how much hype?

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shadesofeternity
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how much hype?

Postby shadesofeternity » Sun Dec 08, 2019 9:09 am

Man question

I got a product ready to go, but I'm unsure how much hype and leeway time you need to get the word out before you officially release it to the public.

What's a good amount of time before you pop it up on onebooks?

Any particular days, or months improve your chances to get better results?

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zircher
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Re: how much hype?

Postby zircher » Sun Dec 08, 2019 12:39 pm

I think it would be more of a matter of community size and interest than a fixed number of days.

shadesofeternity
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Re: how much hype?

Postby shadesofeternity » Sun Dec 08, 2019 4:33 pm

Well I guess my question is how you grow a community?

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zircher
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Re: how much hype?

Postby zircher » Sun Dec 08, 2019 5:46 pm

Find like minded people and engage them without being too spam-happy. Learn what they like and what they hate/find off topic. I do most of my social media stuff through MeWe since a lot of ex-G+ members migrated there. There are a huge number of groups that might be interested in your project. There are even groups geared around design chat, crows funding, and playtesting.

The key is to a part of a community and not targeting the community. Most folks can spot the difference and will tune you out within seconds. Yes, it takes time and effort which is in direct conflict with spending time being creative. It's one of those balancing acts that you have to decide for yourself.

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zircher
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Re: how much hype?

Postby zircher » Sun Dec 08, 2019 5:47 pm

Oh, things like actual play is a great way to show rather than tell as well. That's great since it is not the hype machine but the product that is doing the selling, even if it is a prototype.

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zircher
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Re: how much hype?

Postby zircher » Sun Dec 08, 2019 6:03 pm

Disclaimer: I'm a terrible salesman. That's a design choice on my part. I looked into what it takes and I decided I would rather make and give away stuff than spend my time marketing and crowdfunding. Even with Project X, I'm going to hand that off to a partner.

So, what has three years of haphazard PWYW sales of games and game tools netted me on DriveThruRPG? Grand total to date: 2563 products sold or given away for a net of $372.79 (after DTRPG takes their cut.) For my intended goals of minimal engagement, that's a huge success. It's probably far more people than I would have reached if I only used my website.

That's for table-top stuff. Itch.io is rapidly becoming a hub for table-top and video games. So, that is a platform worth checking out.

shadesofeternity
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Re: how much hype?

Postby shadesofeternity » Tue Dec 10, 2019 10:56 am

No worries. :)

One thing I've noticed is social media is a real-time sink when it comes to trying to promote. MeWe sounds like a fun avenue to pursue.

I'll post the official message in the hype section in the next day or so, but I'm realizing that you need to have a plan once the thing is out in the public based on feedback.

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zircher
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Re: how much hype?

Postby zircher » Tue Dec 10, 2019 11:16 am

Aye, a plan is essential to manage time and budget (there are ways to promote on DTRPG for example that I have not engaged in yet.)


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