• Payday 2 profitable for publisher 6 days before release
    112 replies, posted
[QUOTE=Rents;41758147]It just means it all hinges on the game itself instead. Good marketing can make a bad game sell, but a bad game won't sell itself, while a good game can sell from word of mouth alone.[/QUOTE] word of mouth is almost always pushed by marketing teams
[QUOTE=Protocol7;41758151]You underestimate the internet usage and savvy of the average user.[/QUOTE] This too, it's easier to get nerds to do the marketing for you when you're target audience is the "hardcore" gaming market.
[QUOTE=thisispain;41758184]word of mouth is almost always pushed by marketing teams[/QUOTE] Still cheaper than hiring Downey Jr and paying for primetime ad time
[QUOTE=Protocol7;41758151]You underestimate the internet usage and savvy of the average user.[/QUOTE] You overestimate the power of the internet. Why would you ever rely on something that you can't guarantee will happen?
[QUOTE=darkrei9n;41758198]You overestimate the power of the internet. Why would you ever rely on something that you can't guarantee will happen?[/QUOTE] And advertising is reliable now? I mean, Payday 2 is a sequel of an already pretty well known, high quality game. They didn't really gamble a lot by not advertising. The possibility of a sequel entirely banked on the success of Payday 1.
[QUOTE=Protocol7;41758194]Still cheaper than hiring Downey Jr and paying for primetime ad time[/QUOTE] depends on who youre marketing to gta would never become a cultural icon if rockstar didnt redefine what it means to market a videogame 505 games doesnt have the money to make itself a house hold name
viral marketing is way too circumstantial and doesn't entirely hinge on 'just make a good game' either. there are plenty of really bad games that have taken advantage of viral marketing because 'omg dinosaurs' 'omg so throwback' whiiile there are also plenty of great products that get overshadowed by a lesser, better advertised product point being that advertisement works, viral or not (although a lot of times there's just no way to make viral advertisement work for your product)
[QUOTE=thisispain;41758232]depends on who youre marketing to gta would never become a cultural icon if rockstar didnt redefine what it means to market a videogame 505 games doesnt have the money to make itself a house hold name[/QUOTE] Yeah sure. But like I said, sequel depended on the success of the first.
[QUOTE=Thunderbolt;41757434]Probably because they didn't spend 3/4 of the game's budget on advertising, and realized that as long as you make a good product, the word about it will spread quickly on its own.[/QUOTE] [t]http://i.imgur.com/qciC2SR.jpg[/t]
So basically they left them room to make the game good and didn't give them ridiculous timelines and budget cuts and the game turned out to be succesfull. What is this lost and ancient knowledge?
its hard to gauge viral marketing because its very secretive in a lot of ways you have to ask yourself if valve's reputation on the internet isn't supported by a huge marketing backbone.
[QUOTE=mcattack1092;41757849]They might bring back British Hoxton from the first game. People have a petition to try and make that happen. [url]https://www.change.org/petitions/overkill-software-implement-the-old-hoxton-s-va-as-a-dlc-pack-or-through-a-patch[/url][/QUOTE] Signed. Although I also like the new Hoxton VA, sorry, but we need the old Hox back. It doesn't feel right changing the VA for the same character. Not like these things could make a difference, but it's worth a shot.
One of the devs (level designer) posts frequently in the payday 2 thread here on FP, these guys are great and the game too.
[media]http://www.youtube.com/watch?v=98mwmq8MT0M[/media] This was the Lets Play that drew me into the sequel. The music hit me like a golden brick.
[QUOTE=thisispain;41758306]its hard to gauge viral marketing because its very secretive in a lot of ways you have to ask yourself if valve's reputation on the internet isn't supported by a huge marketing backbone.[/QUOTE] not to mention that viral marketers are pretty prevalent on huge gaming sites too like /v/.
Personally I have never played payday for more than 5 minutes and I know about the sequel.
I've earned over $200 million throughout the beta, shame it will all be reset at release.
[QUOTE=El_Jameo;41758318]Signed. Although I also like the new Hoxton VA, sorry, but we need the old Hox back. It doesn't feel right changing the VA for the same character. Not like these things could make a difference, but it's worth a shot.[/QUOTE] It's not the same character. The story explanation is that it's another man using the same alias, this man being Dallas' younger brother.
[QUOTE=Bread_Baron;41758277][t]http://i.imgur.com/qciC2SR.jpg[/t][/QUOTE] its fantastic because their marketing is through word of mouth. Their game speaks for itself and people tell their friends about this awesome game where you pull off heists. Overkill is one of my favorite game studios now.
[QUOTE=proch;41758296]So basically they left them room to make the game good and didn't give them ridiculous timelines and budget cuts and the game turned out to be succesfull. What is this lost and ancient knowledge?[/QUOTE] Well it's not necessarily always the case that what you said works. Deadlines create a pressure on the developers to push out as best of a product they can in a timely manner; having no deadlines could possibly encourage laziness in the developers and might see less productivity over a period of time. Also, throwing money at things doesn't necessarily make them better. See the law of diminishing returns (similar in concept, at least).
My favorite track so far, picks up in pace at 2:23 [media]http://www.youtube.com/watch?v=llpDCB_Kowg[/media]
[QUOTE=Blooper Reel;41757513]The problem is that the AAA industry is trying to be like Hollywood. ...Except that the system Hollywood uses is used out of necessity. For live action movies atleast. It's costs ALOT of money and manpower to do stuff like planning stunts, hiring actors and staff and generally trying to develop something that's atleast a hour and a half long, so they need a relatively big marketing campaign to bring in money, otherwise it would be all for nothing. Games don't have that problem because it's all on a computer with not much of a live element. Indie games have been able to sell tons without having to rely on hugely costly advertising (Hotline Miami, Minecraft etc) and the older generations were more than able to sell successfully when the dev teams were more than likely a couple of guys doing it as more of a hobby. It's not getting more expensive because it's getting bigger naturally, it's getting more expensive because the industry is forcing it to be more costly and larger than it should be. And then they complain they only got 3 million sales which can't make up for needlessly expensive advertising.[/QUOTE] To be honest the whole indie scene is able to exist for the sole reason that AAA paved the way in a sense. Most ideas from DD to who knows what else had fairly high investment gien out bybig publishers that allow them to function as they do now. On top of that there's another factor of scale to consider. Many indies are able to function barely on a cost parity. They can feed themselves and recoup stuff on the game that they sold. But it's probably rare for an indie to make a sizeable profit. You have a success story from time to time. Bastion, payday, minecraft, SMB and a bunch of others. But for every single game that becomes a hit, you probably have 100 different ones that stayed on the barely profitable scale. A big publishers can't operate on that in part because they're investment based companies. They need much higher returns per investment than indies can. As such they must always capture the biggest possible segment of the profitable market with a number of their hits. Take it this way - a big AAA publisher will usually have one or two huge marketable games and a bunch of others which are on the scale of payday2.
[QUOTE=CakeMaster7;41759085]It's not the same character. The story explanation is that it's another man using the same alias, this man being Dallas' younger brother.[/QUOTE] Source please.
Overkill just announced that the first DLC is in developement and will be [B]free[/B] for anyone that preordered the normal or the CCE edition. [url]http://www.reddit.com/r/Games/comments/1jym6e/first_payday_2_dlc_will_be_free_for_anybody_who/[/url]
[QUOTE=Rents;41757447]Well they've had a spot on steam's front page ticker for a while, but I think Valve takes a cut for that, not a set amount of money in advance.[/QUOTE] I think Valve just puts whatever on there that they think will sell well.
[QUOTE=Bread_Baron;41758277][t]http://i.imgur.com/qciC2SR.jpg[/t][/QUOTE] This is smart, and it's the reason I'm going to buy the game, because my friends showed me it and it looks fun.
If you have the beta do you get the full game? Because I just found the beta in my game list.
[QUOTE=Vilusia;41760522]If you have the beta do you get the full game? Because I just found the beta in my game list.[/QUOTE] Every single owner of the first game gets the Beta for free until release day. And no, the beta stops on release day. [editline]8th August 2013[/editline] [QUOTE=Ax3l;41759775]Source please.[/QUOTE] I'm trying to find a source, that's what a friend told me was said by the devs though, I may be wrong of course.
Wait, why do I have the Payday 2 beta in my Steam, is this a free thing or do I have the actual game?
[QUOTE=CakeMaster7;41760548]Every single owner of the first game gets the Beta for free until release day. And no, the beta stops on release day. [editline]8th August 2013[/editline] I'm trying to find a source, that's what a friend told me was said by the devs though, I may be wrong of course.[/QUOTE] Yeah I just read about that. Thanks.
Sorry, you need to Log In to post a reply to this thread.