News for hackers. Stuff that matters.
Re:How Untitled Goose Game became a real video game by paulmd on Tuesday October 29, 2019 @01:15PM (#21389577)
if this isn't the work of a viral marketing company, they certainly have the possibility of a new line of work ahead of them after this. I can't remember seeing a viral marketing campaign as effective as this in a long time.

edit: this comment is apparently oddly controversial for a startup-oriented forum. Perhaps someone could explain why? They have really struck marketing gold in a way most small companies would envy.

Re:How Untitled Goose Game became a real video game by atoav on Tuesday October 29, 2019 @05:33PM (#21392301)
To be honest what sold it for me instantly was the combination of graphics, animation and these monty-pythonesque villagers. There are not that many humor-based games in any given year. So viral marketing or not, this game fills the rare niche of games I would give any non-gamer friend because they would enjoy it
Re:How Untitled Goose Game became a real video game by otterpop on Wednesday October 30, 2019 @01:22AM (#21394891)
I can only speak to my opinion on this matter, but I hate the idea of using 'manufactured'--for lack of a better term--fanart and memes as mediums of advertising. Just looking at the meme, I immediately think "someone loved this game so much they took the time to create something about it". The thought of a company 'manufacturing' memes to try and advertise for something just seems like it's taking such a cool form of expression and commodifying it.

As an example, Wendy's Twitter account has become pretty popular for all their pop culture references and crazy projects like a Dating Simulator and a Tabletop RPG--but at the end of the day, they're advertisements. Personally, it's hard to recognize the time and effort that went into these projects because they were only made to sell fast food; Wendy's isn't releasing these projects because they think they're cool, but because they have a bottom line they want to bring up.

I use an ad-blocker. I haven't seen a television ad in forever. However, I'm sure that this isn't the first time that memes and social media have been used as advertising. It's antithetical to what I've said previously, but I guess the most effective uses of memes as advertising are so good that you can't tell they're ads. Ultimately, if it's funny and not forced, then it's going to spread. And weirdly, I'm okay with it.

I just can't bring myself away from the comparison to how stuff becomes unpopular as soon as your parents start doing it. Facebook became ~uncool~ when our parents started using it, and I don't want to see memes become less of a cultural touchstone because of corporations starting to abuse them.

Re:How Untitled Goose Game became a real video game by PhasmaFelis on Tuesday October 29, 2019 @02:08PM (#21390272)
I've seen a few people on Reddit insist that it must be an astroturf campaign. Because Reddit would never latch onto some random thing and meme obsessively about it for months, otherwise.

It's extremely streamer-friendly (i.e. "fun to watch other people play and react to"), which is a big boost to virality, and it got featured by a hugely popular YouTuber (Dunkey) four days after its launch. And it got lucky. It's not an uncommon story.

Re:How Untitled Goose Game became a real video game by backpropaganda on Tuesday October 29, 2019 @04:03PM (#21391386)
People were meme-ing the goose game hard much before its launch, and much before Dunkey covered it, but that probably helped sustain its exponential growth.

More than streamer-friendly, it's Reddit- and Twitter-friendly. Any small clip of the game is automatically funny and share-able. The bird's simple design makes it easy for fan artists to make more memes.

Re:How Untitled Goose Game became a real video game by tclancy on Tuesday October 29, 2019 @04:34PM (#21391681)
Agree 100%. My daughter and I played the hell out of it for a weekend and then after football on Sunday we turned it on and every adult in the house (6 or 7) took a turn, regardless of whether they like videogames. It's fun to do bad things.
Re:How Untitled Goose Game became a real video game by EamonnMR on Tuesday October 29, 2019 @04:07PM (#21391424)
If anything, the EGS hate feels like an AstroTurf. I just do not get it.
Re:How Untitled Goose Game became a real video game by AnIdiotOnTheNet on Tuesday October 29, 2019 @04:30PM (#21391640)
It's a crappy store that seeks to compete with the dominant market player not through being better, but through throwing shit-tons of money at timed exclusives. Which itself isn't really that bad, but it doubled down on being hated when it started snatching up community funded games that were otherwise intended for release on several other platforms.
Re:How Untitled Goose Game became a real video game by gamblor956 on Tuesday October 29, 2019 @05:01PM (#21391981)
Epic is a better store for game creators.

It's about on par with or better than what Steam was when it first launched. Steam was an absolute clusterfuck when it first launched, and Valve only got away with it because they tied Half Life 2 to Steam.

Re:How Untitled Goose Game became a real video game by account42 on Thursday October 31, 2019 @06:42AM (#21407344)
Steam launched 16 years ago. Saying Epic is at most 16 years behind is not really a good argument.
Re:How Untitled Goose Game became a real video game by glogla on Tuesday October 29, 2019 @04:52PM (#21391877)
If you look at it from the point of the view of the game creator, Epic is better - they take smaller cut and they will outright give you money for exclusivity.

This might not seem necessarilty better for the players, but considering how many smaller game studios / creators are on the verge of profitability, this might mean we get to play games we wouldn't otherwise.

Re:How Untitled Goose Game became a real video game by hnick on Tuesday October 29, 2019 @11:16PM (#21394381)
They should try pushing that angle a lot harder I think. I wasn't aware of it (I've only used their store for some of the weekly free games).

Most of the pushback seems to be because everyone is fine with Steam, yet another store seems unnecessary, and it smells a lot like a rich company buying their way into our hearts (exclusives from all that Fortnite money). I think that's why it doesn't sit too well.

Re:How Untitled Goose Game became a real video game by on_and_off on Tuesday October 29, 2019 @05:16PM (#21392133)
FWIW I also saw it covered on sites like RPS for what feels like years (and might be, it had a very long dev time).

I ended up buying it on Switch shortly after its release.

I spent a very fun couple of hours on this game and memed a lot about it with my partner.

It is not going to have the profound emotional impact that e.g. Outer Wilds had on me but that goose animation and sound designs are perfect and make for good memes that I will also remember.

Re:How Untitled Goose Game became a real video game by rkachowski on Wednesday October 30, 2019 @02:14AM (#21395061)
It's an accidental success and the game took 3 years to make. Unless they can turn around viral marketing campaigns in significantly less time, with a clear strategy for success then it's unlikely that they'll be able (or even want) to switch markets from game design to marketing consultancy.

Additionally the whole meme is pretty far from commercialisable. It's the simplicity and wholesomeness of the goose that gives it strength. It would be difficult to attach the image to a brand without killing the feel.

Re:How Untitled Goose Game became a real video game by SketchySeaBeast on Tuesday October 29, 2019 @01:18PM (#21389614)
It nearly got me to purchase something on the Epic Store.

Nearly.

Re:How Untitled Goose Game became a real video game by jschwartzi on Tuesday October 29, 2019 @02:03PM (#21390190)
* Make a tribute to coffee mugs in the middle of the office

* Make a developer spit their coffee out.

* Preside over the morning's stand-up.

* Force SketchySeaBeast to buy something on the Epic Store

* Lock somebody out of their office.

* Water the office plants.

Re:How Untitled Goose Game became a real video game by wlesieutre on Tuesday October 29, 2019 @01:22PM (#21389667)
FWIW I’m playing on Switch. It’s a great format for a little game like this.
Re:How Untitled Goose Game became a real video game by potta_coffee on Tuesday October 29, 2019 @02:21PM (#21390426)
I bought Outer Worlds on the Epic store. Bah. I don't like the Epic store but I really wanted to play that game. Game is awesome, I'm really not sure what deal ensured it wouldn't be on Steam.
Re:How Untitled Goose Game became a real video game by ivl on Tuesday October 29, 2019 @02:54PM (#21390744)
> I'm really not sure what deal ensured it wouldn't be on Steam.

The simple fact that Epic offers a much better deal in terms of cost to be on the store. Half of what Valve demands per sale.

Re:How Untitled Goose Game became a real video game by wlesieutre on Tuesday October 29, 2019 @03:22PM (#21391057)
I would be willing to bet there was a large cash payment from Epic for exclusivity, in addition to the smaller cut.
Re:How Untitled Goose Game became a real video game by SketchySeaBeast on Tuesday October 29, 2019 @02:35PM (#21390565)
I think that a lot of these are all coming to steam a year after launch - I'll wait until then. I've been finding it very rare that I need to play a game day one these days.
Re:How Untitled Goose Game became a real video game by potta_coffee on Tuesday October 29, 2019 @04:50PM (#21391850)
I haven't bought a game this close to launch in years. A bunch of my friends bought Outer Worlds and vouched for how awesome it is, so I caved and bought it. IMO it's really great so far, the dialog choices are quite entertaining. I think this game might be an instant classic.
Re:How Untitled Goose Game became a real video game by bobcostas55 on Tuesday October 29, 2019 @02:37PM (#21390587)
You could've gotten TOW for $1 on the Microsoft store through gamepass.
Re:How Untitled Goose Game became a real video game by potta_coffee on Tuesday October 29, 2019 @04:51PM (#21391866)
I don't use gamepass, I don't have an xbox account and my desktop that I only use for casual gaming is still running Windows 7.
Re:How Untitled Goose Game became a real video game by rodgerd on Tuesday October 29, 2019 @03:04PM (#21390862)
If you can sell through one storefront for 70% and another for 85%, it's kind of obvious.
Re:How Untitled Goose Game became a real video game by pbhjpbhj on Tuesday October 29, 2019 @06:40PM (#21392871)
Yes, choose the 70% ... apparently (latest figures I could find) Epic has 85M registrations vs. 1000M (yes, a billion) for Steam.

Steam are claimed to have 90M active monthly users, I can't find a figure for Epic; it stands to reason it's less though, maybe half their registered users (now Fortnite lost its shine??) would be a reasonable guess?

It probably depends on your demographic considerably; basically if Epic have less than 79M active and the demographics are the same then revenue from Steam will be greater, across a wider user base (which might improve ongoing prospects?).

Re:How Untitled Goose Game became a real video game by bloody-crow on Tuesday October 29, 2019 @07:25PM (#21393166)
I'm not sure those numbers are that relevant. People don't choose gamestores, they choose games. I personally will register on any gamestore if it has the game I'm interested in. I'm not on Steam because I'm loyal to it, I'm on Steam because it sells games I want. The moment a game is available on both Steam and EGS, I'm buying it on EGS.
Re:How Untitled Goose Game became a real video game by pbhjpbhj on Wednesday October 30, 2019 @05:40AM (#21395925)
You're possibly right about the relevancy, the figures aren't accurate either.

Your final sentence seems to contradict the rest of the paragraph. If the games are the same price, why are you choosing EGS (to contribute more to the company? but that would be choosing a game store).

Re:How Untitled Goose Game became a real video game by bloody-crow on Wednesday October 30, 2019 @02:47PM (#21401093)
I guess I was trying to illustrate to point that I don't choose the store, but games. Choosing stores only kicks in when multiple stores are available for the same game, which rarely happens.
Re:How Untitled Goose Game became a real video game by pbhjpbhj on Thursday October 31, 2019 @09:07AM (#21408265)
Thanks for the clarification.
Re:How Untitled Goose Game became a real video game by ekianjo on Tuesday October 29, 2019 @10:04PM (#21393999)
Why not both?
Re:How Untitled Goose Game became a real video game by rodgerd on Wednesday October 30, 2019 @04:39AM (#21395627)
Because every sale on the storefront that charges more is less margin? Unless the more expensive storefront is doing some sort of marketing for you, what's the point losing that 15%?

Steam's discoverability is pretty piss-poor, and most of the marketing is sales that have convinced your customer base to never buy anything new, just wait for the sale (which cuts into your income with 50%+ discounts).

I'm more bemused by the fanatical loyalty to Steam.

Re:How Untitled Goose Game became a real video game by arthurfm on Wednesday October 30, 2019 @05:22AM (#21395836)
> Because every sale on the storefront that charges more is less margin?

There's a simple solution to that. Just charge more for the game on Steam et al.

For example. Untitled Goose Game is £15.99 on the Epic Game Store, so charge at least £18.39 on Steam.

Re:How Untitled Goose Game became a real video game by glogla on Tuesday October 29, 2019 @04:48PM (#21391832)
I don't understand why people have problem with Epic Store. Isn't this just the competition everyone should want? Steam takes 30 % of your money. Epic takes 12 %. They are competing on cost. Why would that be a problem?

Why is that part of capitalism where Steam has near-monopoly on Games okay, but not the part where they have to compete with someone? Why would someone have loyalty to one huge corporation over another?

I don't get it.

Re:How Untitled Goose Game became a real video game by wlesieutre on Tuesday October 29, 2019 @05:13PM (#21392095)
What bugs me is locking stuff in to exclusives while having a half-baked store platform. It'd be one thing if their service was near parity with Steam, but they started doing this while it was missing essential features.

Stuff like cloud sync for game saves or being able to buy games as a gift to someone else's account. It's 2019. You shouldn't launch a game platform without syncing saves to the account. Looking at you too, Oculus.

It's catching up and I haven't minded the platform for Borderlands, but I'd have felt better about using it if they'd had a more fully baked system to launch with.

I also don't love having yet another game store/updater/launcher platform, but that ship has sailed.

Re:How Untitled Goose Game became a real video game by deckar01 on Tuesday October 29, 2019 @05:01PM (#21391986)
If that were the motivation, the publisher would sell on both platforms and just charge more on Steam due to the markup. That is never what happens. Epic is locking content creators into exclusive contracts, because their business model requires on-boarding tons of users onto their platform and they are willing the throw cash at the problem. Steam does not monopolize games. You can usually download them directly from the publisher and other retailers like Humble Bundle. Epic is uniquely hoarding high-profile releases. Unfortunately they are also providing a sub-par user experience, which is what a lot of the negativity stems from.
Re:How Untitled Goose Game became a real video game by jfim on Tuesday October 29, 2019 @07:28PM (#21393189)
The steamworks agreement does not allow charging more on steam than on other platforms, while still retaining the ability to sell steam keys. If one wants to use steam keys, such as for use in a bundle, their documentation mentions:

> Please note that Steam keys cannot be sold on other sites unless the product is also available for purchase on Steam at no higher a price than is offered on any other service or website.

https://partner.steamgames.com/doc/features/keys

Re:How Untitled Goose Game became a real video game by icebraining on Tuesday October 29, 2019 @07:42PM (#21393279)
You can still charge less on other platforms and still use steam keys. You just can't charge less for steam keys. If you're selling on other platforms, use that platform's keys instead.
Re:How Untitled Goose Game became a real video game by p1necone on Tuesday October 29, 2019 @06:14PM (#21392677)
The problem is that on top of that Epic has been paying developers extra money to release exclusively on the Epic store (and in some cases it seems they've struck deals for the dev to just not release on steam specifically, but still release on other Epic store competitors). This seems like blatantly anti competitive behaviour to me and I don't want to support it.

If devs were just choosing to not release on steam because epic gives a bigger cut that would be fine, but that isn't the case.

Re:How Untitled Goose Game became a real video game by dragonsngoblins on Wednesday October 30, 2019 @01:33AM (#21394933)
My problem isn't with an alternate platform to Steam as I have bought things from both Gog and the Humble Store. My issue is with Epic exclusively and it is exclusivity.

To be specific I have issues with Epic offering exclusivity deals, especially to games that are KickStarter and had promised to release the product on other platforms. That's it. If games were only available on Epic because Epic offered a better cut I wouldn't take an issue with it.

You might say that in those cases the developers/publishers are more at fault than Epic is, which is fair. However it is kind of like sleeping with someone who is in a monogamous relationship vs. cheating. Sure it isn't as bad as cheating yourself, but I still view it as bad thing to do morally speaking.

Re:How Untitled Goose Game became a real video game by PeterisP on Tuesday October 29, 2019 @05:46PM (#21392430)
That's how competition works - people voting with their wallets that the product sucks so much that being cheaper is not enough. Steam is competing with Epic store, and succeeding - for me it's the same, if it's exclusive to Epic store, then they apparently don't want my money because I'm not going to buy it there.
Re:How Untitled Goose Game became a real video game by icebraining on Tuesday October 29, 2019 @07:43PM (#21393286)
> because I'm not going to buy it there.

But why not?

Re:How Untitled Goose Game became a real video game by PeterisP on Tuesday October 29, 2019 @08:33PM (#21393551)
That game is 'nice to have' but not a 'must have' for me, and the inconvenience of having to setup and use another sucky third party game store makes it not worth it. I tried Epic store once and didn't have a good experience, so I don't have it right now, it would be a bother to install it and remember the account/password, and in any case I don't want the bother of having my library split among multiple tools, having to remember which game is where, etc. I mean, it's not a big inconvenience, it is an inconvenience, and getting access to yet another game isn't a big benefit; if it was on Steam I'd likely try it because it seems interesting and the price is trivial but since it's not available in a way that's convenient for me, why bother?

In any case there are many more other interesting games out there than I have time for, there's some stuff in my Steam library that I have yet to play, so if some games aren't accessible in the way I prefer, then those will be among the games I'll skip. For the makers of the game their game probably is important and special, but for a customer like me it's not, the competition between games for my time is huge, there's so much good stuff out there that there's no possible reason to jump through hoops (even if they're not that difficult) to get to any particular game, so if any particular game is not in the place where it's most covenient for me, it might as well not exist. There are some exceptions for nostalgic reasons that have driven me to e.g. gog.com for a few games I enjoyed decades ago, but there really has to be a special reason to do so. There was a time in my life where I'd be eager to invest a lot of time and effort just to get a particular game (worldwide distribution of games on floppies and CDs was awkward to say at least) but that's not the case anymore. Especially for short niche/fad games like this one seems to be, their role is like that of an impulse buy or a comfort food - it has to be a 'click here, pay a dozen bucks, enjoy your stuff immediately' experience without having to bother with making yet another account and installing extra stuff that you have to care about.

Re:How Untitled Goose Game became a real video game by ekianjo on Tuesday October 29, 2019 @10:05PM (#21394009)
Because their business model is that games are only available in their store so they are a cancer in the PC games industry. we dont need more walled gardens everywhere.
Re:How Untitled Goose Game became a real video game by Crespyl on Wednesday October 30, 2019 @01:58AM (#21395017)
Because they don't have a Linux version of their client.
Re:How Untitled Goose Game became a real video game by on_and_off on Tuesday October 29, 2019 @05:13PM (#21392097)
Valve and by extension Steam have built a very positive reputation.

IMO they have squandered a lot of it lately but they remain very popular and people are just extremely used to the steam launcher.

I for one am VERY happy that somebody is forcing Steam to stop being complacent and is competing on margins (30% is a LOT of money).

Re:How Untitled Goose Game became a real video game by SmellyGeekBoy on Wednesday October 30, 2019 @07:01AM (#21396336)
They're not competing on margins, they're "competing" by making game developers sign up for exclusivity deals.
Re:How Untitled Goose Game became a real video game by on_and_off on Thursday October 31, 2019 @12:05AM (#21405659)
How do you call the lower store fees ?
Re:How Untitled Goose Game became a real video game by ekianjo on Tuesday October 29, 2019 @10:08PM (#21394029)
30% is not much when you consider that is an access to a huge market you buy. A larger market than any brick and mortar publisher ever provided when you were selling with physical game copies. Plus, they do not charge you for game updates, traffic, online gaming capabilities, etc...
Re:How Untitled Goose Game became a real video game by on_and_off on Wednesday October 30, 2019 @03:36AM (#21395352)
It is much compared to 12% though ;)
Re:How Untitled Goose Game became a real video game by Loughla on Tuesday October 29, 2019 @05:00PM (#21391967)
I think it's less about the price and more about the fact that their 'winning strategy' seems to be to just throw money at exclusives until they win.

Maybe that's the push-back?

Re:How Untitled Goose Game became a real video game by rgoulter on Tuesday October 29, 2019 @10:55PM (#21394283)
Aside from the Epic Games Store:

I don't mind purchasing games from Steam. I've purchased a game or two on the EA store. I don't know if I purchased anything on the Ubisoft store, but I know it's needed for some of their games. I've purchased games from the Microsoft Store.

I've purchased games from sites like Good old games, Humble Bundle.

I think in practical terms, it's a bit annoying to have different, heavy clients to use to have these different games. It'd be less of a hassle if they all had a Single Sign On, I guess. But, yeah, the vast majority of my games are on Steam and I only use the EA store when I want to play a game that's exclusive to that store.

It makes sense to say "but it's market competition, why would you dislike Epic", but I don't think it appeals to the gamer identity/ethos. Idk how many people actually care about it; it's probably a vocal minority.

Re:How Untitled Goose Game became a real video game by wl on Tuesday October 29, 2019 @05:30PM (#21392279)
The Epic Store won't allow me to create an account because I was a victim of reverse identity theft (https://www.xkcd.com/1279/) years ago. I guess Epic doesn't want me buying this or any other game from them.

Too bad this game is only available there.

Re:How Untitled Goose Game became a real video game by superbeef150 on Thursday October 31, 2019 @03:50PM (#21412923)
If someone else registered with an email address you actually own, why not just reset the password?

I'm guessing you wouldn't be screwing over whoever registered the account, since presumably they wouldn't have had a chance to validate their (your) email address.

Re:How Untitled Goose Game became a real video game by ThrustVectoring on Tuesday October 29, 2019 @05:53PM (#21392490)
For gmail addresses, I usually attempt to solve duplicate email detection by adding either a + string or throwing in random periods. So you could try `[email protected]` and `[email protected]` and see if any of those work.
Re:How Untitled Goose Game became a real video game by Nasrudith on Wednesday October 30, 2019 @08:42AM (#21397029)
Unfortunately or fortunately gmail essentially ignores added or removed predomain dots. So [email protected] is the same as [email protected].

I have gotten emails from gmail forgetting to pin in my middle initials with periods.

Re:How Untitled Goose Game became a real video game by deckar01 on Tuesday October 29, 2019 @02:24PM (#21390460)
They hyped up this game for over a year, promoted it on Steam, then sold out to the Epic store at the last minute claiming the decision was for "financial stability due to the uncertain nature of the game's popularity". They had a mailing list on their home page as soon as it went up. They knew exactly how many hundreds of thousands of people were waiting to buy the game.
Re:How Untitled Goose Game became a real video game by gamblor956 on Tuesday October 29, 2019 @04:59PM (#21391957)
Mailing lists represent potential buyers, not actual buyers.

There have been articles on HN about mailing list conversion rates. Depends on the product, but the usual # was 1-3%, with outliers being as much as 15%.

Re:How Untitled Goose Game became a real video game by friendlybus on Wednesday October 30, 2019 @04:00AM (#21395465)
Popular art does this. Stardew valley spent zero dollars on advertising. UGG was well placed to hit a transition point between themes and it's paying off.
Re:How Untitled Goose Game became a real video game by ljm on Tuesday October 29, 2019 @08:45PM (#21393615)
I haven’t played it but videogamedunkey spent enough time with it to give me a few laughs. It’s almost like it was made for him.