3 Ways To Understand Your Game's Audience
summary
Argues that marketing starts with the game choice not tweets, using Steam data (about 44,000 scraped titles) and a small survey of 53 responses to show which genres earn the most, and recommends matching product place and price before promotion. Uses the steam-tags revenue tool, Google Forms, Discord and targeted subreddits, runs six to seven playtests remotely (pay $25–50/hour), mines reviews for “genre fault lines” and keyword phrases, and treats wishlists as the primary early-metric.
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chapters (9)
- 0:00Start
- 7:09Example
- 17:45We are not the typical Steam Customer
- 18:32Review analysis
- 24:37Are you describing your game correctly? 1 What does our game remind you of?
- 28:12Conferences are sooooooo damn expensive
- 28:36On a show floor it is impossible for a controlled test
- 30:58You have to simultaneously this and this
- 35:51How to understand your audience Before development
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