MasonG27 / Game-Development-Project

For the past 3 months I have developed a third person moba that encapsolates some of the progress I have made over the past few years of game design and development. This repo is the home of updates and progression on the project.
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Marketing Plans #12

Open MasonG27 opened 3 years ago

MasonG27 commented 3 years ago

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Press Release Beta

When it comes to the visual marketing of the game, focus will be on a website with a simple layout. It will mainly include trailers, screenshots, about info, dev blog, contact info as well as a way to sign up for the beta. Lastly, we will have all our social media platforms advertised as well in order to keep the community engaged with updates. When it comes to advertisement, there is never more oppertunities than now, however the industry is also more saturated than ever. One of the best ways to cater to an audience today is trust and making sure you not causing over hype. A simple dev blog and creation of communities via discord is a great way to build a dedicated foundation. After that is established larger marketing strategies via sponsors, publishers and other networking would greatly come into play.

There is currently only one third person MOBA that exists, that being smite and it has roughly 50,000 players daily which can easily sustain a small studio if marketed correctly. Additionally, the MOBA scene has tons of players in the League and dota scene that have poses tons of potential to play a new MOBA. Those players continue to play those games because they enjoy them, however most of them I believe are looking for the next big MOBA. Finding a way to attract those players Is key, which is why im taking a lot of elements from league and implementing them into my own.

When it comes to marketing a game like this visual appeal plays a huge role. Getting players attention from other games is crucial in such a large market that already has such dedicated players. However, this can be done by carefully introducing the game into other communities and getting friends to exchange conversation about the potential the game has.

In order to reach a broad audience and achieve the value of high accessibility, the game will be launched as a free-to-play game. In addition, the creation of multiple game modes like an open battle arena will cater to more casual players and the inclusion of a ranked system will cater to competitive players in the MOBA scene. We want to create a community inside the great community that already exists in the MOBA scene. However, we will additionally look at ways to attract people that are interested in games such as shooters, tower defense games and other similar genres. Some of those include Overwatch, Counter Strike and World of Tanks. Our ultimate goal is to have a balance of fun and strategy. Our goal is to provide fast paced, action packed matches that are also equally strategic and trends show that 20–30-minute game times are the golden zone to keep players attention.

Our initial game will only be playable on pc. After a successful launch and foundation on pc we will begin the groundwork of getting the game to consoles such as the PlayStation 4, Xbox One and possibly the Nintendo Switch.

Current game industry trends show that we're moving towards faster matches: as seen with Battle Royale matches lasting 20-25 minutes and the rise of mobile games. We feel it's sensible to take this into account when building a sustainable game.

We want fast-paced matches and action, and we've also tried to incorporate a lot of strategy within the game by giving the player choices to make a lot earlier.

A good example of this would be we spawn a neutral objective on our map a lot earlier than other MOBAs, which gives permanent bonuses. Players have to think about its strategic value earlier in the game.

We want to keep players engaged in combat and the least favored part about a MOBA is the longer death timers in games that are going on for 30 minutes or longer. We will have short respawn times (roughly 15sec to start + 2sec every minute the game goes on) so a 15-minute game would have a 45 second respawn timer. Although final decisions will be based on gameplay and consistent action results.