GrapeJuiceIIIJwI think trying to market to the "casual community" is basically useless because casual players as a whole will never be competitive-type players.
i think this is a non-issue because by marketing to the casual players only the ones who have an interest in 6s will try it out and if they dont like it then they wont keep playing it.
BrockWhat do you think envisions growth? Do I need to mention invite players that came from pubs? 60 percent of causal players see comp on YouTube, they experience the scene via you or others pub stomping, dude your the example. Casual players have added me 9x out of 4 weeks and I have directed them to RGL. They wanna play, it’s the same thing for me back when I got the orange box and year later I saw comp footage, clips of the week. These people are new, but they are subjective to the same experiences as you and me.
What I was trying to say is that reaching the widest possible audience is not always the best solution for the growth of competitive. If we treat this as an advertising issue, which maybe it isn't in the first place, then we'd want to target our "advertising" of comp toward players most likely to benefit the scene long-term. Instead of just paying for general advertising on any website, for example, a company that sells premium candles would pay for advertisements on premium clothing websites, girly websites, etc., even if fewer people total would actually see one of their advertisements. It's the same thing for 6v6 TF2.
While I don't dispute that TF2CC getting an official blog post for their newbie cup is a net positive, often trying to reach the most players possible in advertising competitive TF2 will actually have less benefit than being more targeted or selective, just like the candle company. Like I think the higher-level community server pubbers might be more likely to try comp and enjoy it enough to stick around than general casual players, so maybe it would be a good idea to try to partner with some community server owners or something, rather than being more general. I also think youtuber partnerships could work well, i.e. an invite demo doing like a Q&A session or a POV review of an exciting match with some demo youtuber.
So per grapejuice's post I mean that some demographics are more likely to try out 6s/keep playing it than other demographics. And obviously if the advertising is free we take that. Instead of marketing to the "casual community" as a whole, which I don't think works super well because it creates so much extra work, smaller-scale targeted projects would probably work better. In terms of trying to get people from other games to try 6v6, or Uncletopia players, etc. those are just some ideas I had.