Chapter 9 Help in the Snow
Su Li also received an email from the Steam Platform in his email address, which introduced the upcoming independent game support plan in very detailed.
As a designer who has published independent games on the platform, Su Li naturally received a detailed introduction to this plan. The content in the email is much more detailed than the news posted on the website.
What surprised Su Li the most in this plan was the additional recommendation space for independent games and more recommendation opportunities.
As the world's largest digital game platform, Steam has become the largest sales component of a game on the platform.
Therefore, the recommendation of Steam Platform on the store page is self-evident to promote the sales of a game.
For some small production games that do not have any promotional channels, the recommendation of the Steam Platform is likely to be the most powerful promotional channel they have the opportunity to get.
The number of users of the Steam Platform has now exceeded 300 million, which is a very terrible number. Even if the number of active users is not so many, there is no need to doubt the recommendation effect of the platform store.
Steam Platform now launches thousands of games every year, with a small number of high-quality games creating most of the sales of the platform. These games either have huge investment, exquisite production, origins from famous families, or have trend-leading game types, which makes people's amazing ideas.
However, the recommended positions on the store page of the Steam Platform are extremely limited, and the competition is evident. Independent gamers are absolutely niche, and very few can be left to independent games.
There is no specific recommended position for independent games on the store page, which is equivalent to a "simple" newly released independent game. It requires competing for recommendation positions with many large productions. The difficulty can be imagined.
Many times, when an independent game becomes popular, has a certain player base or has a topical focus, it will be put on the recommendation position and fully extract the value of the game.
This time, the independent game support plan was somewhat beyond people's expectations. Perhaps Steam Platform saw that many independent games have achieved success beyond people's imagination in recent years, so it was only after seeing the huge value that can be tapped in this field that this plan was released.
Starting next month, a "Indie Game Selection" column will be added to the Steam Platform's store page. It is specially used to recommend independent games.
The location of the column is pretty good, and it's quite eye-catching.
This column is only for independent games. After players submit an application for issuance to the platform, relevant personnel will review it, including qualification review and trial evaluation.
The recommended positions of the column are quite limited. Three games are recommended in each issue, and they are changed once a week, including old games that have been published on the platform. Although it will ensure that there are new games in each issue, this also means that a new game may only compete for one or two recommendation positions in each issue, and the competition is also fierce.
But it's much better than before.
In the email, Steam Platform also explained that this support plan will cover all niche types of games. As the first batch of support targets, independent games can enjoy the recommendation of separate columns of ten issues.
The criteria for being able to be recommended mainly rely on the staff’s trial evaluation and the players’ praise rate. For new games that have no popular foundation, trial evaluation has become the decisive factor in whether they can be recommended.
The Steam Platform will have special people to try out the newly released independent games and give a score. The games with the highest score will be included in the final evaluation to select the recommended objects from them.
In short, before impressing players, your game needs to impress those harsh and battle-hardened judges.
The email is written in English. After all, Steam Platform is a foreign company. For Su Li, reading in English is not a problem. He quickly finished reading the email content and mastered the key information.
This plan made Su Li very excited.
There is no doubt that this plan is like a timely help for him now.
Three months, 50,000 sales were a task that Su Li had to complete, and it was quite arduous. Before obtaining the future oasis system, this task was even an impossible task.
Even now, it makes Su Li feel a lot of pressure.
The biggest pressure comes from Su Li's lack of publicity channels.
Even if the quality of the game itself is excellent, the lack of publicity channels will make the early sales unsatisfactory.
It takes time to form a reputation among players, and it also takes time to finally spread it widely. According to Su Li's plan, the more important publicity method is to send the game to relevant media for review and then get their article recommendations.
If you ask a company to help publish it, don’t talk about whether your game will be adopted. The process alone will take a lot of time.
The Steam Platform’s support plan is not only strong in publicity, but also very short in process.
The results will be released in one week, and the recommendation will be simultaneously recommended during the week of release.
The quality of the game is the decisive factor.
With this unexpected surprise, Su Li's confidence in completing his first task can be said to have almost doubled.
The bottom line of 50,000 is no longer his goal, and he is now fully able to focus on generous extra rewards.
As expected, the release of this support plan has caused quite a stir in the independent gaming industry.
Su Li opened several social platforms, most of his social platforms are people in the game industry, including independent game designers like him.
As a designer, it is extremely important to pay attention to industry trends. Working behind closed doors is harmful to design.
As soon as I logged into the platform, I saw a lot of forwardings and comments, and some of them @ me.
During this period of study abroad, Su Li used his spare time to intern in several different game companies, and met many like-minded friends. Many people are now doing independent game design and development, and there are also some technical geniuses working for large companies or imaginative designers.
Unless they are too introverted and arrogant, most geniuses are sympathetic. Many friends who often communicate with each other after seeing this message, they @ themselves or send private messages to themselves to ask if there are any relevant plans.
More are all kinds of praise and cheers.
After Su Li responded to some people's information on social platforms, he felt that it was time to reveal some news, which was to warm up his game.
After releasing the first work of "Into the Mist", Su Li's social platforms have paid a lot of attention, and of course the number is not very large.
Although there are no game videos or screenshots yet, Su Li thought about it and posted a brief message on all social platforms, "The sequel to "Deep into the Mist" "Deep into the Mist 2-Unreal City" is expected to be released in July, which will bring you an unprecedented gaming experience."
There are only two simple words, and it seems to be insincere.
Chapter completed!