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How Untitled Goose Game became a real video game

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Re: How Untitled Goose Game became a real video game

#151
post #14

My favorite piece of Goose Game fanart so far is this one: https://i.redd.it/wbts33d7u6u31.jpg A bad goose variation on https://i.imgur.com/WPuSziL.jpg It's a simple and hilarious game. Haven't finished it yet, but strongly recommend to anyone who's on the fence.

if this isn't the work of a viral marketing company, they certainly have the possibility of a new line of work ahead of them after this. I can't remember seeing a viral marketing campaign as effective as this in a long time. edit: this comment is apparently oddly controversial for a startup-oriented forum. Perhaps someone could explain why? They have really struck marketing gold in a way most small companies would en…

It's an accidental success and the game took 3 years to make. Unless they can turn around viral marketing campaigns in significantly less time, with a clear strategy for success then it's unlikely that they'll be able (or even want) to switch markets from game design to marketing consultancy.

Additionally the whole meme is pretty far from commercialisable. It's the simplicity and wholesomeness of the goose that gives it strength. It would be difficult to attach the image to a brand without killing the feel.

Re: How Untitled Goose Game became a real video game

#152

Earlier quoted context omitted.

Valve and by extension Steam have built a very positive reputation. IMO they have squandered a lot of it lately but they remain very popular and people are just extremely used to the steam launcher. I for one am VERY happy that somebody is forcing Steam to stop being complacent and is competing on margins (30% is a LOT of money).

30% is not much when you consider that is an access to a huge market you buy. A larger market than any brick and mortar publisher ever provided when you were selling with physical game copies. Plus, they do not charge you for game updates, traffic, online gaming capabilities, etc...

It is much compared to 12% though ;)

Re: How Untitled Goose Game became a real video game

#153
post #14

My favorite piece of Goose Game fanart so far is this one: https://i.redd.it/wbts33d7u6u31.jpg A bad goose variation on https://i.imgur.com/WPuSziL.jpg It's a simple and hilarious game. Haven't finished it yet, but strongly recommend to anyone who's on the fence.

if this isn't the work of a viral marketing company, they certainly have the possibility of a new line of work ahead of them after this. I can't remember seeing a viral marketing campaign as effective as this in a long time. edit: this comment is apparently oddly controversial for a startup-oriented forum. Perhaps someone could explain why? They have really struck marketing gold in a way most small companies would en…

Popular art does this. Stardew valley spent zero dollars on advertising. UGG was well placed to hit a transition point between themes and it's paying off.

Re: How Untitled Goose Game became a real video game

#154
post #65

Earlier quoted context omitted.

If you can sell through one storefront for 70% and another for 85%, it's kind of obvious.

Why not both?

Because every sale on the storefront that charges more is less margin? Unless the more expensive storefront is doing some sort of marketing for you, what's the point losing that 15%?

Steam's discoverability is pretty piss-poor, and most of the marketing is sales that have convinced your customer base to never buy anything new, just wait for the sale (which cuts into your income with 50%+ discounts).

I'm more bemused by the fanatical loyalty to Steam.

Re: How Untitled Goose Game became a real video game

#155

>“Untitled Goose Game is a safe, socially acceptable way to relieve stress,” the Washington Post declared shortly after the game’s release. “It’s the new punching a wall. It’s the new crying at your desk.” Likening crying at your desk to a delightful video game is exactly the kind of analogy that I would expect from one of Jeff Bezos' employees.

A startup I worked at used to have a crying room. So not just Jeff Bezos.

This sounds something like a wellbeing room, which is pretty common. Or is there literally a door marked 'crying room'? If latter, I am worried.

Re: How Untitled Goose Game became a real video game

#156

Earlier quoted context omitted.

Why not both?

Because every sale on the storefront that charges more is less margin? Unless the more expensive storefront is doing some sort of marketing for you, what's the point losing that 15%? Steam's discoverability is pretty piss-poor, and most of the marketing is sales that have convinced your customer base to never buy anything new, just wait for the sale (which cuts into your income with 50%+ discounts). I'm more bemused…

> Because every sale on the storefront that charges more is less margin?

There's a simple solution to that. Just charge more for the game on Steam et al.

For example. Untitled Goose Game is £15.99 on the Epic Game Store, so charge at least £18.39 on Steam.

Re: How Untitled Goose Game became a real video game

#157

Earlier quoted context omitted.

Yes, choose the 70% ... apparently (latest figures I could find) Epic has 85M registrations vs. 1000M (yes, a billion) for Steam. Steam are claimed to have 90M active monthly users, I can't find a figure for Epic; it stands to reason it's less though, maybe half their registered users (now Fortnite lost its shine??) would be a reasonable guess? It probably depends on your demographic considerably; basically if Epic h…

I'm not sure those numbers are that relevant. People don't choose gamestores, they choose games. I personally will register on any gamestore if it has the game I'm interested in. I'm not on Steam because I'm loyal to it, I'm on Steam because it sells games I want. The moment a game is available on both Steam and EGS, I'm buying it on EGS.

You're possibly right about the relevancy, the figures aren't accurate either.

Your final sentence seems to contradict the rest of the paragraph. If the games are the same price, why are you choosing EGS (to contribute more to the company? but that would be choosing a game store).

Re: How Untitled Goose Game became a real video game

#158
post #93

Earlier quoted context omitted.

I don't understand why people have problem with Epic Store. Isn't this just the competition everyone should want? Steam takes 30 % of your money. Epic takes 12 %. They are competing on cost. Why would that be a problem? Why is that part of capitalism where Steam has near-monopoly on Games okay, but not the part where they have to compete with someone? Why would someone have loyalty to one huge corporation over anothe…

Valve and by extension Steam have built a very positive reputation. IMO they have squandered a lot of it lately but they remain very popular and people are just extremely used to the steam launcher. I for one am VERY happy that somebody is forcing Steam to stop being complacent and is competing on margins (30% is a LOT of money).

They're not competing on margins, they're "competing" by making game developers sign up for exclusivity deals.

Re: How Untitled Goose Game became a real video game

#159

I feel like this is somewhat close to the Goat Simulator. In that case, this will likely join my list of fun, but pretty odd games: * The Stanley Parable * The Goat Simulator * I am Bread * Starwhals * Octodad

Octodad, now there's a blast from the past. Loved those games!

I'd also like to throw Surgeon Simulator into the mix.

Re: How Untitled Goose Game became a real video game

#160

Earlier quoted context omitted.

Personally, It's a game I love to hate. growing up near a large lake, I got to see these flying rage machines up close, and to play as one opened up a part of my brain I had closed up for years. I want more games like this.

(i'm curious why this reply is apparently downvoted?)

There are bots here that vote seemingly at random to try to appear "normal" to HN's anti-spam controls. I wouldn't read into individual votes too much.
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