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Disastrous Game Launches Are Avoidable
push to talk #36 // on concord, deadlock, and the importance of market signal
Sep 6
•
Ryan K. Rigney
26
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Disastrous Game Launches Are Avoidable
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5
The Unlikely Origins and Explosive Success of Ready or Not
push to talk #35 // an interview with the creators of ready or not
Aug 30
•
Ryan K. Rigney
11
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The Unlikely Origins and Explosive Success of Ready or Not
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On Perennial Sellers
push to talk #33 // why do some games just keep selling, years after release?
Aug 16
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Ryan K. Rigney
13
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On Perennial Sellers
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The Most Common Game Dev Delusions
push to talk #32 // the sweet lies we all tell ourselves, whether you're an indie upstart or an industry titan
Aug 9
•
Ryan K. Rigney
19
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The Most Common Game Dev Delusions
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4
Go-To-Market Breakdown: Another Crab's Treasure
push to talk #31 // what can video game marketers learn from aggro crab's GTM approach?
Aug 2
•
Ryan K. Rigney
15
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Go-To-Market Breakdown: Another Crab's Treasure
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Game Marketing Ideas Worth Stealing
push to talk #29 // look let's not be weird about this we all do it
Jul 19
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Ryan K. Rigney
15
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Game Marketing Ideas Worth Stealing
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Nobody Knows If Your Game Will Pop Off
push to talk #27 // on how to tell whether you're cooking or cooked
Jul 5
•
Ryan K. Rigney
22
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Nobody Knows If Your Game Will Pop Off
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5 Hard To Swallow Pills For Better Game Positioning
push to talk #25 // on the most boring (and maybe most important) part of every game's marketing plan
Jun 21
•
Ryan K. Rigney
26
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5 Hard To Swallow Pills For Better Game Positioning
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8
Games Marketing on Easy Mode, Hard Mode, and the Dark Valley Between
push to talk #23 // on marketing difficulty settings and regrettable tweets
Jun 7
•
Ryan K. Rigney
17
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Games Marketing on Easy Mode, Hard Mode, and the Dark Valley Between
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