Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1057248 Posts in 42946 Topics- by 34887 Members - Latest Member: ULFR

October 25, 2014, 09:27:14 AM
TIGSource ForumsDeveloperBusinessPress Release Distribution Services
Pages: 1 [2]
Print
Author Topic: Press Release Distribution Services  (Read 16625 times)
Ruxar
Level 0
***



View Profile WWW
« Reply #20 on: March 26, 2013, 11:52:14 PM »

Thanks for that info, I must say the whole press release / generating buzz seems almost as complicated as writing the game itself.
Logged

Tascha
Level 0
*


View Profile Email
« Reply #21 on: May 06, 2013, 03:55:33 AM »

For one, personal contacts ALWAYS trump blind press releases. Therefore if you want to spend some money spend it on actually attending conferences (GDC etc) and try to get in contact with the journalists.

The easiest way imo is through twitter. It may take some time but if you follow their conversation and get to know them (just DO NOT PITCH YOUR GAME...EVER on social media if you try to get in contact with someone or make friends!).

In my experience blind press releases to the big guys are just wasted time and effort.
What you should do is target smaller blogs (http://www.pixelprospector.com/ comes to mind.

I did a small test earlier this year where I did send the same press information to the big guys (Kotaku, RPS, IGN etc) but also to a few smaller indie blogs (http://www.pixelprospector.com/). The big ones didn't cover the news but a few days later pixelprospector write about it and low and behold the big guys picked it up from Pixelprospector directly.

So it's a good idea to make a list of sites/blogs that get picked up by the big guys. Once THEY cover your game, check WHO covered it and try to get in contact through twitter or email. A thank you for the coverage is also always a nice opening to establish a proper contact.

Specially the big guys won't really respond to your emails even if they go on covering your future PR. If you have met them during a conference though, that's much more personal and you always have something to fall back onto.

Indie Marketing = Making Friends
AAA Marketing = Paying Friends

Now, which of the two friend types is most likely the more loyal?

Not to mention personal contacts also show the journalist the person or studio behind the game. And last but not least, you are always much more inclined to believe a friend/someone you know than a random stranger without a face.

Logged
elmike
Level 0
*



View Profile WWW Email
« Reply #22 on: May 29, 2013, 03:43:39 PM »

Tascha, i totally agree with your comment!

Btw, does gamebizwire still exist? I cant find any info anymore...
Logged
Mittens
Level 10
*****


.


View Profile WWW Email
« Reply #23 on: May 29, 2013, 04:40:06 PM »

To be honest, I think that press releases are wasted time and money these days. At least for indies.

I agree, but I'm still going to do them anyway since I often get more responses from my PR's than I get from just directly emailing people (Since I started using gamerelease.net at least)
Logged

chubigans
Level 0
**



View Profile WWW
« Reply #24 on: May 30, 2013, 08:31:14 PM »

Tascha, i totally agree with your comment!

Btw, does gamebizwire still exist? I cant find any info anymore...
I think they're gone...the website is missing and emails to their PR team come back as undeliverable. Sad
Logged
yaaar
Level 0
**



View Profile WWW Email
« Reply #25 on: January 29, 2014, 11:06:03 PM »

The easiest way imo is through twitter. It may take some time but if you follow their conversation and get to know them (just DO NOT PITCH YOUR GAME...EVER on social media if you try to get in contact with someone or make friends!).

Do you mind elaborating on this? What you're saying is that even if you want them to check out your game, you should never directly tweet at them to check out your game; instead, just follow and comment on their tweets over time, and hope that they'll naturally be interested in your game?
Logged

Games that add value and challenge.

Greenlight |Facebook|Twitter|Website
ஒழுக்கின்மை
Level 10
*****


Also known as रिंकू.

RinkuHero
View Profile WWW Email
« Reply #26 on: January 30, 2014, 12:53:48 AM »

the thing is, journalists review the games other journalists review. once you get the ball rolling it's easy, but you do have to get the ball rolling. for a game to get reviews, it has to be perceived by a journalist as "big", and that usually means being reviewed by a lot of sites. i think all the tweets and press releases in the world won't help a game get reviewed if nobody has reviewed it yet
Logged

Pandara_RA!
Level 5
*****


Maximum Friendship All Day


View Profile Email
« Reply #27 on: January 30, 2014, 01:44:39 PM »

Paul is mostly right, press gets more press.
I have to keep this short though I'll explain more when I get home.

1. DONT hire a PR group. It's a waste of money to burn your bridges through mass emails. You are paying someone to give a poor mechanical impression of what you are making.

2. Contruct a press list, go out and and read up on the top 30-40 game sites, find out which writers like what stuff, and write that down...this is an extremely rewarding process...connect your game to people who actually might like it.

3.Be brief, provide all information (have a press site/press kit!) DONT waste their time with two pages of babble

4. Email every one at the same time, dont email one at a time
Logged

Pages: 1 [2]
Print
Jump to:  

Theme orange-lt created by panic