Madness #3 How To Create Controlled Hype

Published May 11, 2012
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[font=times new roman,times,serif]To Control Your Hype Levels!![/font]



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There seems to be a major spoiler alert coming for some individuals. Most would say WTF you suck go die because you don't depend on your 2 customers that would buy your video game to spread the hype around the internet! They seem to be missing the point, and I seem to just be getting on people's nerves all the time. I DON'T CARE BECAUSE MY METHOD WORKS! Go along with your magic voodoo and enchantments to make your 2 game sales while I use my method and gain lots of game sales. I'll cover my methods and uses in this post, revealing my secrets and skeletons to a good viral campaign. If 1.8% of 30k visitors everyday bought your game (averaged on the views to buyers ratio of the standard public) how much would it be worth to you? Now at first it doesn't seem like a lot of buyers, but it ads up if you count how many days you can maintain front page ranking on YouTube (average is 3 days for a good viral video, longest was 7 days because of YouTube update). So what?

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To many people think that it isn't worth the effort if you need to buy support or help in the beginning. That support or help creates opportunities for you to get on major blogs or press news you WOULD GET ANYWAY YEARS DOWN THE LINE. Why don't big name companies use these methods? They do, but it isn't at the level they need it to be at. COD pushed through many ads and viral marketing techniques on social sites in order to generate attention for MW2. They pumped ads on YouTube (KEY), spammed news press releases about small and stupid updates, bought positions in the magazines people like to read the most, and finally used fanboys to spam other videos like BFBC2. They even went as low as not blocking or reporting the hackers who also advertised their hacks for COD, hmm coincidence? They got a lot of free publicity and even those people who were mad at COD for being terrible, the hackers also convinced them to go hack it up. Why do you think bans were rare for hackers on MW2? It was part of the sales promotional.

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Look hackers ARE BAD, but they generated a lot of the free hype by advertising their hacks. It doesn't just drive sales for them, but if people could see that they could get revenge for all the times they got noob tubed or camped then they would buy the game and the hack. the bad part was that they didn't control or ban the hackers until it was too late. But they made their money!!!! They took your money gladly and ran with it all the way to their bank. The rolled around naked in a pile of your money and built gold COD statues in their $60M houses. You get the point right? Whatever you can do to make a sale, do it. The big companies like EA don't really care how they do it, as long as it converts to sales. If they have to hire hackers to bust up your pc, they will.

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How do I get sales? Easy, eye candy and drama with a touch of stupidity. If you can pull off something dramatic with eye candy and mix a tiny bit of stupidity in it then it WILL explode. Hell, even just using drama and eye candy will get your video game trailer going. Your call to action can be as blended in as you want, but as long as it highlights toward the end of the video clip (about 1:30 that's 1 minute and 30 seconds) you will be fine. Don't let anything in your game trailer stand out big, if you got to show your game name and your company then blend it into the gameplay environment. It is more subtle and holds the atmosphere better that way! Also your call to action should be blended into the game. If you need reviews about the game, you can always throw some money at IGN (we all know that) or some other big name sites. Whatever to get the sales for your video game right?

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One thing that does work the most for big budget games is real life actors or cosplay. It drives people MAD to just want to do dirty things to the actors for the game. When you introduce cosplay it gets people excited. This could be the turning factor between a good game and some cheap bash em up game. If your game is going to be a milestone 3d shooter then use cosplay. If you are the next Super Meat Boy use minor cosplay. Release those images and videos to communities and fans around the world for free. Make sure you let them know about it so they can do the dirty work of advertising for you.

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Not to many people know about this next part and use it effectively. First you want to make one of your characters slightly similar to a game that you identify as your competitor. Do not copy all the way, just mainly their face or some key identifying feature. If you really suck at making it a subtle copy then go with a easter egg. You can easter egg about other games as long as it doesn't violate copyright. This will help people RELATE your game to another game. Easy sales come that way. Also, take lots of epic pictures and make epic wallpapers for your game. Make it 2D anime with some hint for ultimate eye candy and you will SPREAD LIKE FIRE among the anime freaks. The more eye candy without going into adult you can do (Street Fighter? Tekken? Tera? WoW? SC2?) the more people on deviant art will rage and do it. This helps generate awareness and curiosity. Even if you get a mountain of tire kickers your game will still spread through them as well.

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Now the final parts are coming together, let us end the torment. You want fast views? Pay people (services) using Google to find out who is reputable, to boost your shares of your video. 100,000 shares on Facebook does not mean 100,000 views or interested buyers. It simply means 100,000 chances to find a buyer. That will spread of course if your video and tactics are good, creating a community effortlessly. You can also go into a view boosting service for YouTube videos, but I won't encourage anyone on here to do it. You need to do hundreds of hours of research to find out WHY videos go viral through shares. You don't cheat though if you buy people's time to share your videos for you. Its roughly $250 for 100,000 shares on video marketing sites, and it takes around 3-7 days to spread it that far. The most I ever purchased was about 1.5M shares and it made the video get around 3M views in 2 months. Not only was I happy, but they left a lot of good feedback for the video.

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If you absolutely suck or don't have a good game to begin with you can manipulate the people. Buy the shares only AFTER you boost the views of your video. Sorry, this is not BOT views, you buy real traffic and promote them to your video to watch. I'm sick of scrubs telling me that ALL view boosting is BOTS!?! WTF? LEARN!!!! When you buy junk traffic and boost your video it isn't cheating either. When you cheat is you using a bot to fool Google, that's cheating. If your game absolutely sucks, you view boost to gain exposure and to gain the real views. When people sharing a viral video see the view count, they will asks friends and such "Have you seen this video?" "It's got like 5M views!". Moral of the story is to make a good game people want to play, eye candy and all. Simple iPhone games DO NOT USE THIS METHOD. You need more depth to the games like Angry Birds in order to use this method. If I start seeing poor games pop up using this method I will go insane!!! Your game needs to be of quality and if your game sucks and you boost, you'll get sales. Just don't expect to get return sales!!!

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So how many people can you expect on average for people to opt in and buy your game? 1.8% of the YouTube front page views daily, 20% of your YouTube campaign pay per views, and finally a whopping 30% of your community will tell the 8% they know to have money to go buy your game and play with them. The better the game and trailer, the more views it gets, the more people blog about it, the better the sales will be. Think of COD BLOPS 2. If you can make a trailer even as decent as that with a game half as bad as that, then you are set for goods. Expect anywhere from 76,000 sales - 1,000,000 sales with the average being around 200,000 sales. If you go to xbox and psn after then expect those sales numbers to boost up in brackets of 50,000 each network. That is just normal for console downloads, and if your game is around $15 you can do the math if it is worth it for you.

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Me if I choose to BOOST,SHARE,GOOGLE JUICE my videos it will cost me around $10,000 a month. Majority of my money would go for SHARE and GOOGLE JUICE if I see that I can't draw a crowd from YouTube. If I draw a crowd from YouTube I BOOST and SHARE afterwards. If people can't find more information about my game then I GOOGLE JUICE. Easy simple method depending on very small conditionals. This will then lead to sales. Most of my sales come from HYPE RELEASE, then a SPECIAL HOLIDAY, and if I release and viralize a lot of videos then it will come from THOSE VIRALIZED VIDEOS! Stuff like FREE IPOD 2 sweepstakes for best picture or mod work wonders. Hold sweepstakes and giveaways as often as you can afford to do so, even piggy back on Steam's Team Fortress 2 by offering in game collectibles and stuff if they buy your game. Sock it to the customers by making your game average price of $14.99 then throw some sales only when sales start to drag. Why $14.99? Because you can put up to 90% off and still make $1.04 after steam takes their 30% cut. with around 80,000 sales you still make around $80,000 given that you are a business. Your total promotional would then be $10,000 which would leave you with $70,000 to play with for Christmas or whatever.

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[font="'times new roman"]Most people won't get it. Most people will cry foul. If you don't know how to play the sales numbers game then get out of the market. Games don't market themselves, games don't go viral unless you spend years trying to make it go viral. Only reason Minecraft went viral was because people wanted to make money off the videos from showcasing it on YouTube. Though many have tried and failed, a few succeeded. If you create a incentive for people's playthroughs and inventions of your game on YouTube IMAGINE the sales!!! Making something like that takes skill and the will to see people pirate your stuff. If you can manage that, and lock the multiplayer into where they need to buy the game THEN you can see nice sales. Even if you just let them multiplayer for free, you can make the illusion that IF THEY BUY IT (think about Killing Floor) you get more people to play with you. Killing Floor is widely pirated but yet they still made the massive sales just because people thought it was more fun buying the game and playing worldwide with the freaks than with their own little server![/font]

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