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講者介紹

Philomena Schwab

Philomena Schwab 是來自瑞士蘇黎世的遊戲設計師和社群經理。她的碩士論文探討了「獨立開發者的社群建立」主題,並於 2016 年共同創辦了獨立遊戲工作室 Stray Fawn。2017 年,Philomena 被富比士評選為歐洲科技界 30 位 30 歲以下優秀人才之一。她目前擔任 Kickstarter 社群顧問委員會,以及 WINGS 遊戲基金的選委會成員。作為 Swiss Game Hub 的共同創辦人和副主席,她也戮力於協助當地遊戲產業的發展。

議程介紹

營運獨立遊戲工作室是一項艱鉅的挑戰。Steam 上每個月推出大約 1,000 款新遊戲,我們很容易被大家所忽視。

在連續推出三款實際獲利的 PC 遊戲後,Stray Fawn Studio 分享了及早驗證專案潛力、作品預熱以及在發布時集中火力的實戰心得。他們的最新遊戲《The Wandering Village》在上架的首週銷售超過 10 萬套。來聽聽這場關於群眾募資、社群媒體、社群新聞、玩家群體建構和線上活動相關策略的深入討論吧。

這場演講適合所有經驗程度的聽眾,因為當中的案例包含從我們工作室創立之初到現在(成立七年後)。當然,希望聽眾至少對於市場行銷和商務開發會感到興趣。

聽眾將獲得決定下一個遊戲專案要怎麼開的洞見。我們會介紹 Stray Fawn Studio 在數個專案中發展出來的低風險「階段性開發」方法。各位也會聽到《The Wandering Village》的行銷策略概述,包括願望清單的分析和評估。

內容筆記

第一款遊戲:Niche

  • 來自學校期間,大學畢製的作品
  • 三個月的原型:棋盤上排列、生物學、遺傳等
  • 很害怕做不完:同時間推出另一款商業作品到手機遊戲市場,然而慘烈失敗
    • 叫好不叫座(每個人只賺了600美?)
  • 講者決定先去獨立遊戲工作室實習 (BlindFlug Studios)
  • 雖然學到很多,但還是決定繼續學業:撰寫了碩論
    • 碩論題目:獨立遊戲開發者的社群建立 3E (評估、建立、參與)
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  • 過程就是不停地帶遊戲到展場上讓玩家遊玩
  • 紙本收集玩家的意見回饋(對比較積極的玩家會給邀請連結)
  • 然後邀請他們加入 Facebook 社團(對當時開發者來說最重要的社群)
  • 甚至跟一些生物機構(?)合作,多了許多狗/貓/馬飼主玩家在社群中(也加入了開發自然科學遊戲的開法者交流的群組,在那裏大家會彼此宣傳自製的遊戲)
  • 最終創造不錯的成功 (75k 美金)
  • 很多宣傳來自自然科學知識粉專或媒體
  • 募資成功,決定宣布上線
  • 一年之後決定正式發售
  • 來自玩家社群的建議(可用投票表決重要度)以及粉絲圖對開發者來說很有參考價值
  • 講者撰寫了 for 玩家/社群的「你可以做什麼」指南
    • ex. 撰寫評論
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  • 並提供了教學合作:「如果你認識喜歡生物學的老師,他們可以在課堂上免費使用該遊戲」

第二款遊戲:Nimbatus

  • 來自 ??? 的興趣專案
  • 原先想用 Imgur 宣傳,但顯然已經落伍了
  • 嘗試 KickStarter
  • 與第一款遊戲最大的不同:沒有既有的玩家社群。要嘗試不同的作法
  • 專注在「推出試玩版」 from 電子報
    • 「我們不會直接說『到 KickStarter 支持我們』,我們說『下載試玩版玩玩看吧』。試玩連結來自於訂閱電子報」
  • 將遊戲的demo貼到各大論壇,且求助於網紅宣傳
  • 還設定社群目標 ex. 達到多少讚,會解鎖遊戲第二階段
    • 對社群玩家來說,這很有成就感
  • 最終在pc上賣了20萬套
  • 先打造在這個時間點下,遊戲能運行的 最小規模版本

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三個階段:Validate, Hype, Release

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以 "The Wandering Village" 為例:

Validate 階段

  • Trailer 影片:前半段看似經營村落,爆點來自「其實這個村莊在一支巨大生物的背上」
  • 受到風之谷啟發,是個會不斷強制更換環境的生存建造遊戲
  • 社群互動:在概念期間,每個開發者會提供一些想法和意見設計圖的頭腦風暴
    • ex. 貼文詢問「可以為這隻生物取名叫什麼」
  • 行銷費用來自前兩款遊戲的積累
  • 確定受到注目、社群感興趣後,就進行 Steam 頁面發佈
    • 「這代表我們宣布正式要來做這款遊戲了」

Hype 階段

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  • steam的願望清單對開發者前期測試來說非常重要
  • 開發者在各種社群都有經營宣傳,但不同論壇也有自己的風氣要照顧
    • Reddit, 9gag, Imgur, TikTok, Instagram, YouTube,
    • Reddit行銷特別困難(需要活躍的帳號才能在大版面上發文)。但講者認為很值得
    • tiktok在歐美似乎是很重要的宣發平台?
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  • Digital Events: 有點可惜,但也是轉機
    • ex. 東京電玩展,不必親自出席也能展示你的活動
  • 講者並且聯合了一些獨立開發者進行促銷活動
    • ex. 聯合所有瑞士開發者促銷,促成了上 Steam 首頁。部分團隊的銷售表現甚至比他們首發還要好
  • 做更多的 Trailer!
    • 講者工作室花費了 2-3 個月準備這些 Trailers
  • 花了一萬美金左右參加各種宣傳活動(也有免費的)
  • 抖音帳號目前是最常經營的
  • 發布宣傳片時會請一些遊戲媒體也一併報導
  • 和 YouTuber 合作:
    • 雖然不能提供試玩版,但有精美 Trailer
    • 如果有人是做xx類型遊戲集錦的頻道,請他們一定要把我們遊戲的預告片放進去
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  • Steam 上的每日優惠、交叉宣傳:都帶到 The Wandering Village
  • 建立 YouTuber 和 Twitch 實況主清單:
    • 當遊戲有試玩版時推播給所有這些人,讓他們試玩
    • 成果:作品在新品節中受到了非常注目

Release 階段

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  • review: 花費大量時間做了 trailer

  • 瘋狂聯絡時間:YouTuber, Twitch 實況主,各種寄送 email 聯絡。

  • 和實況主聯絡要有禮貌,禮尚往來,以下是個連絡對方進行商業合作的範例:

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  • 首發:一週 10 萬套。(滿成功的欸)

    • 供參考的本作的成本
      • 開發成本:
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      • 行銷成本:
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  • 美國、德國、中國玩家對獨立遊戲的支持貌似很高

結尾

  • 最後,如果有遊戲開發上的問題,歡迎與他們Stray Fawn Studio 團隊的philomena schwab保持聯繫
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samuelchou 基本上就是投入精力拍trailer和瘋狂聯繫社群。其實不需要噴太多資金,但真的要對自己的遊戲有愛。
ShenTw某種層面上蠻勵志的? 最早期的一款花兩年爆死,但後來調整方向,強化行銷方面的作法,最後找到一個可行的長期開發流程。

QA

Slido連結