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<blockquote data-quote="Tigris" data-source="post: 9827634" data-attributes="member: 7043270"><p>You pay people for reviews. For most parts nowadays reviews are just advertisement. Or at least for "previews". </p><p></p><p>The only other way is to get lot of friends to post reviews on your stuff on websites where your product is sold (drivetheu rpg etc.) </p><p></p><p></p><p>This is in computer games pretty common practice, thats one reason why there its so important to be connected with other designers on twitter etc. </p><p></p><p></p><p>The "trick" is that you only post reviews of the stuff which you like. Then its also not really "fraud". </p><p></p><p></p><p>Most shops like drivetheu rpg also have some kind of push feature of highlighting naterial. Thats why its important to have a mailing list of 10 000+ people to mail when you release a new product to get an initial sales spike such that its shown to more people and more sales come in. (Steam has for this exactly "wishlist". </p><p></p><p></p><p></p><p>For computer games you can also buy lists of enailaddresses of youtubers and streamers (sorted according to their liked genres). And you normally use those to send your game for free to 100s of potential reviewers. And sometimes you are lucky and a big youtuber randomly makes a video of your game. </p><p></p><p></p><p>Searching for reviewers yourself is inefficient and unprofessional. </p><p></p><p></p><p>For computer games you also have normally a website with "press package" with main infoemation and some images which press can use to write articles about it with minimal effort. (Again you use mailing lists bought to get email of potential usefulnpress to write). </p><p></p><p></p><p></p><p></p><p>Then another common trick in computer games is to try to profit from another game which is a big release, by optimizing your store page and tags, such that your peoduct shows up as "similar products" when people go to the storepage of the big new release game. (If possible also have then a sale and be quite a bit cheaper than that product, such that people who dont want to affoed the big product can buy your game).</p></blockquote><p></p>
[QUOTE="Tigris, post: 9827634, member: 7043270"] You pay people for reviews. For most parts nowadays reviews are just advertisement. Or at least for "previews". The only other way is to get lot of friends to post reviews on your stuff on websites where your product is sold (drivetheu rpg etc.) This is in computer games pretty common practice, thats one reason why there its so important to be connected with other designers on twitter etc. The "trick" is that you only post reviews of the stuff which you like. Then its also not really "fraud". Most shops like drivetheu rpg also have some kind of push feature of highlighting naterial. Thats why its important to have a mailing list of 10 000+ people to mail when you release a new product to get an initial sales spike such that its shown to more people and more sales come in. (Steam has for this exactly "wishlist". For computer games you can also buy lists of enailaddresses of youtubers and streamers (sorted according to their liked genres). And you normally use those to send your game for free to 100s of potential reviewers. And sometimes you are lucky and a big youtuber randomly makes a video of your game. Searching for reviewers yourself is inefficient and unprofessional. For computer games you also have normally a website with "press package" with main infoemation and some images which press can use to write articles about it with minimal effort. (Again you use mailing lists bought to get email of potential usefulnpress to write). Then another common trick in computer games is to try to profit from another game which is a big release, by optimizing your store page and tags, such that your peoduct shows up as "similar products" when people go to the storepage of the big new release game. (If possible also have then a sale and be quite a bit cheaper than that product, such that people who dont want to affoed the big product can buy your game). [/QUOTE]
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