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1038185 Posts in 41953 Topics- by 33576 Members - Latest Member: Man_With_Gun

September 02, 2014, 03:37:22 AM
TIGSource ForumsDeveloperBusinessPress Release Distribution Services
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Virion
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« Reply #15 on: November 20, 2012, 04:30:10 PM »

By the way I've just checked gamerelease.net, the price is now $150 http://www.gameproducer.net/insiders
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TeeGee
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« Reply #16 on: November 20, 2012, 04:49:08 PM »

To be honest, I think that press releases are wasted time and money these days. At least for indies.
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Tom Grochowiak
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« Reply #17 on: November 21, 2012, 03:33:20 PM »

My current plan (I'm not finished with the game so it's just thinking) is to only target some specific websites and people I know. Like, being smart about who I'm talking to, instead of maximizing the number of people I'm talking to.

I don't know if it will work as expected though.
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« Reply #18 on: November 28, 2012, 09:59:40 AM »

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

Had it not been for a press release via GameBizWire I did for my latest game, I would have never gotten the Giantbomb quick look that immensely helped boost sales and traffic. So I respectfully disagree. Smiley
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« Reply #19 on: November 28, 2012, 10:26:50 AM »

My experience lately is that personalized emails and direct contact always beats automated PR distribution. Formal press releases are boring, nobody wants to write them, nobody wants to read them. They are mostly re-posted by bots or ignored, and it's time consuming and pricey to do them.

I also noticed that once you get to a certain notoriety threshold (or you have some genuinely interesting game), your marketing effort stops being so important as the press gets interested anyway. For example -- my freeware game Co-Op got more coverage that most of the commercial games I've ran PR for. It was only a small jam project, so I haven't promoted it at all, and it still landed on RPS, indiegames.com, and the likes. For Cinders, we've got some pretty good coverage, and all thanks to direct emails, word of mouth, and journalists finding about the game through other reviews and their social networks. Actually, the most prominent mentions (from Kotaku and TheMarySue.com) came without us doing a thing.

On the other hand, when I was doing press releases at the last company I worked for (for three years), we haven't really noticed much impact on our traffic or coverage. I also got many angry emails in the vein of: "Remove me from your spam list!!!", which made me question the worth of all those contacts that PR distribution services like to brag about.

Of course, this is all from my personal experience, so your mileage may vary. It may still be worth at least a few tries.
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Tom Grochowiak
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« 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.
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« 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.

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« 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...
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« 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)
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« 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
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« 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?
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« 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
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« 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
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