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JULIEN WERA
PR & Marketing Manager


                         2012-02-17   1
Who is speaking ?
Previously




A few past projects




                      2012-03-22   2
2012-03-22   3
You ?
• Developers ?

• Publishers ?

• Journalists ?

• Students ?

• Other ?




                  2012-03-22   4
“International PR & marketing for small
                studios”




                                    2012-03-22   5
Entering the digital distribution era

             Number of games in selected digital platforms:




     1500           400K            600K       453 XBLA          20K
                                               2349 XLIG        650 VG

Digital distribution has broken some barriers but one remains: visibility.




                                                                    2012-03-22   6
Communication & marketing still matter

In communications schools, they still teach that the
Communication rule #1 is: ”You cannot not communicate”



Actually... You can.

It is called being invisible.




                                                    2012-03-22   7
3 main types of communication


PR           Marketing      Community
                            Management




                                     2012-03-22   8
PR


     2012-02-17   9
Know whoYOU are, and do PR your way


     Be remarkable

Don’t try to mimic what others
do. Being remarkable is the
most effective and cheapest
way to attract attention. If
you’re indie, freedom is your
best asset, so use it !




                                    2012-03-22   10
Know whoYOU are, and do PR your way


        Be yourself

Just as you can’t out-Zynga
Zynga,    you      can’t    out-
Behemoth The Behemoth. Find
your own way to create and
communicate, and respect the
creation of others. Being a
copycat because it’s « easier » is
not a solution for you or the
industry.


                                     2012-03-22   11
Know whoYOU are, and do PR your way


        Be Human
Gaming & Tech media are
composed of human beings
passionated about gaming, just
like you. Loose the corporate
formatting: it won’t make you
appear    bigger    or   more
professional. Simple gamer-to-
gamer relationships are the
most effective.




                                    2012-03-22   12
Be Human – Part 2
• Be       personal     in     your
  communication, know who you’re
  talking to and what they want

• Reward your early supporters, no
  matter how small they are, and
  never forget them

• PR is Community Management,
  your community is just different



                                       2012-03-22   13
• Understand your media contacts:

   • Get to know who they are before you ask for favors

   • What they want ->         <- What you want. Like with any
     relationship, it has to come from both sides

   • Don’t spam: Even small blogs get up to 5 outreach from indie studios
     per week. Be remarkable to stand out.

   • Understand strong cultural differences if you market your game
     internationally

   • Most game editors are not professional, they do this by passion on
     their free time. Don’t waste it.

                                                                 2012-03-22   14
Press Coverage Equation
1) Physical and cultural distance

    •    The farther you are from your contact, the least relevant
         you are

    •    Cultural proximity can overcome geographical distance, or
         make the barrier stronger

Exemple: France and Japan are geographically
distant, but culturally very close.




                                                             2012-03-22   15
Press Coverage Equation
1) Physical and cultural distance
2) Media prominence


   Who you are and what you’ve done matters a lot in your
   chances to get media attention. Try to develop your own
      media prominence, becoming the go-to expert on
    specific topics will secure you a lot more opportunities.




                                                         2012-03-22   16
Press Coverage Equation
1) Physical and cultural distance
2) Media prominence: The Kickstarter Exemple




Brian Fargo
                             >                      Derrick Smith




              Tim Schaffer
                                      Chris Allen
                                                    2012-03-22   17
Press Coverage Equation
1) Physical and cultural distance
2) Media prominence
3) Novelty

   Something NEW will always get more coverage than
   something old. Media feed and live on novelty. If your
   studio is just doing new versions of something that
   already exists, your chances of getting covered are much
   lower.




                                                       2012-03-22   18
Press Coverage Equation
1) Physical and cultural distance
2) Media prominence
                                  Ex: The 3rd Gen of DotA games have a lot
3) Novelty                        more trouble getting attention. The genre
                                       isn’t new anymore.




                                                               2012-03-22   19
Press Coverage Equation
1)   Physical and cultural distance
2)   Prominence
3)   Novelty
4)   Audience targeting




                                          2012-03-22   20
Press Coverage Equation
1)   Physical and cultural distance
2)   Prominence
3)   Novelty
4)   Audience targeting

     Don’t blast your communication everywhere and hope
     that something sticks. Target your efforts, don’t waste
     time, energy and credibility contacting partners without
     a solid belief that they’ll be interested by what you have
     to offer.



                                                           2012-03-22   21
Press Coverage Equation
1)   Physical and cultural distance
2)   Prominence
3)   Novelty
4)   Audience targeting
5)   Relationships

PR is about building relationship with people over
time. One-shot blasts never work, and results are
measured over time. Remember: You’ll need many
shots !


                                                     2012-03-22   22
Press Coverage Equation
1)   Physical and cultural distance
2)   Prominence
3)   Novelty
4)   Audience targeting
5)   Relationships




                                          2012-03-22   23
Press Coverage Equation
1)   Physical and cultural distance
2)   Prominence
3)   Novelty
4)   Audience targeting
5)   Relationships
6)   Etc.

Many more things factor in your equation, such as the timing of
your announcement, the importance of your information, the
platform you’re on, the languages you use, etc.



                                                       2012-03-22   24
Press Coverage Equation
1)   Physical and cultural distance
2)   Prominence
3)   Novelty
4)   Audience targeting
5)   Relationships
6)   Etc.


       1) + 2) + 3) + 4) + 5) + 6) = Your chances of getting media coverage




                                                                    2012-03-22   25
Examples – At beginning of communication




    Distance        Distance        Distance

  Prominence      Prominence      Prominence

    Novelty         Novelty         Novelty

  Relationships   Relationships   Relationships




                                           2012-03-22   26
How much does PR costs ?
• PR requires time, money, or both

• If you don’t have time but you have money, you can hire.
  PR Agency fee = 5K$/month on average per country. Can
  vary a lot depending on the contract and services.

• Besides salaries, never for get to add to the bill:
   • Travel costs
   • Assets production costs (physical and digital)
   • Tools (most are free, some paid ones can be useful)



                                                           2012-03-22   27
Social Media
• Social media allows you to communicate directly to your audience
   … but it doesn’t guarantee that anybody will be listening

• What you use is not necessarily what your audience uses. Adapt to
  your userbase, because your users will rather leave than change for
  you.




                                                              2012-03-22   28
MARKETING
  (excluding advertising)




                            2012-03-22   29
BE EVERYWHERE
• Platforms: Windows, Mac, Linux, iOS, Android, XBLA, PSN, etc.

• Distribution leaders: Steam, Retail

• and runner-ups: Impulse, Gamersgate, Origin, GamesPlanet, DLGamer, Amazon, Getgames,
etc.

• Renters: Gametap, Metaboli, Onlive

When you’re new and unknown, make it easy for customers to find you, and claim
the space. You can be picky when you’re known enough that customers will look
                             for you on their own.

             Requires time, experience, network (and an adaptable tech)



                                                                              2012-03-22   30
BE FLEXIBLE (with the price)

• If you’re confident in your game, then let
people play it as much as possible !

•Flexibility is a key advantage small
structures have over large publishers

• Sales can have a negative impact on your
bottom line, so make the most of them,
market them heavily

•Your free users are extremely important,
don’t forget them
     • Word of mouth/Virality
     • Cross-promotion
     • Microtransactions
     • Etc.



                                                      2012-03-22   31
BUILD TO LAST

On iOS, the more games you make, the more money-per-game you’ll make.




                                              Source: streamingcolour.com/blog/
                                                                  2012-03-22   32
BUILD TO LAST

Iterating on several projects will bring you:

     • Experience

     • Community

     • Cross-marketing opportunities

     • Media prominence

     • Relationships leverage




                                                     2012-03-22   33
Platform-owner features

• Most effective marketing in closed
environments

• No magic recipe, but possible to
optimize your chances:
     • Understand the platform’s
     audience
     • Use the latest platform’s features
     • Build relationships


• The possibility of being featured is
too random, hope for it but don’t
rely on it




                                            2012-03-22   34
COMMUNITY
   (in very, very short)




                           2012-03-22   35
What is a Community ?

         « A community is a place where everyone knows your name »

What do you need to start a community ?

• Something to talk about

• Somewhere to talk about it

• People (they do the talking)

 There is a big difference between having a community and having followers on
Facebook or Twitter. A community implies bi-directional relation with the studio,
                          as well as among the members.



                                                                       2012-03-22   36
Everything is Community


• Communities are about social contact: Make it easy for players to create
relationships with you and among themselves. Once again, it’s all about the
people.



• Everything you do will reflect on your community: Gaming communities
are capable of everything and anything, never underestimate them. The
slightest change in gameplay, the smallest interview can have a strong
impact on them. Trust and Loyalty are the most important currency in
community management, but they’re also extremely fragile.




                                                                  2012-03-22   37
SUMMARY

• Know who you are and/or who you want to be
• Know who your audience and your partners are, understand them
• Communicate often, share information, build relationships
• Beware the ethnocentrism
• Be everywhere
• Be flexible
• Reward those who support you



  Visibility isn’t easy, but you don’t invest resources in getting it, don’t expect
                             people to invest time in you.




                                                                           2012-03-22   38
Thank you!

www.linkedin.com/in/juwera


www.massive.se


www.facebook.com/Ubisoft.Massive


                              2012-03-22   39
PR & Marketing for Small Game Studios - IGI "The Future is Bright" Conference 2012

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PR & Marketing for Small Game Studios - IGI "The Future is Bright" Conference 2012

  • 1. JULIEN WERA PR & Marketing Manager 2012-02-17 1
  • 2. Who is speaking ? Previously A few past projects 2012-03-22 2
  • 4. You ? • Developers ? • Publishers ? • Journalists ? • Students ? • Other ? 2012-03-22 4
  • 5. “International PR & marketing for small studios” 2012-03-22 5
  • 6. Entering the digital distribution era Number of games in selected digital platforms: 1500 400K 600K 453 XBLA 20K 2349 XLIG 650 VG Digital distribution has broken some barriers but one remains: visibility. 2012-03-22 6
  • 7. Communication & marketing still matter In communications schools, they still teach that the Communication rule #1 is: ”You cannot not communicate” Actually... You can. It is called being invisible. 2012-03-22 7
  • 8. 3 main types of communication PR Marketing Community Management 2012-03-22 8
  • 9. PR 2012-02-17 9
  • 10. Know whoYOU are, and do PR your way Be remarkable Don’t try to mimic what others do. Being remarkable is the most effective and cheapest way to attract attention. If you’re indie, freedom is your best asset, so use it ! 2012-03-22 10
  • 11. Know whoYOU are, and do PR your way Be yourself Just as you can’t out-Zynga Zynga, you can’t out- Behemoth The Behemoth. Find your own way to create and communicate, and respect the creation of others. Being a copycat because it’s « easier » is not a solution for you or the industry. 2012-03-22 11
  • 12. Know whoYOU are, and do PR your way Be Human Gaming & Tech media are composed of human beings passionated about gaming, just like you. Loose the corporate formatting: it won’t make you appear bigger or more professional. Simple gamer-to- gamer relationships are the most effective. 2012-03-22 12
  • 13. Be Human – Part 2 • Be personal in your communication, know who you’re talking to and what they want • Reward your early supporters, no matter how small they are, and never forget them • PR is Community Management, your community is just different 2012-03-22 13
  • 14. • Understand your media contacts: • Get to know who they are before you ask for favors • What they want -> <- What you want. Like with any relationship, it has to come from both sides • Don’t spam: Even small blogs get up to 5 outreach from indie studios per week. Be remarkable to stand out. • Understand strong cultural differences if you market your game internationally • Most game editors are not professional, they do this by passion on their free time. Don’t waste it. 2012-03-22 14
  • 15. Press Coverage Equation 1) Physical and cultural distance • The farther you are from your contact, the least relevant you are • Cultural proximity can overcome geographical distance, or make the barrier stronger Exemple: France and Japan are geographically distant, but culturally very close. 2012-03-22 15
  • 16. Press Coverage Equation 1) Physical and cultural distance 2) Media prominence Who you are and what you’ve done matters a lot in your chances to get media attention. Try to develop your own media prominence, becoming the go-to expert on specific topics will secure you a lot more opportunities. 2012-03-22 16
  • 17. Press Coverage Equation 1) Physical and cultural distance 2) Media prominence: The Kickstarter Exemple Brian Fargo > Derrick Smith Tim Schaffer Chris Allen 2012-03-22 17
  • 18. Press Coverage Equation 1) Physical and cultural distance 2) Media prominence 3) Novelty Something NEW will always get more coverage than something old. Media feed and live on novelty. If your studio is just doing new versions of something that already exists, your chances of getting covered are much lower. 2012-03-22 18
  • 19. Press Coverage Equation 1) Physical and cultural distance 2) Media prominence Ex: The 3rd Gen of DotA games have a lot 3) Novelty more trouble getting attention. The genre isn’t new anymore. 2012-03-22 19
  • 20. Press Coverage Equation 1) Physical and cultural distance 2) Prominence 3) Novelty 4) Audience targeting 2012-03-22 20
  • 21. Press Coverage Equation 1) Physical and cultural distance 2) Prominence 3) Novelty 4) Audience targeting Don’t blast your communication everywhere and hope that something sticks. Target your efforts, don’t waste time, energy and credibility contacting partners without a solid belief that they’ll be interested by what you have to offer. 2012-03-22 21
  • 22. Press Coverage Equation 1) Physical and cultural distance 2) Prominence 3) Novelty 4) Audience targeting 5) Relationships PR is about building relationship with people over time. One-shot blasts never work, and results are measured over time. Remember: You’ll need many shots ! 2012-03-22 22
  • 23. Press Coverage Equation 1) Physical and cultural distance 2) Prominence 3) Novelty 4) Audience targeting 5) Relationships 2012-03-22 23
  • 24. Press Coverage Equation 1) Physical and cultural distance 2) Prominence 3) Novelty 4) Audience targeting 5) Relationships 6) Etc. Many more things factor in your equation, such as the timing of your announcement, the importance of your information, the platform you’re on, the languages you use, etc. 2012-03-22 24
  • 25. Press Coverage Equation 1) Physical and cultural distance 2) Prominence 3) Novelty 4) Audience targeting 5) Relationships 6) Etc. 1) + 2) + 3) + 4) + 5) + 6) = Your chances of getting media coverage 2012-03-22 25
  • 26. Examples – At beginning of communication Distance Distance Distance Prominence Prominence Prominence Novelty Novelty Novelty Relationships Relationships Relationships 2012-03-22 26
  • 27. How much does PR costs ? • PR requires time, money, or both • If you don’t have time but you have money, you can hire. PR Agency fee = 5K$/month on average per country. Can vary a lot depending on the contract and services. • Besides salaries, never for get to add to the bill: • Travel costs • Assets production costs (physical and digital) • Tools (most are free, some paid ones can be useful) 2012-03-22 27
  • 28. Social Media • Social media allows you to communicate directly to your audience … but it doesn’t guarantee that anybody will be listening • What you use is not necessarily what your audience uses. Adapt to your userbase, because your users will rather leave than change for you. 2012-03-22 28
  • 29. MARKETING (excluding advertising) 2012-03-22 29
  • 30. BE EVERYWHERE • Platforms: Windows, Mac, Linux, iOS, Android, XBLA, PSN, etc. • Distribution leaders: Steam, Retail • and runner-ups: Impulse, Gamersgate, Origin, GamesPlanet, DLGamer, Amazon, Getgames, etc. • Renters: Gametap, Metaboli, Onlive When you’re new and unknown, make it easy for customers to find you, and claim the space. You can be picky when you’re known enough that customers will look for you on their own. Requires time, experience, network (and an adaptable tech) 2012-03-22 30
  • 31. BE FLEXIBLE (with the price) • If you’re confident in your game, then let people play it as much as possible ! •Flexibility is a key advantage small structures have over large publishers • Sales can have a negative impact on your bottom line, so make the most of them, market them heavily •Your free users are extremely important, don’t forget them • Word of mouth/Virality • Cross-promotion • Microtransactions • Etc. 2012-03-22 31
  • 32. BUILD TO LAST On iOS, the more games you make, the more money-per-game you’ll make. Source: streamingcolour.com/blog/ 2012-03-22 32
  • 33. BUILD TO LAST Iterating on several projects will bring you: • Experience • Community • Cross-marketing opportunities • Media prominence • Relationships leverage 2012-03-22 33
  • 34. Platform-owner features • Most effective marketing in closed environments • No magic recipe, but possible to optimize your chances: • Understand the platform’s audience • Use the latest platform’s features • Build relationships • The possibility of being featured is too random, hope for it but don’t rely on it 2012-03-22 34
  • 35. COMMUNITY (in very, very short) 2012-03-22 35
  • 36. What is a Community ? « A community is a place where everyone knows your name » What do you need to start a community ? • Something to talk about • Somewhere to talk about it • People (they do the talking) There is a big difference between having a community and having followers on Facebook or Twitter. A community implies bi-directional relation with the studio, as well as among the members. 2012-03-22 36
  • 37. Everything is Community • Communities are about social contact: Make it easy for players to create relationships with you and among themselves. Once again, it’s all about the people. • Everything you do will reflect on your community: Gaming communities are capable of everything and anything, never underestimate them. The slightest change in gameplay, the smallest interview can have a strong impact on them. Trust and Loyalty are the most important currency in community management, but they’re also extremely fragile. 2012-03-22 37
  • 38. SUMMARY • Know who you are and/or who you want to be • Know who your audience and your partners are, understand them • Communicate often, share information, build relationships • Beware the ethnocentrism • Be everywhere • Be flexible • Reward those who support you Visibility isn’t easy, but you don’t invest resources in getting it, don’t expect people to invest time in you. 2012-03-22 38

Editor's Notes

  1. Anecdote arcane studio
  2. Brian Fargo, Tim SchafferChristian Allen, Derrick Smith (Everquest II)
  3. Brian Fargo, Tim SchafferChristian Allen, Derrick Smith (Everquest II)
  4. The PopCapstrategy
  5. The PopCapstrategy