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  • Making People Understand And Care About Your Game

    [10.08.19]
    - Victoria Tran
  • By Victoria Tran, the Communications Director of Kitfox Games, a small independent games studio in Montreal currently working on Boyfriend DungeonLucifer Within Us and publishing Six AgesMondo Museum, and Dwarf Fortress.


    *Kicks down door*

    HEY WHAT'S COOL ABOUT YOUR GAME?

    Yes, your game is very cool. And I'm sure it is! Good job for making the cool thing!

    However, I've found a lot of devs lose track of what is actually cool about their game to the public. This is a common problem - when you work on a game for so long and have deep knowledge of its technicalities, you lose sight of how to simply communicate what's exciting about it to a random stranger.

    Think of it like this: no one will be interested in your game if you cannot tell them why it is interesting in a way that they actually care about.

    So awhile go on Twitter, I tweeted this handy little chart that explains an important marketing concept: customer value proposition (CVP). That is - the full, persuasive explanation as to why someone would want your game and what they'd get if they bought it.

    I wanted to expand more on this, because I think it's a valuable asset for game devs who might not be as clear on the marketing aspect of things (or need a gentle refresher.)

    Soooo let's do it!


    1. All Benefits

    The All Benefits section focuses entirely on all of the good/cool/exciting things about your game.

    Consists of

    All the positives someone will experience playing your game. For example, if you play Boyfriend Dungeon, you will get to play a unique dungeon crawler/dating sim mash up, experience a cute summer love, inclusive dating aspects, befriend a cat, watch stylish transformation sequences, have fun mastering the different play styles in a dungeon that changes all the time, etc.

    Answers the player question

    "Why should I buy your game?"

    Requires

    Knowledge of what your game offers.

    Potential pitfalls

    Benefit assertion. This means that you might end up talking about things that players actually don't care about at all. Boasting about a game being a roguelike means nothing in a world of a million roguelikes. Who actually cares if your game offers an axe instead of a sword? Alternatively, are you STRETCHING yourself to think of cool alternatives to your competitor and just making stuff up that doesn't matter?

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