to effectively promote it. I am confident in the quality of the game, but it's a tough sell on ANYONE when it's made in the RPGMaker engine. Sure, there are exceptions (To the Moon, Always Sometimes Monsters, etc) but most people don't want to hear that great games can be made with the engine. So my question is, what has worked for you all?
I just signed up to rpgmaker.net and have submitted a page for Tumbling Apart. It's been pending for a couple days. I can't tell you how many times I've scrounged these forums for help and advice in the past- the community here is truly spectacular. Short of waiting for the game page to be approved, is there any recommendations in the meantime? A few gaming websites have done early previews of the demo, and the consensus has been very positive. Orange Bison compared it to Gone Home and Everybody's Gone to Rapture, but it's really tough getting anyone to look at an unestablished game made in this engine.
Here is the link to the greenlight page, as well as an imgur album I did early in the development process before I had even switched to 16:9:
http://steamcommunity.com/sharedfiles/filedetails/?id=867843152
http://imgur.com/gallery/g0I1g
Any advice?
you could also PM the admin asking to post a banner of your greenlight push on the Community page. (976x160px preferably, with clear demarcations indicating that it is a steam greenlight drive). it's not much, but it's something.
Also, in addition to posting your game here and other sites, I've read advice that it is best to have your own independent website and domain. As an example: http://www.omgwtfgames.net/ or http://stegosoftgames.com/games/ara-fell/home.html
(PS. I am the admin that you'd want to PM with a banner)
Also, in addition to posting your game here and other sites, I've read advice that it is best to have your own independent website and domain. As an example: http://www.omgwtfgames.net/ or http://stegosoftgames.com/games/ara-fell/home.html
(PS. I am the admin that you'd want to PM with a banner)
Besides what's been mentioned and what you're already doing, you could always give feedback/play other people's games around here and ask for them to check out your game in return. That's always a nice trade off I've seen.
Kinda keeps the circle moving ;D
Kinda keeps the circle moving ;D
author=InfectionFiles
Besides what's been mentioned and what you're already doing, you could always give feedback/play other people's games around here and ask for them to check out your game in return. That's always a nice trade off I've seen.
Kinda keeps the circle moving ;D
Thanks for the advice!
I'd love to play other people's games and provide feedback. It sounds a little silly, but where should I start? Been so busy with development I haven't had much time to check things out. The majority of my feedback is provided on reddit- I'm not too familiar with the layout here. Is it as simple as going to the "games" page and diving in?
Review Request Here's a good place to start!
Here's another: Comprehensive List
Under "Give Feedback" would be a good place to start with people that can be trusted. Could always shoot a few PMs with an offer of feedback for feedback.
I think those are a good way in, rather than going through the Games list. But don't let that stop you from looking anyways! :)
edit: Might not hurt to post here too: Help Me! If you want to straight up ask in a topic :D
Here's another: Comprehensive List
Under "Give Feedback" would be a good place to start with people that can be trusted. Could always shoot a few PMs with an offer of feedback for feedback.
I think those are a good way in, rather than going through the Games list. But don't let that stop you from looking anyways! :)
edit: Might not hurt to post here too: Help Me! If you want to straight up ask in a topic :D
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Your best plan for general promotion is to figure out what people want what your game is offering- strategy, character writing, eye candy, whatever- and look for groups that're into that to let them know it exists.
For sites like RMN, generally the path to success is to gain a good reputation: contribute to discussion and help threads, make articles/tuts/etc., join events and work with different people. Also generally mak gam and have a decent output.
One thing to keep in mind is that you're probably not going to get any breakout success. Get yourself OK with the idea that you may never get success outside the niche of JRPG hobbyists. This is not to say it's never going to happen, but don't fall into despair or beat yourself up if your interests don't align with more mainstream success.
For sites like RMN, generally the path to success is to gain a good reputation: contribute to discussion and help threads, make articles/tuts/etc., join events and work with different people. Also generally mak gam and have a decent output.
One thing to keep in mind is that you're probably not going to get any breakout success. Get yourself OK with the idea that you may never get success outside the niche of JRPG hobbyists. This is not to say it's never going to happen, but don't fall into despair or beat yourself up if your interests don't align with more mainstream success.
^Definitely what Sooz said, and she made what I was suggesting better because it doesn't hurt to strut around here with some clout ;)
Welcome!
Yeah people already said a lot : ) the more you interact, the better people will know and rely on you in return.
Also, as someone who feedbacks a lot, if in doubt check the newest game additions (under games -> new games, listed by added date). New games mean the devs are likely around and there to respond and take things in.
That said, doing so alone (without writing proper reviews for everyone to show off) will not garner you AS much attention as the regulars won't necessarily notice. So the forum sections for that definitely are the icing on the cake.
And yeah, I do agree it is really hard to promote rpgmaker style stuff, but since it's story-driven a good description as well as selecting the best screenshots will go a long long long way.
So far a couple of the screenshots show violent scenes n stuff, but I can't really get a feel for it. Other than "some bad stuff is happening to kids". (a lot of the scenes are in the trailer too, it's all okay so far, just nothing outstanding in either directions)
I know for visual novels a nicely-captured moment in game can make or break the impression.
Offering a demo can also be really helpful to allow people to get an impression. It seems yours has one, tho I haven't played it yet so *shrug*
I have seen trailers too. And good trailers really hammer down the feel of a game (for me), so I LOVE seeing them.
Yours I feel could be polished up as it is very slow-going right now and while the scenes show some hint of direction (you can reverse some events and try again? tho no idea how much, when where, what ..) It .. gives little else. Where does that power come from? What's the turning point where you start jumping in? It shows the main idea, and little else. The music is a little dull too.
I see:
-> reverse time something something somehow
-> "some" bad stuff happening, trying to change it
I don't even know who I am playing :/ or what. Does it change? Is it episodic? I have no idea.
I remember Erayu's trailer just nailing it, as a good example.
It's kind of a standard thing with "epic classical music" but I like it, haha.
you see
-> game in game thing
-> item puzzles
-> world vanishing
-> saving it? -> possibly multiple endings
-> high fantasy feel (green meadows n hills n ice + music), trying a little hard to be EPIC
And the Soma Spirits one that came up was pretty good too.
-> perfect depiction of changing worlds/main exploration gimmick
-> turn-based battles
-> 2 man party, metaphorical yay!
-> cutesy stuff
-> customization
(I still feel you could've cut out a good 10-20 seconds tho and kept the battle n
descriptions part brief. Still, all within measure)
Even then, of course. people still need to find your game among the masses.
That said, it seems you are already doing all kinds of good things to promote it and that it got a lot of positive feedback is a lovely thing as well. : ) It will likely still be a for a niche audience, that's okay in my book.
Wishing you the best with it! Me loves some good story focused games.
Yeah people already said a lot : ) the more you interact, the better people will know and rely on you in return.
Also, as someone who feedbacks a lot, if in doubt check the newest game additions (under games -> new games, listed by added date). New games mean the devs are likely around and there to respond and take things in.
That said, doing so alone (without writing proper reviews for everyone to show off) will not garner you AS much attention as the regulars won't necessarily notice. So the forum sections for that definitely are the icing on the cake.
And yeah, I do agree it is really hard to promote rpgmaker style stuff, but since it's story-driven a good description as well as selecting the best screenshots will go a long long long way.
So far a couple of the screenshots show violent scenes n stuff, but I can't really get a feel for it. Other than "some bad stuff is happening to kids". (a lot of the scenes are in the trailer too, it's all okay so far, just nothing outstanding in either directions)
I know for visual novels a nicely-captured moment in game can make or break the impression.
Offering a demo can also be really helpful to allow people to get an impression. It seems yours has one, tho I haven't played it yet so *shrug*
I have seen trailers too. And good trailers really hammer down the feel of a game (for me), so I LOVE seeing them.
Yours I feel could be polished up as it is very slow-going right now and while the scenes show some hint of direction (you can reverse some events and try again? tho no idea how much, when where, what ..) It .. gives little else. Where does that power come from? What's the turning point where you start jumping in? It shows the main idea, and little else. The music is a little dull too.
I see:
-> reverse time something something somehow
-> "some" bad stuff happening, trying to change it
I don't even know who I am playing :/ or what. Does it change? Is it episodic? I have no idea.
I remember Erayu's trailer just nailing it, as a good example.
It's kind of a standard thing with "epic classical music" but I like it, haha.
you see
-> game in game thing
-> item puzzles
-> world vanishing
-> saving it? -> possibly multiple endings
-> high fantasy feel (green meadows n hills n ice + music), trying a little hard to be EPIC
And the Soma Spirits one that came up was pretty good too.
-> perfect depiction of changing worlds/main exploration gimmick
-> turn-based battles
-> 2 man party, metaphorical yay!
-> cutesy stuff
-> customization
(I still feel you could've cut out a good 10-20 seconds tho and kept the battle n
descriptions part brief. Still, all within measure)
Even then, of course. people still need to find your game among the masses.
That said, it seems you are already doing all kinds of good things to promote it and that it got a lot of positive feedback is a lovely thing as well. : ) It will likely still be a for a niche audience, that's okay in my book.
Wishing you the best with it! Me loves some good story focused games.
The trailer is actually pretty standard fare of AAA movie titles lol, all it needs is a voice over.
Because I pretty much just pictured it as if it were live action and kinda drew me in. But hey, I'm a sucker for watching previews when I go to the movies(isn't going to the movies just a magical experience? it is for me anyways, the smells alone)
So there's my weird two cents on the trailer
Because I pretty much just pictured it as if it were live action and kinda drew me in. But hey, I'm a sucker for watching previews when I go to the movies(isn't going to the movies just a magical experience? it is for me anyways, the smells alone)
So there's my weird two cents on the trailer
what we need is some investigative journalism with interviews from BadLuck, Erave, Reives, harmonic and others who have gone on to make commercial games with roots in the RM community, and then to pull together an article discussing the ins and outs and pitfalls and successes.
it'd be super cool to put together some sort of advisory consulting board of people to help out others in this endeavour.
it'd be super cool to put together some sort of advisory consulting board of people to help out others in this endeavour.
I've found that from the player angle, a lot of people don't really give a shit what engine a game is made in as long as its good. RM games tend to have a bad rap because the developers don't differentiate between them, they all look and feel like RM games, from the same stock RTP graphics, default battle system and menus.
But most of the modern RM engines are sophisticated enough to make a game that looks nothing like an RM game and plays almost nothing like one as well. I've done a lot of work to make Chronology look (and ultimately play) independent from a 'stock' RM game, and even as I transit from rips to original graphics, that effort remains.
So it's doable. Don't market your game as an RM game. Just market it as a game.
But most of the modern RM engines are sophisticated enough to make a game that looks nothing like an RM game and plays almost nothing like one as well. I've done a lot of work to make Chronology look (and ultimately play) independent from a 'stock' RM game, and even as I transit from rips to original graphics, that effort remains.
So it's doable. Don't market your game as an RM game. Just market it as a game.
Echoing what has already been said in this thread, it's not the engine that you're promoting, but the game that you make in it. it's perfectly okay to promote it as an "RPG Maker game" in a community like ours because we all understand the engine, but once you make the jump to Steam it's the product that you need to emphasize.
Once I made the jump to Greenlight, I only mentioned RPG Maker if people specifically asked. It's pretty obvious that it's the engine I'm using in Soma Spirits. Even with all custom assets, anyone who's played two or three RM games can tell I'm using the default battle system and other aspects. As a result, I'm not shy about admitting the game was made in RM, because it's better to be honest than let the "lol rpg maker" stigma bring me down.
That stigma is something that is not going away, as much as we want it to. But it's important to be aware that those folks are a vocal minority. And as long as you never concede to it, you can do anything you put your mind to.
Once I made the jump to Greenlight, I only mentioned RPG Maker if people specifically asked. It's pretty obvious that it's the engine I'm using in Soma Spirits. Even with all custom assets, anyone who's played two or three RM games can tell I'm using the default battle system and other aspects. As a result, I'm not shy about admitting the game was made in RM, because it's better to be honest than let the "lol rpg maker" stigma bring me down.
That stigma is something that is not going away, as much as we want it to. But it's important to be aware that those folks are a vocal minority. And as long as you never concede to it, you can do anything you put your mind to.
author=SgtMettool
Echoing what has already been said in this thread, it's not the engine that you're promoting, but the game that you make in it. it's perfectly okay to promote it as an "RPG Maker game" in a community like ours because we all understand the engine, but once you make the jump to Steam it's the product that you need to emphasize.
Once I made the jump to Greenlight, I only mentioned RPG Maker if people specifically asked. It's pretty obvious that it's the engine I'm using in Soma Spirits. Even with all custom assets, anyone who's played two or three RM games can tell I'm using the default battle system and other aspects. As a result, I'm not shy about admitting the game was made in RM, because it's better to be honest than let the "lol rpg maker" stigma bring me down.
That stigma is something that is not going away, as much as we want it to. But it's important to be aware that those folks are a vocal minority. And as long as you never concede to it, you can do anything you put your mind to.
Nice advice! It does seem like a vocal minority who complain- I've even noticed a friend who just put his game on greenlight, and a guy jumped all over him in the comments about how awful it was being RPG Maker.... and he isn't even using that engine! :p
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