Every game has a set of people it’s meant to appeal to. While marketing your game, I’m sure you have considered the thought of who this game is for. You’re also thought about what features and gameplay would best resonate with them. All of that is great, but that’s not all; it’s like Ying and Yang, there’s always another side. 

 

The Otherside of Benefits

Besides benefits, there are a variety of other things that may cross their mind, including fears. A game is a fun experience, but a customer wants emotional reassurance that they are not wasting their money or will regret their purchase. With that said, your customer always has some fear associated with your game and that’s something we have to resolve to make the sale.

Dealing With The Fears(Rejections)

Most of the time you won’t be selling your game in-person, therefore, all you have are words written down on the page. So, we have to write our copy(marketing message) to reassure the customer. To help you out, here are common customer fears that come up when buying video games.

  • Replayability
  • Lack of story mode
  • Lack of content
  • A small number of gameplay hours vs Price
  • Microtransactions
  • No multiplayer
  • Boring experience
  • Low Framerate
  • Buggy on release
  • Graphic reductions on release

These are some of the common fears that customers may have and I’m sure you’ve had them as well. Although, you may have never consciously thought of them. Your game will have to address some of these issues; the important thing is that you address the ones that are important to your game’s experience. An RPG game has the expectation of having a story mode and should be fairly long. Other games such as phone games should be marketing more toward being able to play in short spurts. Either way, this point should come up in the marketing message and description for your game.

Remember to keep your customers’ fears in mind so you don’t lose your game’s sale. Stay tuned for a post on sales copy down the pipeline.

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