After testing and fixing the bugs, the game is released and released quickly, now it is time for marketing and advertising, although ideally you can run the advertising and marketing process in parallel from the moment you start making the game. Today, and especially in the case of big games, the marketing costs of a game are always much higher than the production costs of the same game, and sometimes it goes up to 2 to 3 times the production costs. Of course, at this point one can easily feel the position and influence of the game publishers. Many gaming teams and studios go to publishers to avoid getting involved in marketing and even to better market their product, and give them the rights to publish their game behind a contract. Publishers can do this better than studios because they have a strong focus on the market and audience.

Marketing and choosing a revenue model
From the very beginning, the decision to make a video game has been a marketing issue. Is it possible to play games without examining the target market and only out of interest and hoping that the audience will love our game as well? This is one of the main criteria for accepting a project among publishers and large studios. Of course, the more we move towards independent gaming, the less important it becomes, but it is not wise to eliminate it altogether. You need to raise and lower your ideas with the interests of the audience and assess their potential popularity, and after obtaining satisfactory statistics, start building your game. This is the first step in engaging with your potential market and audience.


In the next step, you must specify your revenue model at the very beginning. One of the basic foundations of a game that can guarantee the profitability of a game is the revenue model used by the game. The monetization model is the way you consider how to monetize your game. In general, your model can be in one form of direct sales, free with in-app payments or monetization through in-game ads. Of course, there are other cases, but the most important ones are the ones we mentioned. Selecting any of the above will greatly affect your game development process. Usually, direct selling games are highly valued based on the content-to-price ratio, and the slightest disproportion will ultimately lead to nothing but failure and disgrace for the creator.

Another aspect of choosing a direct revenue system is that you have to spend more on direct advertising and audience communication than other methods because you have to convince the audience to buy your game in any way. This can be done through the release of trailers or media and even urban advertisements. Relying on word-of-mouth advertising is not a good idea for a direct selling game, while it can be useful for a game with an in-app payment system, because a direct selling game can have a strong start if it does not start early. And if it makes a noise, it will most likely fail. Like movies where the opening is very important and the next predictions are made on them.

You should try to create specific pages for your game on popular social networks as little as possible and try to expose your game before it is published. Send emails to news sites active in this field and persuade them to review your game. Of course, you may have to spend money on this, but rest assured that if you can handle it well, you will not regret what you did. Your game should be seen and it is good that this important thing is done before the game is released so that its climax is focused on the day of its release.