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Jake

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Reply with quote  #1 
The Pewdiepie deal is huge. Compared to what Youtubers usually get, this game has huge margin for the tuber. Development costs are low and stores take a minority cut. Half of the profit goes to Pewdiepie's pocket. 

Use this to pitch Youtuber branded game for other big channels. Even with a modest profit sharing an ordinary platformer would do MUCH better if it would be branded for some specific channel.

You need to check three things, the subscriber count, video views and the style of the channel. Focus only to channels that have million+ subscribers and steady viewership for videos like + 100,000 views for every video. For the style then... you need to look for more or less oddball channels OR channels with already strong as it will be easier to introduce actual games for those channels.
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tubemice

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Reply with quote  #2 
I'm interested in this but donno how to do it, I tried contacted some youtuber but no response, I guess they don't check mail often coz already thousands of people want to get in touch with them

guess you should know some close friends to them, meet face-to-face so that you can make the deal

About that pewdiepie game, I believe the studio already have the framework, they can just replace artwork, add sound effects, add voice acting, add some scripted animation then the game is done, the gameplay is a mix of typical platformer/shooter

I agree with you that without those famouse youtuber IP effect the game won't do that well
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Jake

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Reply with quote  #3 
Write a letter. They will open every letter and package sent to them.
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Martin

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Reply with quote  #4 
Hey Jake, interesting post. This is something I was talking about a few days ago with my wife after i noticed the PewDiePie game in the top spot on the app store. Im guessing that with gaming youtube channels which are not that big it would still do quite well compared to a game which is just launched and relies on keywords / icon / screenshots for downloads.
It could even be a channel which doesn't focus on games maybe. For example a youtube / facebook personality could be an option. Im thinking this because of that Kim Kardashian game which was a hit earlier this year and probably is still doing really well.

Has anyone partnered with a youtube channel before for this?

All the best
Martin

PS, I've moved this thread to the 'Marketing' section.
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Jake

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Reply with quote  #5 
Hello Martin, you are right, just about any person brand would be fine. I think that the key to land such a cooperation is to show how much money could be made (potentially of course...).  

Consider Cr1TiKaL who has uploaded about 500 videos and for them has about 250 million views. In average it makes 500 000 views per video. New uploads get 200-300k views very quickly. Obviously very dedicated audience rest of the views accrue over time...

How many would buy the game? 20%? One could test the water with 3 euro and much later publish the game as a free version for ad revenue. At that time it might be a good opportunity for the second installment. 180 000 euro as gross sales - store costs - revenue sharing. Only after negotiations it is clear if the partner is willing to go for 50/50 model. Looks like 60k revenue for the developer + future ad revenue.

Well... academic estimate. But has to be more accurate than the ones I have been reading in gaming press, which basically take Pewdiepie subscriber count and multiply it with the price of the game.

One should do it once to see how it goes. One big benefit would be to have the game among published titles as it would give more credibility. Actual sales are going to be a huge part of ASO as the market is now so flooded with titles with 0-100 installs.

Anyhow... this is the way I would try to peddle my games if I was a developer. Actually I could ask from few channels what they would think about it.

If any of you guys would be kind enough to give some numbers out in the open on development costs, I would be able to make much more efficient pitch.

I would also contact some of those make up channel girls and offer some kind of make up app for their channel. Take a photo and color on top of that or something...
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tubemice

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Reply with quote  #6 
Interesting post Jake, but don't forget sometimes youtuber pick games to promote on his/her own appetite, like Markiplier always chose indie horror games, also many other youtubers also pick horror games genre, Zack Scott always play platformer games but only those in big names like Nintendo, quality is also a consider by those youtubers, game's quality should be outstanding or at least unique in gameplay innovation, I've seen jacksepticeye played one "poop" game (the game is about controlling a poop)

I guess no famous youtuber would like to play some clone game or average games coz it will just hurt their names/reputation, no one want to be judged as "horrible taste picking games"
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Jake

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Reply with quote  #7 
Tubemice, yes one can't push some idea down their throats... That is why you need to be able to discuss with the party you are cooperating with. He/she will tell what sort of game they would like to associate with. Developer's job is then to make the game (and from my own point of view as a sales guy, the job is to guide the Tuber towards easily realized end result - do not say yes to every request as it destroys margins and makes the final number under the line look quite ugly).

Anyway, it is probably going to be much more work than some re-skinning job. Tuber will probably want to involve his/her viewers into the process and that will also mean much longer timetable for the project. However the whole process will also build expectation among viewers, resulting better sales no matter what is the end result. 
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tubemice

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Reply with quote  #8 
Right, good luck finding youtuber, pls share the story if it goes well [smile]
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Grumpy

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Reply with quote  #9 
The Pewdiepie game is a great case study showing how to do a game about a personality brilliantly. I don't really follow Youtubers, but I was aware of this game and followed some of the devblogs about it. For me the key elements of success were:
  • Perfect Youtuber, so he's like the biggest Youtuber, and he plays games - the millions of people who follow his channel are going to really want to play a game about him. He also has a wealth of content that can easily be used for the basis of the game.
  • Built for and by subscribers, built for Pewdiepie - the development included players, it built up hype and expectation, but also the game was really customised to the pewdiepie universe.
  • Quality product - I've bought and played the game, and it's great. The jump sucks, but apart from that it's a well polished, interesting 2D platformer with just enough content to make it feel like a rounded game, but not so much that it feels repetitive or bland. It's not just a cheap reskin.
  • Premium game - if you have a strong IP, going for the premium model is probably the way to go. People are already invested in Pewdiepie so they're going to spend money on him in a way that they won't to an unknown developer. I imagine a lot of his viewers who don't spend money on games, may just have forked out a couple of quid.
The first two points are important because this is why the game took off, but if this had just been a game churned out with no soul or craft, non-fans would not have played it or they would have played it and rated it low. The Pewdiepie fans may have got the game into the charts, but it's long term success will come from the fact that it's a (relatively) good game.
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Jake

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Reply with quote  #10 
[smile]

The thing is that I don't really have any motivation to go after this as I don't have a solid team to develop the game. The difficulty of indie game development is that it is mostly one man show, hence you just have to be a developer to get the train moving. 

Since I am not a developer (completed games are a distant memory from C64 days) my choice is to just outsource everything and as a first project I am not going to tackle a high profile project like a branded game for a Youtuber. However it is fascinating to follow how people are approaching indie game development.  
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Jake

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Reply with quote  #11 
Grumpy, exactly as you wrote. [smile]
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