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    # 如何觀察市場並預估你遊戲的表現 2021 TGDF 台北遊戲開發者論壇 [共筆筆記索引](/HksczuLpu) [官網連結](https://2021.tgdf.tw/speakers/16) 講者: Chris Zachary Zukowski # 3 Step System for Analyzing the market - Step 1: 這個遊戲行得通嗎? - Step 2: 我的粉絲喜歡什麼? - Step 3: 我的競品在做什麼? # Is This a Viable Genre? ## Steam 數據 講者整理了 Steam 上所有的遊戲 - Puzzle 最多,約 4000 款 - Platformer 次之, 2500 款 接著估算銷售 - 小技巧:透過 review 數量即可預估銷售 - 發現 4X / Building / CRPG ...等,銷售收益卻遠高於上述遊戲 (Median Earning: 78000 v.s. 6000) - 「玩家喜歡不代表遊戲賺得多」:市場供價沒有反應消費者需求 ## 客群的差別 有時候不是你行銷做得不好,而是你賣錯了。 - 舉例:家鄉 Tucson 熱到到處都是仙人掌。在這裡推銷滑雪版顯然不是好選擇 - 創作三圈: - Games you like - Games you are able to make - Games the market wants - you like: 不是要你先選市場再做遊戲。但你可以記錄你喜歡的遊戲,然後觀察誰 ## 評估你能做到的遊戲 - 估計你的收益:中位數售價、中位數銷售量 - 評估競品:該類型幾分位的遊戲品質是團隊做得到的/可以承擔成本的?60百分位?30百分位? - 如果都做不到那最好放棄 - game-stats.com - 調查:是否有些遊戲明明做得很好,銷售卻不佳? - 不要吹牛:你的團隊做不到就承認 # 我的粉絲喜歡什麼 - 挑選你想達成的銷售量的 6 款參考遊戲,然後觀看評論 - 看玩家「喜歡什麼」,以及「討厭什麼」 - 舉例:文字遊戲 - 玩家都很討厭沒有「對話快進選項」 - 前往 Youtube 觀看遊玩影片,以及下方的流厭 - 整理評論:持續批評的項目,以及喜愛的東西 - 舉例:文字遊戲 - 玩家都很喜歡 CG - 舉例:尋物遊戲 - 有人會特別詢問內含任何蜘蛛或蛇來決定要不要玩 ## Hook: 遊戲特色 獨一無二之處。 - 舉例:SUPER HOT - 敵不動我不動, UGG - 你是鵝 - 反例:「可以開槍」並不是獨一無二 ## Anchor: 必要功能 一定要有的 / 識別物 - 舉例:上述文字遊戲 - CG, 快進 ### Steam 頁面製作 - 第一印象:人們平均花費 0.06 秒來決定要不要從 banner 點進遊戲頁面 - 你必須要含有 Hook 跟 Anchor 的內容 ### Mere-Exposure Effect 人們偏好熟悉的事物 # 我的競品在做什麼? - 暴雪鬥陣特攻特別跑去澳洲畫壁畫。但你不是暴雪。不要畫壁畫! - 瞭解相似競品在做什麼 - Steam DB: Followers 趨勢 - 研究: **1 Follower = ~10 Wishlists!** - 關注「Release時有多少願望清單」 - 舉例:某款遊戲 Release時: 288 Followers = 2880 Wishlists ## 做些什麼:研究競品做了什麼行銷 - 關注競品在 Steam DB 上的「Followers 陡升」時間點,研究那個時間點發生什麼事 - 第一招: Community Hub -> News - 第二招: twitter.com/search-advanced -> 搜尋特定時間點前後幾天 - 工作室或開發者個人 - 舉例:發現是參與了 PAX East 活動導致陡升 - 換算:成本 v.s. 收益 (Wishlist) - 如果 PAX East 參加費 $1000 可以換來 100 Follower =~ 1000 Wishlists, 這個 CP 值值得嗎? - 不同遊戲類型 Follower 自然增加趨勢也不同。 - 技術: Steam DB 右上角可以 Export - 比較:你的自然增加趨勢與競品相同嗎?不同的話最好嘗試擴增社群 # Q & A - 你對哪些遊戲的行銷手法最為印象深刻? - Valheim: 做了許多試玩, alpha/beta/...推了很長時間 - (Raph Breaker?): 每週有遊戲直播,剛好適合 Steam 客群 - 混搭類型遊戲如何進行分析? - 通常會有一個主類型,抓出來、以此分析 - 如果兩個類型都參半,可能兩邊都嘗試、觀察哪邊表現比較好 - 剛成立的工作室沒名氣,建議如何開始行銷? - 建議參展 (Festivals), 曝光度高。建議跟 Steam 有關的(例如新品節) - 建立社群,花時間讓夠多人對你的遊戲感興趣 - Start marketing early, don't release early: 除非願望清單夠多,否則不要 release 遊戲! - 我們常用 GameReview 來算實際銷售量,願望清單也有方式可以算成銷售數嗎? - **Wishlist -> Sale: 約 10-20%** - 哪些行銷行為最好不要做? - 沒有什麼定律,持續試錯吧! - 有些展覽的族群不是你的客群 ex. 獨立遊戲展,不要只推銷給其他開發者啊! - 追問:有什麼事最好連試都不要試? - 不要去買看板廣告、公車廣告之類:對小工作室來講尤其沒什麼幫助 - 如果想製作的遊戲類型競品不多、難以分析,如何瞭解市場? - 別放棄,仍然嘗試預估你的玩家客群。有做總比沒做好 - 分析時是否略過免費遊戲? - 我只有做付費遊戲的分析,會省略免費遊戲的數據 - *今天的內容不適用於那些 Free-to-play, 因為商業模型差異極大* - 如果發售前 wishlist 沒有達到目標又面臨資金壓力要怎麼取捨 - 如果願望清單成長極度緩慢,你也許該考慮「放棄急救」 - 就 release it, 然後不再管他 - 當作是學習機會 - 至少你更清楚客群喜歡什麼 - 要提醒的是:遊戲本來就很難發行第一款成功,這在獨立開發者很常見 - 如何確定客群真的喜歡的要素?例如美術風格或機制? - 觀察 Review 重複出現的頻率。如果只有被提過一兩次可以忽略。但超過 3-4 個,也許就是了 - 目標 wishlist 數如何訂定? - 尋找跟你最接近的競品(包含品質與開發規模),然後以他的數字為參考 - Steam 演算推廣:似乎 **wishlist > 10,000** 才會啟動 - 建議的宣傳期長度?多少時間會太長或太短? - **1 年是個不錯的時間長度。 18-6 個月也不錯** - 建議超過 6 個月,否則 wishlist 數會不夠 - 全球發售時會有地區制價。會特別關注某一區嗎?例如美國? - 後台可以切換地區觀察 - 個人不會特別關注某區。但如果某區的銷售較為意外,可以針對該區做處理 ex. 沒有俄文版卻在俄區銷售特好 - 搶先體驗版也要考慮 wishlist 數量嗎? - **搶先體驗也是上架** (Early access IS your launch) 也要考慮 wishlist 數量。 - 搶先體驗發佈後通常也還是無法透過後續操作搶救銷售。要有心理準備。 ###### tags: `2021TGDF` `台北遊戲開發者論壇` `共筆筆記`

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