Documentazione di Steamworks
Best Practices, Marketing

Overview

If you are working to bring your title to Steam, or have already released on Steam, we've got a few suggestion and best practices to help you think and ask the right questions about marketing. Molte di queste informazioni sono state prese dagli Steam Dev Days.

Puoi trovare tutti gli interventi dei Dev Days qui.

Pratiche utili

Di seguito sono elencati alcuni suggerimenti su come maturare decisioni di marketing e di business per il rilascio su Steam. These are not a set of instructions that you have to do to be successful and not a substitute for making a great game.

  • Considera il tuo progetto come un problema di marketing unico: un piano di marketing creato per un titolo può rivelarsi sbagliato per un altro. Anziché cercare il modo di adattare il titolo a una strategia di marketing standardizzata, rifletti su come sperimentare con i differenti aspetti di marketing e misurarne gli effetti nel breve termine. Questo ti aiuterà a determinare l'approccio migliore per il tuo titolo.

  • Start marketing early - Do small things to start. If this is your first title, chances are this is your first attempt at marketing a product. Generalmente il primo tentativo non è il migliore, quindi è bene acquisire un po' di pratica. It takes work to learn to speak meaningfully about your title in a way that is compelling to your audience. Preparati a molte sconfitte e fai pratica un poco alla volta.

  • Add features and tools that make sense for your game and your customers – There are many features that are available for you to use on Steamworks, but it may not be valuable for you to implement all of them to your game. Identifica le funzionalità più adatte ai tuoi obiettivi e ai tuoi clienti.

  • Launch day is the starting line not the finish line – It's very likely that the game you launch on launch day is not the best it can be. If you're serious about making a great product, you want to continue patching and updating your game. Inoltre, è molto probabile che al momento del lancio si presentino degli imprevisti: non farti trovare impreparato e tieni pronto il tuo team per risolvere eventuali problemi.

  • Pay attention to release time – It’s important to remember that you are competing with other titles for people's money and time. If you’re a new title, you may want to avoid launching near highly anticipated games and near large events such as GDC, PAX, or E3. It’s useful to use the Steam Coming Soon list to see what is planning to launch around your game.

  • Building a story in your patch notes will be beneficial – Patch notes are great to share with your existing community, but they don’t tell a story. You want to make sure that if someone that’s brand new to the game reads your patch notes, they understand why this update is great.

  • L'acquisto del gioco non deve essere difficile: presentare un'offerta complessa sul tuo Negozio non equivale a un valore aggiunto. You want to sell your game in a way that is easy for customers to understand.