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Trevor Longino Head of Marketing & PR, GOG.com PR Quest: The Adventure to Make your Game Famous!
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PR Quest: The Adventure to Make Your Game Famous (GDC Europe 2013)

Nov 22, 2014

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This slide deck accompanies the talk that Trevor Longino gave at GDC 2013. It goes through three core values that you need to succeed at your quest to make your game famous: Honesty, Creativity, and Delight.
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Page 1: PR Quest: The Adventure to Make Your Game Famous (GDC Europe 2013)

Trevor LonginoHead of Marketing & PR, GOG.com

PR Quest: The Adventure to Make your Game Famous!

Page 2: PR Quest: The Adventure to Make Your Game Famous (GDC Europe 2013)

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 marketGOG.com is the largest 100% DRM-free

distributor in the world

Page 3: PR Quest: The Adventure to Make Your Game Famous (GDC Europe 2013)

YOU are a Public Relations contact for your company

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Beginning Your Adventure

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You Need 3 Things:

Honesty Creativity Delight

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The Shield of Honesty

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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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Page 10: PR Quest: The Adventure to Make Your Game Famous (GDC Europe 2013)

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

Page 11: PR Quest: The Adventure to Make Your Game Famous (GDC Europe 2013)

Hey! Listen!

●Tell your fans when things go wrong--or right!

●Communicate Change Clearly

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The Sword of Creativity

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●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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●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

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Hey! Listen!

●Not all creative ideas are great ones

●Be obsessed with being different

Page 21: PR Quest: The Adventure to Make Your Game Famous (GDC Europe 2013)

The Triforce of Delight

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Building Delight into your DNA

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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..

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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

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The Delight of Love

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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!

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5 Things You Can Do Now

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Speak Differently +

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Encourage Involvement +

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Show Excitement! +

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Be Visible

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Show Humanity + +

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Hey! Listen!

●Honesty: talk like humans to your fans●Creativity: find the better way●Delight: surprise and amazement builds brands

Questions?

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Hey! Listen!

●Honesty: talk like humans to your fans●Creativity: find the better way●Delight: surprise and amazement builds brands

Questions?

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Hey! Listen!

●Honesty: talk like humans to your fans●Creativity: find the better way●Delight: surprise and amazement builds brands

Questions?

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It’s Dangerous to Go Alone!