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    # 遊戲商務概念入門 [TOC] ## 起步重要 ==爽==就好 #### 自己爽很重要,不然很可能撐不下去 ### 你想要更爽嗎? > 你的遊戲做得越好、免費的話會更傷害市場。 > 你只要可以做的跟小X奶一樣,你丟上去就會有人幫你解決問題惹[name=frank] #### 目前很多遊戲團隊做完後,就沒有然後了 > 沒有錢可以找我吃飯[name=frank] ## 遊戲業的工作 1. 黃金時代的結束 - steam已經飽和、且有多個平台 - 競爭變的更強烈 - 商業形勢混亂,越來越需要搜集資料 - 行銷晚到變多、服務提供者變重要 - 發行商難找、可選的遊戲太多 - 獨立團隊青澀 - M型化產業 (高資金集中 v.s. 低資金集中) - 越接近中間越容易死去 2. 依舊可行 - 團隊很多? - 言論自由 - 基本產業發展快 > 我可以在台南賣冰淇淋、但是我還是來這裡幹話[name=frank] ### 如何除從商業層面簡單估產品 - 產品專案拆解 - 素材 >> 程式功能 拆解為人月工作天等 >> 成本時程估算 - milestone : prototype $\rightarrow$ demo $\rightarrow$ alpha(所有素材已進入) $\rightarrow$ beta(理論上無Bug) $\rightarrow$ 正式上架版 - 類型 類型市場 參考競品資料 遊玩時間 >> 價格獲利估算 > steam的分佈 M 化。(極高資金 vs 低資金開發) > 了解多少套能回本 > steam吃30% - 產品的核心體驗流程 > 如何說服人 - 使用者、TA - 核心守則(內容加減時都要以核心守則來思考) ### 如何訂定產品的簡易行銷時程及配置 - 媒體名單 >> 巴哈、 4GAMERS - > 台灣的相較下友善,只要你不亂寫通常都可以上 - 實況主名單:要符合遊戲TA - 大量的小實況主 $>$ 知名實況主 - 如果有機會,也要弄英文(全球性) - 因為20000套台灣就頂標惹 - 貼文準備 >> 3 posts/week,持續十二周 - $\implies$ 36篇 - 媒體信 媒體包 - 需要中英兩版(需要國際化) - > 多一個月比較好 [name=Frank] - 宣傳片 >> **很重要!** - 動態畫面遠比靜態還要有用 > 如果你家美術很閒,叫他畫貼圖,累死他[name=Frank] > 貼圖的宣傳效果很好 - teaser trailer - 激起觀看者的興趣 - 描述氣氛較好,大約40sec 就行 - announce trailer(>1 min) - 公告遊戲發行、日期 - launch trailer(>1 min) - 豪華版~ > 只有一隻 trailer 也行,但不能沒有 > 台灣普遍tease trailer比較強[name=Frank] - 周邊 > 遊戲只是輔助、周邊才是本體[name=業界大佬] - 活動 - 符合產品特質的活動內容 > 線上的虛擬的也可以,要有趣 > 設想遊戲性質,表現出來 - 簡易行銷流程(預估時程) - 倒數90 days - 準備好之前說的所有東西 - 第一支宣傳片完成(teaser trailer) - 倒數60 days - 進入銷售預熱期 - 開始鋪素材跟實體曝光 - 倒數30 days - 各社群媒體曝光開始 - 公布第一支宣傳片(tease trailer) - 素材: 聲音、影像、gif、貼圖、短期遊戲錄像 > 你看那個美術很閒,累死他就對惹[name=Frank] - 倒數15 days - 附素材包、可玩版本的專業媒體信寄發 ``` 提供評測、幫助debug、注意可能被流出 ``` - 倒數5 days - 實況主的聯絡跟流程排定完成 - 有些時段需事先喬 - 上市首周 - 隨時戒備任何需要回應的事情 - eg. bug - 上市次周 - 因應銷量 $\xrightarrow{}$ 產品調整 - 上市首月 - 檢討並研議 - 重大調整或回應 ### 簡單介紹產品所需的行銷推廣服務 - 能見度: 人們能否接受到你的產品資訊 - 廣告投放(虛擬/實體) - 媒體曝光 - 活動展覽 - 社群營運 - 接收度: 人們能不能了解你的產品資訊 - 在地化翻譯 - 因應全球化 - 如果文本少,學生團隊可做:英文、德文(市場最好)、俄文(steam前三大市場)、西班牙語、日語、葡萄牙語、巴西葡萄牙語 > 有翻譯銷量有差[name=Frank] - 找一找:島國翻譯、學語言的免費翻譯平台 - 宣傳/展示影片 - 試玩報導/直播 - 社群營運 - 轉換率: 人們願不願意訂閱/追蹤/購買/推薦 - 痛點分析 - 定價、銷售策略 - 培養社群 - 異業合作 ### 簡介平台生態 - PC >> Steam 和他的快樂的小夥伴們....和EPIC - Steam(30%), EPIC(12%包含 unreal6%) > Epic 有夠省錢、發大財~ - SWITCH >> 相較其他主機仍在向性上更適合INDIE,但行銷較困難 - PS4 >> 門檻高,收益高,有訂閱 ### 雞掰發行商 > 就是我,笑屁笑啦幹[name=Frank] - 發行商服務內容 - 提供特殊機會 E.g. Switch `就是人脈` > 東方的風氣不好、都只想賺錢 - 發行商市場定位 - 發行商的品牌形象 `你與發行商的個性可能不和` - 劇情像發行商v.s.動作遊戲 - 廠商想拓展跑道時**有風險**(可以試著多要一點東西,或是數據) - 事前調查發行商的性格,並需要多想想相性 - 發行商如何評估產品 - 如何接觸發行商 > ~~幹我就在這裡啊~~ [name=Frank] - ~~公司郵件~~會被忽略 - 個人信箱、展場認識、交換名片相對較好 - > frank@anotherindie.com[name=Frank] ### 收集資訊、反饋 - 大肥/小肥 - ~~除了吃零食其他都是假的~~ - 可以問東西,放DEMO - 小肥:團隊嘗試、練習 - IGDSHARE - 高級增肥 - 會有大大分享主題 - 夏日/台北電玩展 - ~~放視/新一代~~ (改成線上的) - TGDF - PF/FF/巴哈站聚 >還有國外展 有需要可以問我[name=Frank] ### 開發者可能陷入困境的小習慣和建議 - 展場勃發症候群: 可接受,但別太久 - (每句話腦內自動+50分) - 展後快醒來(展期一過去),客觀看數據 ![](https://urreply.info/uploads/201704/05/0904_oylyC.gif) - 不要閉門造車 - 想法最好不要太過發散 - 如果有翻譯,一定要安排第三方檢查 - 面對合約時,不要因為保密條款或怕麻煩就真的只自己檢查 > 合約務必謹慎。 ### 列舉一些可能提升產品生存率的小動作 - 注意大作的上是日 - 盡可能專注在小量體的核心體驗 - 盡可能讓第一個DEMO就接近你想要的完整體驗 - 不要排斥插件 - 不要因為是獨自CODING就亂摳 > ~~會破皮~~[name=Frank] ### 列舉一些可能有益於你整個開發生涯的事 - 多品嘗不同遊戲的機制層面,或是感受堆疊的流程 - 保持心境 - 建立你的特色體驗(~~黃金體驗~~) >> 培養獨特愛好,多閱讀或是看奇怪的電影 - 把行銷視為接觸到愛你產品的客群層的手段,這樣會比較 > 還不練英文阿幹[name=Frank] ### 開發者常陷入困境 ### Q&A - 你如何抓TA > 抓TA 其實很麻煩 > 但是偷懶的方法是看 steam 評論 > 藉由觀看其他遊戲的評論來了解你想要的TA > - 做DLC 的效益大不大 > 獨立遊戲團隊想做DLC **不要事先做承諾** > DLC 是在遊戲很賣的狀況下才有利益 > 學生團隊也是行,可以拿來做實驗(用小的來做實驗。 > 大 DLC 有機會翻轉遊戲平論,但是風險大 <!-- > 內容與系統的操作不同 --> - 我有3A遊戲的構想但我做不出來怎麼辦? > example: 重故事、體驗,故事太大。如何刪 > 個例 > - 直接消費中共,放棄中國市場有搞頭嗎? > ~~歡迎貫徹言論自由~~ > 以行銷來看:很難再創點(punchline?) > TA 可能會狹窄 - 有辦法steam, epic 都上嗎? > 可以,但是不能同時 >

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