HYPE AND HOW IT AFFECTS YOU
Posts
catmitts
truth
Looking gross to other game-make-people aside once you start hyping a project you kinda light a fuse at the end of which your potential audience forgets/stops caring about your "in-development" project, finds something else to occupy their attention, etc. Hyping your game before it's almost done or even before it's playable is the kiss of death.
The only downside to not hyping anything is that I guess some people might think you suck/are not capable of making good stuff just because you don't surf into every post on a wave of reputation built up with screenshots and character bios but who cares that kind of thinking is majorly fucked anyway
so it appears making games is surprisingly similar to making love
well, not banging maybe, but sometimes I could imagine I'm reading another relationship topic.
well, not banging maybe, but sometimes I could imagine I'm reading another relationship topic.
post=131442
hay max
figure out where those games were released =D
Wow. I didn't realize that I typed "hay," but, well, I did. Heh.
post=131446I tried to make it a bookstore analogy.
so it appears making games is surprisingly similar to making love
well, not banging maybe, but sometimes I could imagine I'm reading another relationship topic.
I am one of the quiet people who once in awhile let a screenshot slip on irc or w/e. I really don't like pre-hype. The kind of hype you see before the game has a demo) that makes you wonder if the author spends more time updating his topic/gameprofile/blog or banners/isupportgamex userbars/t-shirts/facebookfanpage/website more than s/he works on the actual game.
As for hype in general (AKA MARKETING FOR FREE GAMES) I don't know, post some good screenshots? Write a decent story summary? Make a good game? I never hyped/released a game before so I can't comment.
As for hype in general (AKA MARKETING FOR FREE GAMES) I don't know, post some good screenshots? Write a decent story summary? Make a good game? I never hyped/released a game before so I can't comment.
While I can very well see what uh and catmitts are saying, it's pretty ideological only and I can't be bothered to start arguing about it, as their points are valid, but they aren't in any sense "the only right way to go about."
This is partially true, but it really depends a lot of the scenario. Generally this is a good advice, and it's not good idea to build hype too early which would drive people to not care later on anymore. But if you need just to build some reputation, you'll easily make everyone aware of your work with some stuff that looks promising and that sort of thing (impressed people wanting to share what they've seen) spreads on its own while you're still working the product at your hand.
It generates kind of snowball effect if your stuff is good enough. And if it really is, you can always come back later and people are still very likely to try out your complete product - and at this point, you've already made yourself a lot bigger audience even though no one ever had played the whole thing before. That's just how people are.
post=131443catmittsLooking gross to other game-make-people aside once you start hyping a project you kinda light a fuse at the end of which your potential audience forgets/stops caring about your "in-development" project, finds something else to occupy their attention, etc. Hyping your game before it's almost done or even before it's playable is the kiss of death.
truth
This is partially true, but it really depends a lot of the scenario. Generally this is a good advice, and it's not good idea to build hype too early which would drive people to not care later on anymore. But if you need just to build some reputation, you'll easily make everyone aware of your work with some stuff that looks promising and that sort of thing (impressed people wanting to share what they've seen) spreads on its own while you're still working the product at your hand.
It generates kind of snowball effect if your stuff is good enough. And if it really is, you can always come back later and people are still very likely to try out your complete product - and at this point, you've already made yourself a lot bigger audience even though no one ever had played the whole thing before. That's just how people are.
I spend a significant amount of time "marketing" my games. I have built a gameprofile, an extensive website, and several threads across many forums and still visit most of them from time to time.
HOWEVER while hyping/exposure was part of my motivation for doing that (and a not-insignificant part at that), part of it was me taking a break of sorts from making the game itself - which is an arduous task at times. Building a website, for example, did nothing directly for me towards completing the game but it did a heck of a lot for my personal motivation and excitement for the game, which indirectly helped me complete it.
HOWEVER while hyping/exposure was part of my motivation for doing that (and a not-insignificant part at that), part of it was me taking a break of sorts from making the game itself - which is an arduous task at times. Building a website, for example, did nothing directly for me towards completing the game but it did a heck of a lot for my personal motivation and excitement for the game, which indirectly helped me complete it.
I don't know how much of it is because I have Marketing as a minor in college, training on how to better brainwash consumers JUST LIKE YOU in a few short years (and enjoying it! As an aside real life marketing is hella fun) or because somewhere deep inside me I just love attention (like everyone else does) but I guess I disagree with catmitts's views. I RESPECT them, but I disagree with them.
It's fun! It's literally EXTREMELY ENTERTAINING to me to figure how and observe different ways to get people to LIKE YOUR SHIT. I mean you see it every day from Coca-Cola signs to whatever clothes you're wearing right now. Everything is about marketing and convincing people to try your shit as opposed to some other guys shit. It's very competitive and creative and I absolutely love the psychology and execution behind it. People try to act like they're diametrically 'above' marketing or being marketed to, but unless you literally live in a cave somewhere your life and everything about it is a constant give and take marketing 'shtick' and it's absolutely fascinating to see.
Yes there's a point where it can be petty, tacky, and sometimes outright disgusting (like many facets of consumer capitalism) but I mean hey it's there so you might as well be classy about it.
Oh well, it's a big world! I can deal with fundamental idealogical differences!
It's fun! It's literally EXTREMELY ENTERTAINING to me to figure how and observe different ways to get people to LIKE YOUR SHIT. I mean you see it every day from Coca-Cola signs to whatever clothes you're wearing right now. Everything is about marketing and convincing people to try your shit as opposed to some other guys shit. It's very competitive and creative and I absolutely love the psychology and execution behind it. People try to act like they're diametrically 'above' marketing or being marketed to, but unless you literally live in a cave somewhere your life and everything about it is a constant give and take marketing 'shtick' and it's absolutely fascinating to see.
Yes there's a point where it can be petty, tacky, and sometimes outright disgusting (like many facets of consumer capitalism) but I mean hey it's there so you might as well be classy about it.
Oh well, it's a big world! I can deal with fundamental idealogical differences!
post=131442
hay max
figure out where those games were released and discussed =D
Uh, here would be my guess?
Heh just gonna release a few carefully chosen screenies to "build up a buzz" as they say. Gotta keep up that brand recognition. Gotta keep my game on the first page. It just seems really ugly and sordid to me.
I feel the exact same way but on the other hand having no one play your game just seems really crushing and pointless so...it's a dilemma.
Damn, I joined this topic late.
1) I spend a lot of time blogging about my progress... which is a form of hype that I probably should never have taken up, but I use it to get myself excited about the project and to collect my thoughts on what needs to be done next.
2) Any hype I've generated for my main project is probably a bad thing lol. Sure, some will like the black and white gameboy graphics idea, but they probably won't like the very minimalist approach I've taken on the whole. I'm just hoping it isn't the most giant disappointment to the ones who are following it, and they keep in mind that while I've been fiddling with RM2K since 2001, I've never actually tried making a "traditional" RPG before.
On the other hand, you could always look at it as "no press is bad press". I'd like to think that if you can find even one person who likes your game, it's kinda worth it in the end. Personally, making games is just something I do on the side of all these essays for stupid librarian school anyway.
1) I spend a lot of time blogging about my progress... which is a form of hype that I probably should never have taken up, but I use it to get myself excited about the project and to collect my thoughts on what needs to be done next.
2) Any hype I've generated for my main project is probably a bad thing lol. Sure, some will like the black and white gameboy graphics idea, but they probably won't like the very minimalist approach I've taken on the whole. I'm just hoping it isn't the most giant disappointment to the ones who are following it, and they keep in mind that while I've been fiddling with RM2K since 2001, I've never actually tried making a "traditional" RPG before.
On the other hand, you could always look at it as "no press is bad press". I'd like to think that if you can find even one person who likes your game, it's kinda worth it in the end. Personally, making games is just something I do on the side of all these essays for stupid librarian school anyway.
I don't do the whole hype thing. I generally don't update my game profiles/my blog unless I've significantly made enough progress, for I'd much rather just work on my stuff quietly and put it out when it's done. If I spend too much time talking about myself on the forums, my progress rate will drop and I'll probably lose interest after that. I think I've been on IRC all of once, and that was only because I literally had nothing else to do that night.
I also don't fall into hype either. I download and play what appeals to me, regardless of what has/hasn't been said about it.
I also don't fall into hype either. I download and play what appeals to me, regardless of what has/hasn't been said about it.
Hype is very good, It gets people excited about what is going on in the scene. There is something to look forward to, something to draw inspiration from, additional motivation to create your own work, etc. Additionally, it's the only way to market one's game. It is kind of hilarious when people just stealth release their game they have posted 1 screenshot of in some obscure thread and then wonder why nobody played it - it's because you didn't MAKE people want to play it. Stuff like Ara Fell and Philosopher's Stone became very popular RM games because they were hyped extensively prior to release, ensuring that everyone knew about them and were eager to click the download link on the day of release. Every top games creator should endeavor to hype their latest project. It is all-around good for the community.
That is not even true. Amateur game makers like playing video games. Composers like listening to music. Painters like looking at paintings. Authors like reading books. If they didn't like consuming artistic output from their own field, how did they even come to work in it? "I HATE video games! But I am going to become an amateur game maker!" No, just like any other audience, you have to make them want to play it. People who make their own games may be a harder sell, but if you make a quality product and promote it adequately they will certainly be interested in playing it, if only to study it. As a composer I love listening to well-crafted musical works because it's my duty and interest to absorb everything I possibly can in my field and learn from it. If an amateur game maker is not interested in seeing what other amateur game makers are doing with the medium, he cannot be very good!
post=131425
People who will play your game are not developers.
-Developers are what this community consists of.
That is not even true. Amateur game makers like playing video games. Composers like listening to music. Painters like looking at paintings. Authors like reading books. If they didn't like consuming artistic output from their own field, how did they even come to work in it? "I HATE video games! But I am going to become an amateur game maker!" No, just like any other audience, you have to make them want to play it. People who make their own games may be a harder sell, but if you make a quality product and promote it adequately they will certainly be interested in playing it, if only to study it. As a composer I love listening to well-crafted musical works because it's my duty and interest to absorb everything I possibly can in my field and learn from it. If an amateur game maker is not interested in seeing what other amateur game makers are doing with the medium, he cannot be very good!
Ciel, I understand that perfectly. However, I think that developers are much less likely to try out random game #1340 than a player who isn't spending their time working on random game #1341.
Totally depends on the developer.
I personally only play RM games when I'm wholly consumed in making my own. When I'm taking a break from game making, I stay away from RM games completely. I'm not quite sure why, exactly, I guess it's just the way I balance newer professional game playing with amateur RM game playing.
I personally only play RM games when I'm wholly consumed in making my own. When I'm taking a break from game making, I stay away from RM games completely. I'm not quite sure why, exactly, I guess it's just the way I balance newer professional game playing with amateur RM game playing.
Stuff like Ara Fell and Philosopher's Stone became very popular RM games because they were hyped extensively prior to release, ensuring that everyone knew about them and were eager to click the download link on the day of release. Every top games creator should endeavor to hype their latest project. It is all-around good for the community.
Is this sarcasm? I can't tell. You're a pretty sarcastic person usually but this seems sincere.
If you are NOT being sarcastic, I would like to mention that this has a good chance of flat-out not working and a small chance of BACKFIRING HORRIBLY.
post=131601
Ciel, I understand that perfectly. However, I think that developers are much less likely to try out random game #1340 than a player who isn't spending their time working on random game #1341.
I basically agree with this because I know I do this myself.























