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Here's Why My Indie Game Went Viral on Steam - YouTube
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One of the most common questions I get asked
is how did I market The First Tree so well?
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What was the special ingredient that made
GIFs of the game go viral on reddit, Imgur,
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Tumblr, and Twitter?
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Like a lot of answers in life, there isn鈥檛
one simple reason why the game did so well
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in attracting an audience.
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In fact, I could attribute a lot of it to
just being lucky, but something important
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I learned is that luck is only part of the
equation.
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Here are the reasons why The First Tree marketed
so well.
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Reason #1: The visuals were eye-catching.
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The bright colors of the fox contrasted well
with the beautiful lush forests.
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I tried to follow the basic art rules of complementary
colors, contrast, and negative space.
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Usually, the whole environment was one color
while the fox was a bright orange.
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Imagine you鈥檙e scrolling through Twitter
at a hundred miles per hour; it makes sense
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this colorful, striking image would catch
your eye for at least long enough to go to
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the website and learn more for 15 seconds.
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The visuals set it apart from all the other
2D games as well.
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Here was a beautiful 3D adventure game that
didn鈥檛 look like other indie games.
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It looked beautiful on its own, which is important
for the initial three-second window of selling
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your product.
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Reason #2: It reminded gamers of things they
already loved.
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By far, the most common comment I read was
how the game reminded them of Okami, the Capcom
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adventure game starring a hand-painted wolf.
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That game had such a big cult following that
they鈥檇 attach themselves to my game immediately
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just by association.
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The comments would always remark how it reminded
them of their favorite things like Miyazaki
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films, Firewatch, and Journey.
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In fact, a Kotaku article that got me a lot
of press had it in the headline: Journey plus
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fox.
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People normally don鈥檛 want something completely
foreign and unique; they want something they
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already love with a little twist.
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I haven鈥檛 even mentioned the legions of
fox fans who will buy anything with a fox!
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You want to know the real reason my game did
so well with a $0 marketing budget?
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It had a fox.
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My first game was abstract and didn鈥檛 have
a visual character to rally around.
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In The First Tree, you were a fox, which was
front page news for kids, teens, and adults
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alike.
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When they found out it was a story-driven
title with a beautiful music score, that attracted
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fans of a different kind who loved any game
in that particular genre.
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It hit the mark for lots of different communities,
and that鈥檚 why the market was so big for
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such a niche, experimental game.
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Reason #3: I posted GIFs constantly.
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I took some advice from the makers of the
cute farming game Ooblets, who said that their
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goal in development was to focus on the visuals
first.
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This allowed them to start posting images
and GIFs as soon as they could, even though
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the true structure of the game hadn鈥檛 been
completed (or even started in some cases!).
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Marketing is a drop-by-drop accumulation,
so I knew I had to start as early as possible.
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I focused on the graphics first so that I
had something interesting to share, and I
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would capture video using OBS or Fraps.
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I would convert it to a nice, five-second
gif and post every week.
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Some of the gifs went viral, most of them
didn鈥檛, but I made sure to do it every week
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in a variety of places.
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This was also good marketing data, because
I knew what scenes of my game resonated with
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people and what didn鈥檛.
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I had the likes and views to prove it!
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A lot of features in the game were added just
because of that data, like the giant bunny
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glitch gif that went viral on Twitter and
reddit, which led to me adding it as an easter
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egg in the first level.
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That data also helped me piece together my
main marketing materials like my teaser trailer
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and Steam screenshots.
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Reason #4: Call to Wishlist.
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Even though this is Marketing 101, I never
did it with my first game.
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Even when a gif got some attention online,
it was still a huge lost opportunity because
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I didn鈥檛 tell people to act!
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Normally, marketers call it the CTA or call
to action, but for my game, I decided to think
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of it as my Call to Wishlist.
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I always tried to add a comment telling people
where they could wishlist the game or add
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their email to a mailing list.
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Even though it still helped during the crucial
first hours of launch, I definitely could鈥檝e
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used my email list better.
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However, telling people to wishlist the game
is always a good move, and that鈥檚 because
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the Steam wishlist number is the most important
indicator of success.
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Valve could safely interpolate from that number
if my game was going to be popular or not.
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If my game was popular enough, Valve would
promote it more, which led it to being more
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popular, and thus, the happy cycle continued.
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Before I knew it, I had made $75,000 during
the game鈥檚 first week which meant Valve
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could trust in my game taking up valuable
store real estate, and would continue to promote
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The First Tree elsewhere in the store.
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All of the marketing efforts I made over the
course of a year were actually all for one
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single day: launch day.
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For now, your goal is to find those people
who want to buy your game and make sure they鈥檙e
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notified when your game launches.
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It will take time, and you鈥檒l have to get
really good at making eye-catching gifs, but
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it鈥檚 essential.
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I鈥檓 going to repeat it: it is ESSENTIAL
for indie devs to market their game if they
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want an audience of any kind.
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