Speaker: Steve Filby
Ask your self
- Why am I buying this game
- Who am I building this for
- Does this market exist
Competitive analysts:
- Look at channels and trends based on what people are viewing. Websites for this are NoScope, Social Blade – use these to look for trends.
- Play all those games that appear when you search for your genre.
- They listed the factors that helped
- Example of what they came up with: “Deployability, balance, late game content, modular design and ability to add more stuff”
They watched streamers that had only 3-viewers to see how they played the game.
- Even though they noticed that small streamers were playing for a long long time.
- Games must be streamable
Early Access
- Know how long it takes to make your game so that you can be honest about your projections
- Week one of early access is for bugs and building rapport – you want to be a good guy dev.
- It is hard keeping interest with the community. Tell them what you have added because of the community input.
You only get one Launch? – No
- To fix that do regular updates
- Strategic partnerships – Then integrate with Razor and we can integrate it with GOG, Humble etc.
- Influencers want to grow + engage their community – created a streamer program so they could give cool stuff to their community.
- Started with small streamers and got bigger and bigger. It moved up to bigger streamers
Post Launch
- Community Demand
- More content vs deeper discount?
- It looks like adding more content does increase sales. See screenshot below
- They spent something like 70K for events. Jesus.
- They spent 50K on a trailer – He said it didn’t do much. He thinks it opened door for press coverage.
- They spent something like 70K for events. Jesus.
- They spent 50K on a trailer – He said it didn’t do much. He thinks it opened door for press coverage.
- They think it cost about $800K to make the game