I agree with your seven recommendations. And to me a GTM strategy is critical; without it, launching a product is akin to launching a space rocket without a defined trajectory.
In addition to your tips, I would like to suggest one more, if I may.
At the very early stages of a game concept, particularly when analyzing the market, ask yourself:
- How is my game more innovative than my benchmarks?
- Does my game advance, or even renew the genre?
- Is this enough to stand out?
- Does it deliver on the core features from the genre? To which degree? (This is not innovation, but you need to deliver on expected core features as well as on innovation)
If not, it indicates that further iteration is necessary until you've pinpointed the right innovation. In this regard, be mindful that marketing is an invaluable tool for diagnosing and enhancing the innovative aspects of your concept. By understanding the true motivations of your audience and challenging your ideas to be more innovative, you establish a framework where your creativity can truly flourish.
A good R.O.I also comes from that.
You can spend as much marketing budget as you want; but at the end of the day, with a lack of innovation, you will face a red ocean full of competitors.
But no misunderstanding: as you pointed out David, GTM means better discoverability.
Ideas are not expensive, nor innovation. Take the time to work on that specific pillar.Don't go straight into your comfort zone. If you need help, invest in people that will enable this framework together with you.
Regarding Palworld, I believe its sudden success can be attributed mostly to leveraging the massive brand awareness of another intellectual property, thereby quickly capturing an audience and achieving a level of success that would have otherwise been unattainable.
I see Palworld setting a trend for studios creating games "similar" to other popular IP but with a demanded twist. Interestingly, the VR space is seeing a similar trend right now, 90% of Sidequest submissions in December were Gorilla Tag (open source) clones!
+1 to all of the above. Many boot strapped studios with silent wins/exits and years under their belts, not looking for vc funding, have figured out alts. Champion Shift dev SRG Studios looks interesting.
I agree with your seven recommendations. And to me a GTM strategy is critical; without it, launching a product is akin to launching a space rocket without a defined trajectory.
In addition to your tips, I would like to suggest one more, if I may.
At the very early stages of a game concept, particularly when analyzing the market, ask yourself:
- How is my game more innovative than my benchmarks?
- Does my game advance, or even renew the genre?
- Is this enough to stand out?
- Does it deliver on the core features from the genre? To which degree? (This is not innovation, but you need to deliver on expected core features as well as on innovation)
If not, it indicates that further iteration is necessary until you've pinpointed the right innovation. In this regard, be mindful that marketing is an invaluable tool for diagnosing and enhancing the innovative aspects of your concept. By understanding the true motivations of your audience and challenging your ideas to be more innovative, you establish a framework where your creativity can truly flourish.
A good R.O.I also comes from that.
You can spend as much marketing budget as you want; but at the end of the day, with a lack of innovation, you will face a red ocean full of competitors.
But no misunderstanding: as you pointed out David, GTM means better discoverability.
Ideas are not expensive, nor innovation. Take the time to work on that specific pillar.Don't go straight into your comfort zone. If you need help, invest in people that will enable this framework together with you.
Regarding Palworld, I believe its sudden success can be attributed mostly to leveraging the massive brand awareness of another intellectual property, thereby quickly capturing an audience and achieving a level of success that would have otherwise been unattainable.
Great points - I agree with all of it.
Too true! Well conveyed. We do ourselves a disservice to presume otherwise. I struggle to think of any real "overnight" successes.
I see Palworld setting a trend for studios creating games "similar" to other popular IP but with a demanded twist. Interestingly, the VR space is seeing a similar trend right now, 90% of Sidequest submissions in December were Gorilla Tag (open source) clones!
+1 to all of the above. Many boot strapped studios with silent wins/exits and years under their belts, not looking for vc funding, have figured out alts. Champion Shift dev SRG Studios looks interesting.
Changing my LinkedIn headline to “industry scamp”
I just checked and I'm not seeing it yet. Put up or shut up, Rigney.
i have to consult a brand strategist