SlideShare a Scribd company logo
Trevor Longino
Head of Marketing & PR, GOG.com
PR Quest: The Adventure to
Make your Game Famous!
Partner companies
100+
Unique visitors / month
1.7M+
Downloaded games
10M+
Countries with paying users
190+
GOG.com is the second-largest independent
digital game distributor on the market
GOG.com is the largest 100% DRM-free
distributor in the world
YOU are a Public Relations contact for your company
Beginning Your Adventure
You Need 3 Things:
Honesty Creativity Delight
The Shield of Honesty
The Shield of Honesty
●When a Launch Goes Wrong
●What Went Wrong:
●Communication between devs and partners
●Communication between devs and community
●What Went Right:
●Team Members commitment to GOG.com values
●Communication between GOG.com and community
The Shield of Honesty
●When You Don’t Prepare for Change
●What Went Wrong:
●Considering what the change meant to users
●Informing users & communicating honestly upfront
●What Went Right:
●Commitment to engage community more in discussion
Hey! Listen!
●Tell your fans when things go wrong--or right!
●Communicate Change Clearly
The Sword of Creativity
●A Double-Edged Sword
●What Went Wrong:
●We didn’t know how gamers made use of GOG
●Once we were aware of strong reaction, didn’t adjust
●What Went Right:
●GOG.com got massive press coverage
●Learned a lot about our users & future marketing
The Sword of Creativity
●Doubling Down on Success
●What Went Wrong:
●Too Much of a Good Thing
●Coordinating Message Across All Media
●What Went Right:
●Reputation Shift for Media
●Massive coverage & foot traffic
The Sword of Creativity
Hey! Listen!
●Not all creative ideas are great ones
●Be obsessed with being different
The Triforce of Delight
Building Delight into your DNA
The Delight of Free
●50% of free copies given away to new accounts
●33% of those new accounts come back to GOG & buy again
Note: You probably can’t give away your game--you’ll go broke.
•but what *can* you give away? Walkthroughs, Let’s Plays, demos, etc..
The Delight of Fair
●Charging flat prices worldwide gets around $1 = €1 / £1
●More than 10 million downloads coming from every
country in the world
The Delight of Love
Hey! Listen!
●Find the unexpected awesome thing and do it
●When you delight people, they trust you and will
want to buy the next game you make, too!
5 Things You Can Do Now
Speak Differently +
Encourage Involvement +
Show Excitement! +
Be Visible
Show Humanity+ +
Hey! Listen!
●
Honesty: talk like humans to your fans
●
Creativity: find the better way
●
Delight: surprise and amazement builds brands
Questions?
Hey! Listen!
●
Honesty: talk like humans to your fans
●
Creativity: find the better way
●
Delight: surprise and amazement builds brands
Questions?
Hey! Listen!
●
Honesty: talk like humans to your fans
●
Creativity: find the better way
●
Delight: surprise and amazement builds brands
Questions?
It’s Dangerous to Go Alone!

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Subotron: PR Quest: Promoting Your Game Can Be An Adventure!

  • 1. Trevor Longino Head of Marketing & PR, GOG.com PR Quest: The Adventure to Make your Game Famous!
  • 2. Partner companies 100+ Unique visitors / month 1.7M+ Downloaded games 10M+ Countries with paying users 190+ GOG.com is the second-largest independent digital game distributor on the market GOG.com is the largest 100% DRM-free distributor in the world
  • 3. YOU are a Public Relations contact for your company
  • 5. You Need 3 Things: Honesty Creativity Delight
  • 6. The Shield of Honesty
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  • 8. The Shield of Honesty ●When a Launch Goes Wrong ●What Went Wrong: ●Communication between devs and partners ●Communication between devs and community ●What Went Right: ●Team Members commitment to GOG.com values ●Communication between GOG.com and community
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  • 10. The Shield of Honesty ●When You Don’t Prepare for Change ●What Went Wrong: ●Considering what the change meant to users ●Informing users & communicating honestly upfront ●What Went Right: ●Commitment to engage community more in discussion
  • 11. Hey! Listen! ●Tell your fans when things go wrong--or right! ●Communicate Change Clearly
  • 12. The Sword of Creativity
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  • 16. ●A Double-Edged Sword ●What Went Wrong: ●We didn’t know how gamers made use of GOG ●Once we were aware of strong reaction, didn’t adjust ●What Went Right: ●GOG.com got massive press coverage ●Learned a lot about our users & future marketing The Sword of Creativity
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  • 19. ●Doubling Down on Success ●What Went Wrong: ●Too Much of a Good Thing ●Coordinating Message Across All Media ●What Went Right: ●Reputation Shift for Media ●Massive coverage & foot traffic The Sword of Creativity
  • 20. Hey! Listen! ●Not all creative ideas are great ones ●Be obsessed with being different
  • 21. The Triforce of Delight
  • 23. The Delight of Free ●50% of free copies given away to new accounts ●33% of those new accounts come back to GOG & buy again Note: You probably can’t give away your game--you’ll go broke. •but what *can* you give away? Walkthroughs, Let’s Plays, demos, etc..
  • 24. The Delight of Fair ●Charging flat prices worldwide gets around $1 = €1 / £1 ●More than 10 million downloads coming from every country in the world
  • 26. Hey! Listen! ●Find the unexpected awesome thing and do it ●When you delight people, they trust you and will want to buy the next game you make, too!
  • 27. 5 Things You Can Do Now
  • 33. Hey! Listen! ● Honesty: talk like humans to your fans ● Creativity: find the better way ● Delight: surprise and amazement builds brands Questions?
  • 34. Hey! Listen! ● Honesty: talk like humans to your fans ● Creativity: find the better way ● Delight: surprise and amazement builds brands Questions?
  • 35. Hey! Listen! ● Honesty: talk like humans to your fans ● Creativity: find the better way ● Delight: surprise and amazement builds brands Questions?
  • 36. It’s Dangerous to Go Alone!