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Download: "Wishlist Workshop Part 5 Blueprint (PDF)" Here


How To Use Your Game's Hook To Increase Wishlists

Indie Game Wishlist Workshop Part 5

If you want to increase your wishlists, you need a good "hook" for your game. You need a good first impression.

That's because if you don't have a good game hook... if a player can't see the advantage of playing your game... if a player can't see the appeal to your game, then your game will look and feel generic. And being generic means being ignored.

Welcome to Indie Game Wishlist Workshop Part 5. Inside we are going to keep working on your game's hook so that you increase your wishlists.

So first I'll show you an analogy to make it easy for you to understand what I'm about to share with you. Then I'll show you an example so that you can relate it back to your own game.. Then after, we'll work on a technique, and I'll give you a step-by-step action plan.

Ok, here's what you need to know and do to make your hook more impressionable...

People Are Not Buying Video Games, They Are Buying Experiences

If you want a good game hook that grabs a player's attention and motivates them to wishlist your game, then here's a simple analogy:

When you get a headache, you buy pills to get RID of the headache. That's the result you want. Yes, features like gel caps, rapid release, it's gentle on your stomach... all these features are important. But these features are NOT why you bought the pills. You bought the pills for a RESULT. And that result you want is to get rid of your pain.

People don't buy medicine. They are buying the results.

It's the same with your indie game. Players are not buying your game for your cool features, your cool art, or your story. Yes, these features are important. But players are buying your game because they want a certain feeling, emotion, experience when playing your game.

Players are not buying a video game. They are buying the results.

This is important to know because when you're working on your game's hook, you need to figure out the result the player will get. You need to figure out "what's in it for me". If you can figure this out, your game will make a far better first impression, and won't be ignored because it won't look and feel generic.

Let me show you an example of what I'm talking about...

Celeste: Cool Features, But Even Better Experience

Once you see this example in action, everything will "click" in place and you'll understand why players buy games for results and not just for the features.

So remember how in Part 2 I had you work on your Steam's Top 5 Tags.

Then in Part 3 you worked on finding 3 features for each tag.

Then in Part 4, you described what each feature does.

Now let's do the same thing, quickly, with the game Celeste.

Steam Tag : Precision Platformer

Feature 1: Super Tight Controls

Ok, great. But what is the result of this feature and actions? Well the player learns and masters these actions, they can overcome the levels. And overcoming difficult levels gives you a sense of euphoric victory. It feels like you actually achieved something.

Feature 2: Assist Mode

Ok, great. But what is the RESULT of this feature? Simple: it gives casual players who normally avoid playing precision platformers away to enjoy this game. Many hardcore platformers have steep difficulty curves that can aliante people. But Celeste gives you platforming without the frustration. So when you fail, it doesn't feel like punishment but more like a learning experience.

Feature 3: Emotional Narrative Mirrors Gameplay

So what's the result the player gets from this feature? Well, because the game's structure metaphorically reflects the protagonist's struggle with mental health, it's easy for the player to see how this metaphor relates to their own life. Playing this game can tangibly change a person because it can maybe help them with their own mental health difficulties. And that's what all great art does right? You can always find something in art or in a story that can help you in your own life.

Remember, people want results not features.

You didn't buy the headache pill because it's easy to swallow and digest. Yes, that helps. You bought it for the result: to get rid of your headache.

It's the same with indie games. Players don't buy them for gameplay, art, or story. Yes, that helps. But they buy indie games to make their life better, to feel better, to be entertained, to understand their own life better, and even to meet new people and be more social.

So, how does this all relate back to you and your indie game? How can you use this insight to help you develop a good game hook that finds players and motivates them to wishlist your game?

Well, that's next...

Action Plan: How To Use Your Hook To Increase Your Game's Wishlists

Your game hook needs to tell the player "what's in it for me". And to do that, you need to be specific about what RESULTS your player will get if they play your game.

For example Celeste's has many hooks...

And don't get me wrong, the visuals and art are good as well. But there is a lot of pixel art, platformers that look great. But Celeste sticks and is more impressive because people who have played it, told other people the EXPERIENCE they had with it was so good that it was worth sharing.

And this is the reason why you're working so hard right now, trying to study your game. I want to help you discover what makes your game unique, memorable, and worth sharing.

Because if you just focus on features, then that's not enough. You need to discover your game's advantages. And then you need to show and tell the player those advantages in your marketing and your Steam page.

So let's do that right now. Let's go deeper so you can discover your game's advantages... its appeal... and "what's in it for me".

Ok, so here's what to do:

So far we have worked on...

So today, let's work on what RESULTS your player will get from your game's features.

Ready? Go open your "Wishlist Workshop" Google document. And remember how in Part 4 you wrote down 3 actions for each feature? Well, below each feature, answer this question:

"What Result Will The Player Experience With This Feature?"

So, go through each feature and below it, quickly write down the result or outcome the player will experience.

And don't worry if what you come up with isn't perfect. The idea here is to get your brain working. And I promise you, once you start, your brain will get creative and you'll discover your game's hook.

So go do that right now. And to help you get started, you can always download Part 5 Blueprint below:

So go through each of your features, and answer the question:

"What Result Will The Player Experience With This Feature?"

And if you want more details on this step, I made a template you can easily follow:

Download: "Wishlist Workshop Part 5 Blueprint (PDF)" Here

And in Part 6, we'll work on a technique to help you figure out which "hook" will be the most appealing to your target player. Because what you think is cool might not be cool to your player. What you think is appealing, might not be appealing to players. And if you get the wrong "hook", then your Steam page isn't optimized. In other words, your target player might land on your Steam page, but since they don't know "what's in it for me", they'll just leave. That's what I want you to avoid.

If you have questions, my contact info is below.



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Thanks for reading! Hope you got one insight to help you market your indie game and start growing your audience, and finding customers!

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Dariusz Konrad
Email: dariusz at mainquestmarketing dot com
Discord Username: dariuszkonrad
LinkedIn: My entrepreneurial successes
Work: Game devs I've helped so far