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Does advertising work?

01-05-2012, 03:58 PM
#1
Joined: Nov 2011
Location: Near San Fran
Posts: 61
Does advertising work?

Ok, so my game has good user reviews (5 stars average! Yay!), freshly patched... now I need to market it seriously. Christmas cash, lol.

Does advertising 'work' for you pro developers? Also, how do you advertise in those little banners when you use some ad-supported iPhone apps?
01-05-2012, 04:16 PM
#2
Joined: Feb 1983
Location: Barcelona
Posts: 1,268,692
I think it largely depends what you expect out of advertising, as it seems like a staggering number of people think the success of any advertising campaign can be directly measured in sales and raw click throughs. This might be anecdotal, but it seems like more than anything else what advertising helps the most with is just overall brand recognition- At least around TouchArcade. With so many fish in the sea, it seems like one of the best way to drive sales is just by building a reputation as a studio and getting a fan base who are excited to see the next thing you put out who faithfully buy your games on day one to help with that initial boost up the charts

The source of that excitement/loyalty could be through tons of things, such as releasing existing good games, being active in the community, or brand recognition through advertising. It's no magic bullet though, that's for sure, and any advertising you do should be a part of a bigger multi-faceted approach towards not only promoting just your game, but your studio in general.

01-05-2012, 05:01 PM
#3
Joined: Nov 2011
Location: Near San Fran
Posts: 61
So basically, the best form of advertising is through creating quality games consistently?
01-05-2012, 05:07 PM
#4
Joined: Feb 1983
Location: Barcelona
Posts: 1,268,692
Quote:
Originally Posted by smashdev2011 View Post
So basically, the best form of advertising is through creating quality games consistently?
More or less. :P
01-05-2012, 05:43 PM
#5
Joined: Nov 2011
Location: Near San Fran
Posts: 61
Hmm... so branding... about that... Which do you think is better: To appear 'pro' and have like a cool studio name, or just keep designing games as an individual? (it's just me but sometimes my brother helps)

Personally, I liked 'tiny wings' because I think it's very cool that this one guy has created a really beautiful piece of art, like an electronic painting almost.
01-05-2012, 05:57 PM
#6
Quote:
Originally Posted by smashdev2011 View Post
Hmm... so branding... about that... Which do you think is better: To appear 'pro' and have like a cool studio name, or just keep designing games as an individual? (it's just me but sometimes my brother helps)

Personally, I liked 'tiny wings' because I think it's very cool that this one guy has created a really beautiful piece of art, like an electronic painting almost.
It doesn`t matter at the Beginning if you are an Indie or a huge Company - It`s still the Quality of the Product that has to shine and not the People behind it.

Take a look at Angry Birds/Tiny Wings and all those other Clones on the Market - None of them had the same success so far and while some even had the same Quality Level as Angry Birds/Tiny Wings their lack of bringing an unique Experience will always have an impact on their Salestats.

It mind sound harsh but you could be the honest and polite person on earth - if your Product doesn`t have an outstanding Quality and a unique Brand/Gameplay/... it won`t be a success.
01-05-2012, 07:36 PM
#7
Joined: Nov 2011
Location: Near San Fran
Posts: 61
Quote:
Originally Posted by Sanuku View Post
It mind sound harsh but you could be the honest and polite person on earth - if your Product doesn`t have an outstanding Quality and a unique Brand/Gameplay/... it won`t be a success.
Personally, I hope this is true. I don't have a lot of money but I have a little notepad full of what I think are unique game concepts and ideas.

They will come to life in the coming months, muwahaha.
01-06-2012, 05:13 PM
#8
Joined: Dec 2010
Location: ΖΞN
Posts: 304
I can vouch for, no advertising does exactly what it doesn't say on the tin. Erm the tin being banners etc.

Advertising is what the competition are doing. It helps them with the things mentioned above by Hodapp, plus you can at least hope for it to pay for itself. Obviously we all need to have high quality in many/all areas of our apps too!

BubbleSand - "the best sand app"
Tetroms
01-06-2012, 05:44 PM
#9
Joined: Nov 2011
Location: Near San Fran
Posts: 61
So what kinds of advertising have you tried before, blitter?
01-06-2012, 06:15 PM
#10
Joined: Dec 2010
Location: ΖΞN
Posts: 304
None. I figured if I put an app out there it would generate a few sales which I could use the money to re-invest. The plan fell flat at stage 2 (twice), still paying for equipment a year later. I've had plenty of offers to advertise and they mostly look attractive...lesson is that you need money to earn money, as well as to make it!

BubbleSand - "the best sand app"
Tetroms