Adding a pinned post here also to highlight something important but not in the video; Marketing language doesn't come out of nowhere - it's just an accurate (but emotive) description of your game. Points 1 and 2 (action/goal verbs, and emotive language) are things you should be working on as you develop your game. If your game doesn't have goals, actions, and an emotional core, no amount of trailers or good marketing copy are going to sell it!
I think one of the most important reasons indies need to care about marketing is so they can clearly see that their game failed on it's own merits. I knew my first game failed because it wasn't good enough but there was a lingering what-if. I definitely won't have that problem for my current game.
Great advice once again. This time I seem to have accidentally taken it without knowing a thing about this part. Although I need to revisit it I think. "Age of the Deep is a mermaid fashion looter rpg. Explore the beautiful, and terrifying, mysteries of the ocean surrounding the islands, fight off pirates that threaten the inhabitants, dive deep to uncover mysteries and equip the latest in swimwear to boost your stats." I feel like I can rewrite this better after having seen your video.
Dr Joe mentions a big reason to not put the artstyle in the marketing copy is that rarely will people read such text without accompanying visuals. So really, it's an issue of redundancy, and it's redundancy when you're in a very very length-crunched section of text; basically every additional word risks losing people, so it has to be worth at least that many people in how it adds to bringing in. Gameplay in games is a bit different, but in general the best way to look at pieces of media is that the length of the piece is an inherently negative trait, and so you always have to justify the length with the value of the content that is extending that length. Of course, marketing copy has a lot more negative value associated with its length than say a story, but the basic premise is still there.
Unlock the secrets to writing compelling marketing copy for your indie game! Learn how to use action verbs to show what players will do (like explore and upgrade) and why they’ll want to keep playing. Create a mood with emotive language, such as "sinister" or "murky," and avoid generic art style terms. With these simple tips, your game’s description will stand out and capture the attention of players and journalists alike!
Adding a pinned post here also to highlight something important but not in the video;
Marketing language doesn't come out of nowhere - it's just an accurate (but emotive) description of your game.
Points 1 and 2 (action/goal verbs, and emotive language) are things you should be working on as you develop your game. If your game doesn't have goals, actions, and an emotional core, no amount of trailers or good marketing copy are going to sell it!
I think one of the most important reasons indies need to care about marketing is so they can clearly see that their game failed on it's own merits. I knew my first game failed because it wasn't good enough but there was a lingering what-if. I definitely won't have that problem for my current game.
Great advice once again. This time I seem to have accidentally taken it without knowing a thing about this part. Although I need to revisit it I think. "Age of the Deep is a mermaid fashion looter rpg. Explore the beautiful, and terrifying, mysteries of the ocean surrounding the islands, fight off pirates that threaten the inhabitants, dive deep to uncover mysteries and equip the latest in swimwear to boost your stats." I feel like I can rewrite this better after having seen your video.
this videos finds me with great timing
Dr Joe mentions a big reason to not put the artstyle in the marketing copy is that rarely will people read such text without accompanying visuals.
So really, it's an issue of redundancy, and it's redundancy when you're in a very very length-crunched section of text; basically every additional word risks losing people, so it has to be worth at least that many people in how it adds to bringing in. Gameplay in games is a bit different, but in general the best way to look at pieces of media is that the length of the piece is an inherently negative trait, and so you always have to justify the length with the value of the content that is extending that length. Of course, marketing copy has a lot more negative value associated with its length than say a story, but the basic premise is still there.
This is all great advice. Thank you.
More solid advice. Really enjoying the content.
@@newleafgames 🙏🏻
Unlock the secrets to writing compelling marketing copy for your indie game! Learn how to use action verbs to show what players will do (like explore and upgrade) and why they’ll want to keep playing. Create a mood with emotive language, such as "sinister" or "murky," and avoid generic art style terms. With these simple tips, your game’s description will stand out and capture the attention of players and journalists alike!
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