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Advertising, Marketing, Game Design, Tips and Tricks, more!
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Get Some Friends And Lose The Idiots!!! [/font]
There comes a time in every game developers life where they lose the idiots and save their friends. Idiots are people who seem to come and go, just staying in case of a hand out. Some people would argue that would need to "help" said idiots. Don't bother, I tried to help them and they seem to just keep staying idiots. I had to shake a few idiots myself, a lame friend who just wanted to leech my money, another lame friend that was petrified with fear and did incredible stupid acts, and finally a community in which I grew up in I left because they were idiots. These people were not savable in my book, but of course I might be wrong if you throw in Barney TV Shows and builder blocks (Minecraft). [/font]
Let's talk about the friends of Game Developers. No, not your real life friends, but the companies and tools there for you when you need them. In Madness #3 I revealed my methods, my friends, that help me get a video viral. They help me make tons of money, and yet some people see them as enemies. Well, then I guess more money and games for me!!! HAHAHA, no I can't be that way, instead I'll reveal how each tool helps me and saves me time and money. [/font]
My Motto goes "Videos are like stocks, channels are the companies. You only get good companies from good stocks, and if your stock is bad so is your company." [/font]
Tool #1. SHARES! When you share something other than your heart and soul on Facebook, you need to think strategically. How fast is the competition reaching sales? How many people do I know? How fast can I spread a viral video? Do I need help in reaching a mass audience? Well of course you do, and I'll tell you why. [/font]
[font=courier new,courier,monospace]You need a mass audience because not everyone will buy your game. Not everyone has money to buy your game. Not everyone will like your game. Not everyone will like how you sell your game. Not everyone can follow your 1 friend back and buy your game. 100,000 voices are better than 10 voices.[/font]
[font=courier new,courier,monospace]The reality is, not everyone even gives 2 flying wind burps about your game. They only care about what they see, and what they see a lot of they will be tempted to buy. That's how grocery stores work, tv works, and now game sales work. People don't buy because you claim your product has a cool new engine, or a cool story line, or some cool combat, or even cool visuals. People buy because they see a eye candy ad on YouTube or hear about it from friends on Facebook and then go buy it. Rarely do people impulse buy on Steam or even on Direct2Drive unless they have seen your game before hand. That is why creating viral trailers are so important, because you are creating a mass hype and potential sales base.[/font]
[font=courier new,courier,monospace]Shares generally cost me around $300.00 for a good 100,000 shares in someones Facebook ring. I screen the people and only use authentic share sellers. They can reach roughly 100,000 people in less than a week, where all I can reach on Facebook with $0.45 a click are roughly 13,000 people looking for a hand out. If you have a giant Facebook, then it is easy to get people to view your trailer, but hard to get sales. Everyone expects the game you made to be free for them and their friends.[/font]
[font=courier new,courier,monospace]Tool #2. Shines all around, and can be used by itself. Simple enough you want to buy traffic to your videos. This is easier said than done because the traffic needs to watch the videos and like and favorite them. The trick is, only people with a Google+ and verified YouTube (phone registration) can like and favorite videos. So you will need either a massive proxy list and a bot which is illegal and never should be done EVER, or you need real people "incentivized" to go and watch your videos. NEVER DO ANYTHING ILLEGAL, EVER EVEN IF IT'S CHEAP AND FREE! The incentives could be a number of things, but mostly I pick a nice traffic reseller for the job. This way, I can ensure that per capita I have spent $1.00 I gain 1,000 viewers with a 1.8% buy rate. The Google way is $0.58 a view for the keywords FPS, first person shooter, and fps game. That's $580 for 1,000 viewers with a 20% buy rate because the traffic is targeted. Typically you won't use Google Adwords for video pre rolls (most effective) because unless your game is $60 you won't come out ahead. Technically since I buy traffic cheap my videos gain millions of views compared to the Google way.[/font]
[font=courier new,courier,monospace]Tool #3. Comes in when SHARES and SHINES need a boost and fail. If I can't generate a massive hype from Shares then I spread my money over Google Juice! This is a last resort, since if views and shares failed then my product isn't worth a dime. Google Juice is building index back links for your website to increase in page rank. The problem is, in gaming you can't get enough juice simply by sharing your link with others. You need to pay people that know where to place your links. Roughly with Google juice, I target .edu back links and pr 3+ back links. These can all be rented or bought. I technically spend around $5,000 if views and shares succeed and $10,000 if shares and views fail. It all comes down to how well the trailer did, and how well actual sales convert. Most of the time it is effected by day, time, and money in the person's pocket.[/font]
[font=courier new,courier,monospace]Tool #4. This is your most important tool, your mind. If you can quickly think, adapt, and evolve to meet the need then you can succeed faster than anyone. If your game is utter trash but people like making videos about it, then why don't you use that to your advantage? Release freeware and tell people to go crazy building with it, then give them the option to feature them on your YouTube channel or some kind of reward for their efforts. The more you think outside the box, the more money you can create. Your games sales will come from eye candy, commentators opinions, and finally how well can they play the game with their friends?[/font]
[font=courier new,courier,monospace]These tools are here to help you, and if you don't use them then you will be like the rest of the communities. Games that get 100 sales a month are not games, they are failware. Games that generate 120,000 sales and then die are failware. Games are products representing your company, and if you are all about the money your product should do well above 300,000 sales. My game investment per game is like $3,500. That mostly is music and a license fee. I don't make games for a living, the games make me money so I can live.[/font]
[font=courier new,courier,monospace]I think the next step in Madness will be to further express out how these tools helped me, and should help you. Although many people only read just for the giggles and their imagination to be appeased, some are actually looking for tips to sell their games. I'll list a example of what can be done for a iPhone game, and also what can be done for a pc game as well.[/font]
[font=courier new,courier,monospace]iPhone Example[/font]
[font=courier new,courier,monospace]$4.99 for the game (less time it takes to make investment money back)[/font]
[font=courier new,courier,monospace]TapJoy sign up for $2.50 per sale[/font]
[font=courier new,courier,monospace](averages around 125 sales per day because it is a big investment for their users)[/font]
[font=courier new,courier,monospace]Viral Video Ad for your game will cost you $2.50 for 1,000 views to hit front page YouTube from a traffic reseller ($7,500 for 3M views), $900 for 300,000 shares on Facebook, and finally $10,000 link juice for your site on Google.[/font]
[font=courier new,courier,monospace]Your app store sales should be around 500-750 a day. It simply comes down to the price and how that effects sales. You don't want free because you will lose money before gaining it, you don't want $0.99 because it takes too many people to hit your investment back, and finally your $5.00 is breaking someone's fingers so sales won't need to be astronomical. Your app store basics is averaged to 625 sales per day.[/font]
[font=courier new,courier,monospace]TapJoy: $9,375 - 30% Apple Tax = $6,562.50 in 30 days.[/font]
[font=courier new,courier,monospace]AppStore: $93,562.50 - 30% Apple Tax = $65,493.75 in 30 days.[/font]
[font=courier new,courier,monospace]Nice and simple for 1 months work, but if you more or less can viralize your game more you WILL have more sales. My average app store sales were about 1,262 a day for about 45 days and then boosted to 2,135 a day for like 90 days. This was for a $3.99 product that was more or less a tiny rpg / metal gear slug style game.[/font]
The Indie Game Developer Is Disillusioned!
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Can it really be true? Can indies be living in a dream world designed on fantasy rather than reality? The answer is YES, and I will go on to define why! Indies believe that their games can market themselves or that small non targeted budgets can bring in the fame needed to make sales. I will debunk the myth and tell you WHY this doesn't work and will never work. For the upcoming article I will debunk "word of mouth", "advertising scales", geographical targeting", "public relations", "marketing research", and more! [/font]
[font=comic sans ms,cursive]How much does a indie know about big company marketing? Can we at least we can all agree that big publishers bring in the views needed to make sales. They do this with PAX, GDC, and other gaming / anime gatherings. Any type of blog or media will POST about their game and generate the article hype for them. These games pushed through big publisher ultimately fail, but as to why we must understand. The games that go through the publishers DON'T always keep it gamer focused. Most, if not all, the products come out buggy, mutilated, and often no where near where the hype level was at.[/font]
[font=comic sans ms,cursive]Big publishers spend lots of money hyping the people up, but to make sales that is what they need to do. Indies think that just because they make a cheaper product, that people will simply just dive in and buy the product if they like it. How will they ever know about the product and like it or not IF THEY CAN'T SEE IT, or HEAR ABOUT IT? The sad part is, most even go as far as to say "Well we got a review by this one website ..." NO! Simply put 80% of your potential buyers don't or won't go on those websites! You think major droves of people will go on to IGN just to find your product? Most, if not all, go on IGN to find out the latest news about games they already heard about. Less than 5% will take interest in your game if accidentally searched. So what does a indie need to do?[/font]
[font=comic sans ms,cursive]Easy, you need to go and advertise or campaign where the people spend their time. Facebook used to be a good place to advertise on for games and movies. Now, it is mostly about social networking and hardly anyone has their wallet associated with the image of Facebook. That being said it still doesn't hurt to advertise a product through Facebook, just don't expect you to get your money back! Now where would there be another place to advertise? Google search? That may be good for SEO Link juice needed to get your game around, but it nearly isn't as fast enough as you need it to be. So where then? YOUTUBE!!![/font]
[font=comic sans ms,cursive]YouTube is #2 most used search engine in the world! Google being #1! Talk about a monopoly!! Now let's get down to WHY YouTube is good for marketing and advertising on for indies. The lowest front page videos on YouTube get 30,000-50,000 views per day, with top being 300,000 - 500,000 views per day! Very few videos without a huge subscriber base behind them can rank on YouTube without highly targeted traffic and advertising. So, where do the indies come in? It is up to you to create hype videos and advertise through YouTube. You can't afford people to overlook your game. Each person who buys your game is nearly worth $4.00 per month on the iPhone and roughly $30 per month on the PC. [/font]
[font=comic sans ms,cursive]So now that you know the value, do you really want to make your game popular? The answer should be yes, and I will go over now Word Of Mouth. So many indies get confused when hearing the words. The answer really is, Word Of Mouth = hype by a publisher or a company in secret passing out positive hype to social bookmarking and social media websites in order to spread the product more effectively! So in total, you use someone who knows how to catch people's eyes in order to spread your product around for more sales. In return, most people think W.O.M. (Word Of Mouth) is spread by the consumers. That is entirely false as TRULY Successful W.O.M. campaigns come from viral marketing agencies. The moral of the story is "gold driven mouths bring in the gold".[/font]
[font=comic sans ms,cursive]So why do indies believe only customers can use W.O.M.? Simple, because they are fooled into this misconception about only customers can spread good reviews. If you look at some of the big publisher game releases a lot of the W.O.M. is coming from advertising and marketing agencies on the side. This being the case, you will clearly see how they CONTROL what people think about their product until launch. Is it worth being able to fully understand that you can't just release and hope for the best?[/font]
[font=comic sans ms,cursive]What do you need to do to bring in the sales? You need a game trailer that you can buy advertising for on YouTube and Google. This trailer needs to be DRAMATIC, hold its mood the entire view session, needs to focus on one aspect of your video game that excites the user, and finally it needs a STRONG CALL TO ACTION at the ending of the trailer. It should be so cleverly crafted that the normal person doesn't think twice about using their wallets and buying the product. Expect to pay on YouTube $0.58 per VIEW for the FPS, First Person Shooter keywords. On Google it'll be around $1.29 a click, with most clicks going in for around $3.00 per click on the high scale end of things.[/font]
[font=comic sans ms,cursive]So how does one go VIRAL on YouTube without much cash? There are 2 ways. The first and cheapest but time consuming is hitting up 250 of the major popular sites on the internet. 100 deal with videos and 150 deal with games. You really want to target all 250, which includes YouTube being #1 on the list. If you can get into the top 10 on each site then you can draw in the sales figures. It might actually cost a lot of cash doing it this way as you have little to no control about when people will watch your video, if at all! So the next part is actually buying advertising and marketing services that increase your chance for viral videos![/font]
[font=comic sans ms,cursive]When you purchase viral marketing or advertising it is going to be expensive. If you simply don't have the budget, don't bother to make a game. Viral videos not only set when and where people watch the video, they can also create a NEED for the product you are offering people. look at Kony 2012 and say I am wrong. nearly 100M views and $30M made in donations. The company is being investigated by several videos on the internet of key position people admitting very few dollars actually go into Uganda. Did that stop donations? NO, in fact more people gave for round 2! the point is, the video was very dramatic, easy to create emotional attachments to the viewers, and finally it called for your money at the end. It really did become successful even if they company is rotten to the core![/font]
[font=comic sans ms,cursive]Imagine if you genuinely created a NEED for your product? How much money are you willing to spend to be successful? Marketing and Advertising are 90% of the sales game. the product doesn't even matter anymore as long as you can sell the hype and generate sales! So if you don't think much of advertising or marketing your game then don't bother counting sales. Not even ducks want your game if they can't see it on YouTube! So in theory for me a PC gamer is worth $100 each and a iPhone Gamer is worth $15 each. That is way higher than what the average is for each, but I do know the power of a happy gamer![/font]
[font=comic sans ms,cursive]So how do I do viral videos? In the next installment of my MADNESS I will reveal how I create viral videos and how they hit YouTube top page.[/font]
[font=comic sans ms,cursive]Questions? Post Em Here![/font]
[font=comic sans ms,cursive]Comments? Post Em Here![/font]
[font=comic sans ms,cursive]Concerns? Post Em Here![/font]
[font=comic sans ms,cursive]Inquiries? PM Me! Or visit my Twitter![/font]
[font=comic sans ms,cursive]Job Opportunities? PM Me! Or visit my Twitter![/font]
[font=comic sans ms,cursive]A little about me:[/font]
[font=comic sans ms,cursive]I do viral marketing and advertising of video games. I design and create video games. I like to play video games. I don't like video game hobbyists trying to ruin the market with low quality games. I support video game hobbyists willing to create a better game for a better market! I created several companies,and several gamer groups premiering on YouTube late 2012. The RPG tag comes from Role Playing Games as I love Warhammer and Dungeons and Dragons! I am 5 years younger than 30 years old![/font]
YouTube Saved Your Life! (And Games!!!)
[font=tahoma,geneva,sans-serif]This is the bread and butter part that everyone is waiting for. I will reveal how to make your game trailers go viral, and how to optimize your searches on Google! [/font]
[font=tahoma,geneva,sans-serif]The first part will take up 99% of the time and take several months if not years to create enough momentum for viralization of videos. First I am going to ask you to open up Google and search for the top 100 video shring sites of 2012. You'll get a lot of spam but 1 article does prove useful. Bookmarket , com / videosharing has a "starter" list for paid and free video sharing applications. These are just sites to UPLOAD on. [/font]
YouTube: YouTube is a popular free video sharing Web site which lets users upload, view, and share video clips.
Meta Cafe: Metacafe - Get the best internet videos - Funny videos, Amazing clips, Rare movies
Vimeo: Share your video clips. Upload video that you shoot with your digital camera, mobile phone, or camcorder. Share video by linking to Vimeo.
Daily Motion Publish, tag, organize and share your video clips.
Imeem: imeem is a social media service where users interact with each other by watching, posting, and sharing content of all media types, including blogs, photos, audio, and video. In one sense, imeem is a media-centric social network service, and in another sense, it is also a user participation service for online content.
ClipShack: ClipShack is a community for videophiles; a destination where people can post their video for general public viewing and comment, share clips with friends and family, post video to blogs, share...
vSocial: The fastest, easiest way to upload, watch and share your favorite video clips.
Jumpcut: The best place to create, remix and share movies and slideshows online. There's nothing else like it. Jumpcut Makes Movies, Simple.
Video Bomb: Video Bomb filters up the hottest videos on the internet: people submit links to the 'Incoming!' page and you bomb the best ones. If a video gets a lot of bombs quickly, it makes it to the front...
eyeSpot: Shoot, Mix, and Share your Video. Use the eyespot Mixer to edit and combine your videos, music and photos online! Share your video and mixes with the world for Free
revver : Upload, share videos
Avidbeauty: Avid Beauty is an entertainment community for iPod users. We offer iPod downloads which are available in playlists known as Podcasts. We also offer Flickr photo, YouTube video and LiveJournal integration into your member profile.
[font=tahoma,geneva,sans-serif]These are from [/font]http://web2magazine.blogspot.com/2007/01/updated-top-100-web-20-sites.html NO I do not want to advertise them but it is a sited source.
The fact is, HOW to get a video viewed on these sites? http://www.blueglass.com/blog/best-websites-to-track-popular-and-viral-videos-online/ can track where most people submit their videos. Though limited to 3 popular platforms you can clearly see it will count how many shares each video gets on Facebook and Twitter and YouTube. the downfall is it doesn't track outside or 3rd party websites that account for some of the view totals. How I rank my videos is way different so we will skip this whitehat nonsense and go for the greyhat nonsense.
I first rank a site on Google after panda update by buying .edu backlinks, xrumer profile links, scrapebox linkjuice, and also traffic from linkbucks and adf.ly. This will account for my website to rank around pr5 on gaming, and over time as more YouTube videos pop up about my small time products I move up the ladder. Sometimes I will even spend $2.79 a click on long winded keywords such as cool online mmofps, awesome online games, fun online games, and even fun rpg games. These generate less than 300k hits a month, but sometimes you get your listing above the big boys advertising for your spot. Technically you can keyword buy for the standard mmorpg and online game arcades at around $3.00 a click but expect a lot of click fraud from your competitors to try to knock you off the top ad spots with them on pr1.
That is labeled greyhat because I buy links instead of letting my visitors create them for me, which takes time I don't have. To rank your website without greyhat or viral videos will take years, and those years cost you money. Plain and simple, don't do my way if you don't like buying something. I make sure anything I buy is 100% spam compliant and 100% legal. If you have any questions than please use Google.
Next will actually shock you, and pretty much piss you off. I create Dramatic (sometimes dramatic and dumb) video game trailers. I know these are the top choice for going viral. Dramatic as in everyone might be shown in the trailer dying, or maybe we focus on the cool ui of the game that allows you to interact with it in a dramatic atmosphere. I use color editing and music to set the mood along with the video content itself. You must only focus on 1 thing per video trailer as doing multiple focus will break the mood and concentration of the audience. Next, you will need a strong call to action at the end of the video game trailer. This call to action will generate sales. You can try what chase bank did on tv for the american branch. They use a bunch of common words that are used everyday and tie their chase service cash back rewards into it at the end. Though the call to action isn't as strong as we want it to be, we can simply provide our call to action in it's stead.
Our call to action needs to provide trust, ease of use, and also it has to excite the user. Any titles of your game, your company, or the distributor that will house your game online should not be placed on black background. Incorporate it into the game trailer like some of the BF3 trailers. They put their clan names and tags right into the video. Also take a look at machinima, they do the same. This can also work for the call to action. You can make your call to action during the end with some epic "now its up to you" or the Halo 3 believe motto. You can also try to hype the player up like Call of Duty but that doesn't seem as effective as leading into it.
How I do it is incoporate the BF3/ Machinima style presentation of my game company and game name, set a dramatic atmosphere, focus on the gameplay part of my game that seems the best, and finally close with a strong call to action like "now become a hero" and the Steam logo popping up during some climatic event in the game. this WILL draw the sales. It is hardly used but highly effective. now we can go directly into "I can't seem to get the people viewing my video!"
How to get massive people viewing your video? Most expensive way is to buy the views from YouTube. At $0.58 for FPS keywords and the ability to pick machinimarespawn, tobygames, and other famous YouTubers you ride your white horse off their videos to get the people interested. My last quote for March 21, 2012 was 0.58 a view (people opting in to view my TrueView Ad after 30 seconds) on those channels and more. This is the most expensive but highly targeted way to get people to buy your game. The next will make you viral but it is ultimately not targeted except for being mainly USA viewers.
Jaded from all the Video Advertising prerolls they can handle, most YouTubers will begin to HATE your advertisements. Now this next method is very cheap compared to Google. you will be buying a service that will share your video over Facebook, Twitter, and other sites.
http://www.quora.com/Reddit/How-do-you-get-to-the-front-page-of-Reddit will let you in on how to get front page of reddit. It is important to know that there are services for all of this. If you have money to burn i have 15 services you can Google and find out about yourself about viral video marketing.
Are viral videos worth the money to make and boost? YES! The more work and money you pour into it, the more you make. I got that question on my first Madness post, so I'll answer WHY. Your audience can be built with less than 4 viral videos a month and 2 days top 5 YouTube viewed videos each. The more viral videos you produce the more word of mouth you generate. the more word of mouth you generate the more people blog and talk about your product. The more people circulate your video (like how COD has bugged us for months about the Black OPs map paks and the latest MW3 and Black Ops 2 trailers) the more people will get a hype about it. All this leads to sales and how viral your videos become.
So how do I deal with a video that won't go viral? I ultimately created a service to handle this matter. It uses my networking connections on Facebook and Twitter to drive up the views (about 100k-300k per day depending on how well the video is per day). Though this method seems to work for now, it needs to be scaled up to create a viral optimization in order for 500k+ views per day per video. I can only hope that they don't get a hard heart and stop watching videos! XD!
[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?[/font]
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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.[/font]
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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.[/font]
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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?[/font]
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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.[/font]
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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.[/font]
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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.[/font]
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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!!! [/font]
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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.[/font]
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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.[/font]
[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]