Marketing Hooks. Hooks might make you think about fishing, Peter Pan, or dating. To me, it’s synonym of success. Or at least, on a marketing level.
Marketing hooks are not everything. You won’t catch big fishes, or fishes altogether, with only a hook. You need a fishing rod to do that. In our case, the fishing rod is your game. But without a hook, it’s extremely harder to catch our lovely sea animals. So when developing your game, think about your hook at the same time you think about game design in pre production, to make marketing an easy task rather than a fastidious chore (read this bit from Ryan K Rigney on the subject, very insightful read).
But who am I to give lessons right? Just a fellow trying to make his way in the indie industry. Saying that isn’t enough. I have to give you proof. And I will my boys and gals, oh I will.
What are marketing hooks, exactly?
A hook is a statement, usually summarizable in one or two sentences, that encompasses a strong selling point or baseline for your game. It might be similar to an Unique Selling Proposition, even though it’s not exactly the same thing. USP is about the product, hooks are about marketing.
Example USP: The fastest FPS of the market
Example Hook: Even Shroud is lost in our game
See the difference ?
Note: an USP can be a hook, but a hook is not necessarily an USP.
You’ll see sometimes the line between an USP and a hook is thin, and I’m playing with that in this article. Some of the hooks presented might be USPs but honestly it’s not a big deal to me since I’m here to make a point: you need a solid idea, whatever the type or term, to promote your game. Then the sentences to present it will flow.
Proven successful marketing hooks
Once again, hooks aren’t everything and hooks of the following games only worked because the game itself is awesome. But let’s take a look at some hooks that made some developers rich and happy (probably):
Boyfriend dungeon by Kitfox games. Hook: Dungeon crawler meets dating sim (conceptual)
Cuphead by Studio MDHR. Hook: Hardcore hand drawn coop shoot them up in the visual and audio style of vintage cartoons (visual, audio)
The wandering village by Stray Fawn studio. Hook: City building on the back of a giant monster (visual, conceptual)
Assassin’s Creed Shadows by Ubisoft. Hook: Assassin’s creed in medieval Japan (visual, reference)
Valorant by Riot games. Hook: Counterstrike with MOBA powers, made by Riot games (conceptual, reference)
Overwatch by Activision Blizzard. Hook: Team Fortress 2 with MOBA powers, brought to you by Blizzard. (conceptual, reference)
You see in these examples that there are different kind of hooks. And these are not official hooks, but some I see in games above.
Here we see 4 types : conceptual, visual, audio and reference. I won’t dive into details but there are other kind of hooks. These examples are here to prove several things:
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- Your hook should be unique. It doesn’t mean your game has to reinvent the wheel. But again, your hook should be unique.
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- Marketing hooks might seem easier to find for AAA known studios, since their brand is a hook in itself. But remember most of the hook is the game, and boy these games are not easy to replicate.
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- Your hook should be surprising. Either in a visual, audio, conceptual or in terms of game design mechanics.
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- Marketing hooks from these games are a big part of the game. Not some detail. Even though it’s not revolutionary, it has something exciting and new. Assassin’s Creed Shadows is still Assassin’s Creed, but with medieval Japan it’s gone to another dimension.
Valentin’s kickass marketing hooks selection #1
Now that this introduction has been made, here are some marketing hooks I noticed over the last weeks that should either be easy to market or when they’re not, I’ll give my opinion on how they could be so. Now, some of these games have gone unnoticed, and if so I’ll explain my theory about why too. If I find a marketing angle that could present things differently through a baseline, I’ll give my version. And if the original is perfect, I’ll keep my mouth shut. You have the rules, so welcome to Valentin’s kickass marketing hooks selection #1 !
Pip my Dice
Official USP
Yahtzee Roguelike experience. (gamespress)
Marketing hook
Score Attack with dice, inspired by Balatro (found on reddit). Also, the title of the game is a hook in itself.
Why was Pip my Dice unnoticed ?
It has been noticed. Not by the big league, but by small to medium sized youtubers such as Interndotgif, Angory Tom, Haelian, Mynthos, and GothicLordUK. And a whole lot of micro youtubers. But it’s only a demo and Fokaz (the developer) already got the kind of coverage few games had the opportunity to have, so it’s a very good sign for a future full release.
Potential marketing hooks :
Level 1 (easy)
Balatro with dice (conceptual)
Level 2 (medium)
Xzibit loves this game. (humor)
Level 3 (hard)
Pip that dice, otherf*cker ! (humor, but use this one with care)
Alcyone: the last city
Official USP
Alcyone: The Last City is an interactive sci-fi novel where your choices can lead to the salvation or destruction of the last refuge of civilization in the universe.
Marketing hook
Immerse Yourself in a Branching Narrative of World-Altering Decisions (games press)
Why was Alcyone unnoticed ?
Alcyone gathered around 8000 AU$ during a kickstarter campaign thanks to 428 contributors, so once again it wasn’t totally unnoticed. Some streamers played the game online during next fest, and their reactions seemed enthusiastic. But what could have been made better for the game to perform more?
If “World altering decisions” are not everywhere, they are common nowadays among narrative games. It’s a good hook, but it’s been used over and over so it’s not unique enough. The game needs something newer in its marketing to stand out from the crowd.
Potential marketing hooks
Level 1 (easy)
Rule the last city on earth… Or erase humanity from the planet
Level 2 (medium)
Finally a narrative game where you can save the world… Or destroy it.
Level 3 (word count):
250 000 words are awaiting for you in this interactive sci-fi adventure. Harry Potter 1 is 76000.
Total Loadout
Now, I hear a lot about success stories and such, but I’d like to analyze not a failure, but an attempt that didn’t make it. Because not-success sometimes teaches us way more than a big unexpected buzz.
Official USP
Auto-battle for stardom and the multiverse in a new inventory management game where weapons are the main event. (gamespress)
Marketing hooks
Total Loadout, an inventory management auto-battler where weapons are the stars!
The fiery new game show that pits the best of the best… Against the best! (Official trailer)
An inventory management auto-battler that’s Out of This World (Twitter bio)
Why was Total Loadout unnoticed ?
You could also say Total Loadout has been noticed, but only by minor creators or outlets. I found a short article on Gamer matters and a dozen gameplay video by micro youtubers, but not much more. I don’t know who they aimed and how, but I have my idea why it didn’t
- They asked reddit to destroy their trailer, but listened too late
A couple months ago, 1TK posted their trailer on the more or less famous Destroymygame subreddit and had very relevant comments: the trailer looked professional, but lacks actual gameplay explication and the voice seemed like it could have been featured in an Idiocracy trailer (reddit said it, not me). They now have a gameplay trailer on their steam page, which is, I believe, an answer to those comments. But all the other following posts on reddit are showcasing the first trailer, so they didn’t reply to criticism early and strong. That’s probably a mistake that could have been avoided.
- They were not clear enough
“Weapons are the stars” is not clear enough to be catchy. Why are they the stars? What does this mean exactly and what kind of weapons are we talking about?
Out of this world is too generic to be catchy, too.
And about the best of the best, the multiverse and so on… Well, that’s a lot of bests and that don’t say much about who these are right?
The game looks genuinely good, even if gameplay videos make seem like battles are not breathtaking, which might not be to the taste of everyone (especially some streamers). But Backpack battles is the same. And having played both, there was a huge potential anyways if marketing is done right.
- They stopped trying too early
No new message from the team on all social media platforms since February Next Fest. Hope the project isn’t abandoned, will let you know more about that (I reached for one person in the team that didn’t answer yet).
Note : I’m only mentioning marketing problems here as I’m not a developer, but there seems to be a RNG problem in the demo according to negative steam reviews. Nothing that seems unfixable to the dev noob I am, but maybe I’m wrong.
Potential marketing hooks
Level 1 (easy)
Backpack battle with myths and fantasy weapons
Level 2 (medium)
Will Alice in Wonderland or Wukong take the lead? Let’s find out!
Level 3 (cheeky)
No backpacks, no problems. Only async PVP inventory management like it should be.
Here ends Valentin’s kickass hooks selection #1. What do you think about this format? Should I go on or keep my mouth shut?
Comment my posts on social media, substack or everywhere but my website (I’ve been spammed bad in the comments by cryptobros, they can go to hell) to let me know!
And of course I’m here if you need advice on your hooks or anything marketing related about your game.
Good luck have fun (with marketing),
Valentin
Photo by Jonathan Zerger on Unsplash