Hello everyone,
The spikes in youtube views and general interest in my game that I noticed from these short previews was more than enough incentive to explore my options when it comes to the press. I'm just one guy releasing my first game so i'm really not used to this.
How do you plan to tackle the press? What media outlets are you reaching out to? Are there any more seasoned devs willing to share their experience regarding the press?
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It's a waste of time
This is all based off mobile, where even developers with really good press coverage and plenty of exposure from large readership websites and magazines are still struggling away on 1000 total lifetime downloads on the app store.
At least for mobile, no one reads reviews before buying a game, because it's so much easier to just hit the store, quickly check through the top 100 chart and play whatever they find there for the 15 minutes on the way to work.
The argument with mobile continues that it's only worth getting featured in pocket gamer or touch arcade because Apple read those sites and it could lead to your game getting featured in the app store
That's the nature of mobile though. OUYA will be different. For a start, most people won't be getting an OUYA in March or even April, so even if you get featured on a big shiny website, most people won't actually have an OUYA to subsequently go and play on.
When people read a good review about an interesting game, if you don't get them to purchase then and there, the chance of them ever coming back to actually buy the game are vanishingly small. Most people are unlikely to browse the web on the OUYA, so are unlikely to ever translate into sales.
I think the exception is in getting reviewed as a launch game. If your game gets held up as one of a bunch of games that a reviewer feels is 'representative' of OUYA at launch, I think that'll go a long way.
The other exception is if people approach you to do an article on your game, in which case, make time for them, as they've probably played the game already and are fans of it, and fans are who you really want to give your time to.
Another case study comes from an article by the maker of the binding of issac:
What you really want is this fabled word-of-mouth / organic growth, and that can be helped along by having a game that people can be fans of, make "lets play" videos about, discuss with their friends and generally participate in.
Anyway, that's my take on it
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