Marketing Marketing Marketing

Mar 15, 2005 twenty five to five pm

As follow-up to his and Warren Spector's excellent rant at GDC about the sorry state of the industry, Greg Costikyan has posted an interesting piece on his site about how to get independent and alternate games better distribution and into the hands of consumers.

He identifies and focus on the issue of distribution, touching on the (scary, in my opinion) power that the retailers have over what games are made, But I don't think the issue is distribution at all.  The Internet solves that problem very well.  Almost perfectly for a medium that is the original digital entertainment.  The real issue is marketing.  What independent and alternate games need is marketing, and unfortunately, that comes down to...wait for it...money.

We can come up with countless fun, wacky and interesting distribution systems and none of them will work without driving that desire of the consumer to get the product (if I can be so sterile).  Being on the shelf of a store is not a triumph of distribution, but simply a form of marketing.  Your game sitting on a shelf, facing outward with it's focus tested cover art, is just marketing and only a small piece of the marketing pie, and one that we could loose.  If the frenzied downloading of music should tell us anything, it's that shelf space isn't that important and distribution is like water, it will flow where it needs to be and there isn't much you can do about it barring a billion dollar public works project consisting of trillions of tons of concrete.

The reason some songs get downloaded millions of times has more to do with marketing the record labels do than anything else.  The idea that your band can cut a song, slap it up on the web and become the next Rolling Stones is naive at best.  The same can be said for independent and alternate games.  What you need is exposure, exposure, exposure and a distribution channel is not going to give that to you.  Marketing will.  (Side note:  for the sake of this rant, I will jumble marketing and PR together).

In the beginning of Humongous Entrainment, we built some of the most interesting games being made for kids (and arguably adults).  The first 3 or 4 games we released were critically acclaimed and any kid that played them became inthralled.  It was not uncommon to hear from parents that their kids played nothing else once they were exposed to our games.  It was a real testament to the power of characters, story and (dare I say it) the adventure game.   The only problem was they weren't selling and it wasn't due to the lack of distribution.  EA was our distributor (not publisher) and they got the games into every store and on every shelf in the country, but we had no money and could not afford any marketing.

We eventually raised some VC, which gave us the money we needed to do marketing and PR.  We continued to make the same innovative games we always had, but sales skyrocketed.  We suddenly found ourselves on the top of all the charts and quickly became the 3rd largest kids software company on the planet.  This sudden change wasn't the result of better distribution, it was because of better (or any) marketing.

Independent film is in much of the same boat.  Plenty of interesting and very professional independent films are made each year, how many of them do you hear about?  Unless you are a real film-nerd, probably only the ones bought at Sundance who got, not only distribution in to theaters, but more importantly: marketing, marketing, marketing.

My favorite film of last year was Napoleon Dynamite.  Made for less that $500K, it went on to make $35M in theaters and will do at least that on DVD.  It didn't do this because it was good, it did it because it found a distributor (what we would call a publisher) who then spent money and marketed it.

One problem for independent and alternate games is finding the money to fund the development, but the larger problem is finding the money, or means, to market it.  Your investors (or your mom, upset you're still living in the basement) isn't going to be satisfied that your game is fun-as-hell to play if no one is buying it because they don't know about it.

btw, I have no solution to this problem.  I leave that exercise to the reader.  Just let me know when you've figured it out.

Other people's comments:

Posted by Bacon on Mar 15, 2005 quarter past five pm

I reckon the burgeoning blogosphere could be of some assistance with this. Someone will probably say it's to limited audience, but it's sure as hell a good place to start. comment spam is annoying, but for a decent independent game, there's plenty of places that would be willing to help.

Posted by AfrikA on Mar 15, 2005 five past six pm

If the company or game license have a good reputation more people will become interested in what the company is up to.

Freedom Force I think didn't sell all to well when it hit the market.  But a lot of people picked it up from the bargain bin.  Now Freedom Force 2 will hit the market with a much stronger fan base.  

Word of mouth goes a long way in advertising games.  The new game F.E.A.R is one of those.  The company released a few game play movies and people are blown away by them.  I have not seen the game advertised but some how I know about it, it may be the the word of mouth factor.  There are a lot of games that sell just because some one said, "Dude you have to play this game....".  

I tried that low priced game on the PS2 where you roll the ball around to make it bigger, that game is more addictive than crack.  If the company makes a second game at full price offering more features they'd have struck gold.

The gaming market has almost turned into a market of sequels.  The first game won't sell a lot because people are skeptical.  If they game is good enough they will hear about it, but by that time the game is in the bargain bin.  So, the only way to make money is to make a second game building on the first one's reputation.

A company have to dig a little fox hole in the gaming market and lob a few products out there.  If what is lobbed is good enough people will take notice and turn their attention on the company.

The bad thing about building a foothold in the market is money and time...hey what would I know about marketing games I only know why I buy them.

Posted by Tom Bloodgood on Mar 15, 2005 quarter to seven pm

I realize that what sells many of the MP3's and leads to downloads is radio. You hear the song on the radio, you like it, you buy it or download it.

What sells movies, generally speaking, are trailers. Most movie watching decisions are based on a combination of seeing a trailer and word-of-mouth reviews.

Games being most like a movie experience would best be marketed by game play trailers. If those trailers were not only posted on your website, but also distributed to peer-to-peer networks and possibly even hosted by Apple (Quicktime content) or Microsoft (Media Player content), they would reach a large part of your gaming community.

A good example of marketing onthe web, in my opinion, is the Star Wars website. Not only does it have movie trailers and links to the online store, but it has interviews with the actors, artists, producers, etc and a community forum, as well as, contests and a newsletter. Everyone knows about Star Wars, but the website seems specifically based around keeping the Star Wars junkie invested in their product.

Posted by Ron Gilbert on Mar 15, 2005 twenty past seven pm

I agree, marketing can come in many forms.  But the Star Wars website is not George sitting around posting stuff he thinks you'll think is cool, it's part of a well laid out campaign, just like the music you hear on the radio.  Long gone are the commercial radio stations that play stuff they think is neat.  While payola might be dead, the record companies spend a lot of time and money getting the station to play their band-of-the-moment.  Even collage radio is not immune from this.  I worked in college radio for many years, and we were constantly marketing to by the big labels.  They had very special marketing campaigns that were all around college radio.

I think more people are affected by marketing then they think (ilovebees.com).  The best markering is the kind you never know is there.

Posted by Jeffool on Mar 17, 2005 quarter to five am

Ron Gilbert said:
The best markering is the kind you never know is there.

Which I would assume is why word-of-mouth works so well.  We don't see it as advertisement, but a suggestion from a friend.  Demos are the closest we have to game-specific advertising.  Sure there are screenshots and trailers, but film and TV can do that.

Though, as an example of a slightly different idea, people could point friends toward Fable's website (http://fable.lionhead.com/ ) and they were able to say "Hey, I'm really digging this game.  Check out this little flash toon/game.  See if you like the style."  And it ends by giving the player a present (a desktop background,) and further explains the game by telling what the game is about and showing screenshots.

Obviously more than 'make the big sell' it seeks to whet the appetite of people so that they'll seek info on the game theirself, though I don't know if it was successful at all, as Microsoft poured a nice chunk of change into the ad campaign.  Anyone know someone who works at Lionhead?

Posted by Edmundo on Mar 15, 2005 ten to ten pm

I think a good example of a form of marketing is the DOOM shareware. With (at least the old) shareware, you not only got to sample a good chunk of the game, but it was also easily accessible. I bet an uncountable amount of people has played the shareware version of DOOM (myself included) compared to the number of people who actually bought the  game. And back when DOOM came out, only like 3 people were using the internet, but I've heard stories on how the shareware was popular on usenet. I heard of DOOM out of a word-of-mouth thing, and soon I got the shareware for it because it fit on a floppy disk. Then I gave a copy to my friends, and so on and so forth. I didn't live in the United States back then, so I got informed of doom without reading any gaming magazines, watching any tv comercials, or anything.

And of course, here's the mandatory rant about LucasArts, because I think they had a hard time marketing the games they made which were not for core gamers, but nevertheless only advertised in gaming magazines (except for star wars... go figure). This probably led to the poor sales of grim fandango, which with good marketing, it could have sold a good deal. Kind of like the sims because it probably sold billions from those comercials on MTV and not those ads on PC Gamer.

My super hardcore gamer friend once bought The Longest Journey because he read somewhere that it was good. Well, he beat the game, I think, but as a core gamer he did not have any use for it afterwards. He didn't really see a point in replaying the game. I think he either managed to return the game or sold it, but I'm pretty sure he doesn't have it anymore.

I type too much!

Posted by Dustin Sacks on Mar 15, 2005 five past ten pm

It's not the solution, but google adwords are a damn good method of web marketing. They're cheap enough for independents to use and they can be narrowly targeted. If you know who your audience is then they can work wonders. 'Kids games' is a perfect example.

Posted by Jamie Fristrom on Mar 16, 2005 five to six am

Word.

I particularly liked this line:

If the frenzied downloading of music should tell us anything, it's that shelf space isn't that important and distribution is like water, it will flow where it needs to be.

So right now, the publishers are spending anywhere from $10 - $30 million promoting single titles.  How can the indys compete with that?

Posted by Robert 'Groby' Blum on Mar 16, 2005 twenty past seven am

How do you compete with $20m marketing? You don't. It's a market that will stay forever closed to small shops. How's that different from Mom&Pop shops not being able to compete with WalMart on a global basis, though?

If your budget is small, you have to target a smaller audience or be more focused. That means, as an Indie developer, you can't shotgun market. You can't target the mainstream. Find your target group, and market directly to them - if you can afford it.

The only other opportunity I can see is teaming up with somebody who has the marketing muscle. I.e. develop a fun game, have a big company distribute it through their web site/with their products. In other words, instead of marketing your game, position your game as marketing.

Posted by YesMan on Mar 16, 2005 ten to eight am

Need. That's the word. As there is a need to see great films/tv-series/whatever, there is a need to play great games. Observe 'Blair Witch' - lowcost production, word-of-mouth/viral internet marketing. Hardly a mainstream/big audience blockbuster, but it delivered. There was a Need. And right now there seems to be a Big Need for innovative and compelling videogames, that once again open new horizons to gamers, young and old. We just n e e d to find the right concepts!

Posted by Damion Schubert on Mar 16, 2005 ten past eight am

You actually liked Napolean Dynamite?

Posted by John Buckwalter on Mar 16, 2005 twenty to nine am

How about if you take advantage of the long development time to create a franchise before you finish creating the game?  What I mean is, you use other media to tell part of the story of your game's world and/or heroes, thus introducing people to your gaming world and creating a build-up of excitement, all leading to the release of your game.  You could use comic books, web comics, online short episodes, cartoons, books, game trailers (Not just a collection of explosion and action or just a cutscene from the game; but original, episodic trailers that when played together tell an original story and help set up your game), or (if you have a lot of money) a series of commercials that tell a part of the story.  The main idea is to make your game's name a "franchise" name before the game even hits store shelves.  It's meant to showoff your game world and characters and let people become familiar with them.  The people should have a better understanding of what to expect and it's because of this familiarity that they will be more likely to buy the game...maybe.  Just an idea.

Posted by NSPS on Mar 16, 2005 noon

I'm with Damion. Napolean Dynamite was one of the worst films of the year. Horribly executed with no attention span and no desire to actually develop comedic concepts, it was a one-note performance with a bunch of idiotic gags, scotch-taped together. I do agree, however, that its success didn't stem from it being a good movie.

Posted by Jozef on Mar 16, 2005 five to one pm

I agree that marketing has an enormous impact on how a game would sell.  However, marketing may work differently with movies, music and games.  In the former two, you have similar media channels where the products can be marketed: in the case of movies, you can do so in movie theaters and on TVs, and in the case of music on the radio.  Games don't have such a distribution channel for marketing (or more correctly, advertising).  Print magazines or Web sites are all good, but neither paper nor some animated gif or flash banner can show the true essence of the game.  And while this could conceivably be sorted in on-line games where people would be able to play demos in some kind of a virtual arcade, I doubt any MOG would allow competitors' products in.  Sorry, I can't think of any solution to this problem at this moment, but I hope to come up with one (and hopefully make some income out of it).

The second point I'd like to raise is consumer education (an euphemism for propaganda).  Companies that hope to distribute their games on-line must convince the gamers that either the significantly lower price or extra game features would warrant the user rights that are being restricted.  In particular, on-line downloads often (but not always) restrict the number of computers the game can be installed on.  I run into this problem all the time, as I'm too paranoid about having my good PC connected to the Internet, so I'm usually restricted to boxed games.  Second, on-line downloads usually restrict resale rights.  Very often, I purchase a game that I end up not liking, so I sell it on Amazon Marketplace for $5-10 less than what I paid for it.  As a consequence, if I purchase an on-line download, I must be sure that either I'll like it, or that I'll lose only roughly the same amount.  Finally, on-line downloads also include on-line manuals.  I'm a little old-fashioned, and I prefer all my reading to be in paper form.  So here I'm incurring extra expense for the paper and toner spent on printing.

These are just examples of problems that on-line downloads may offer to the consumers.  I'm not saying that the downloads is a bad idea, but I believe that these problems must either be solved or glossed over, before enough people would be willing to purchase a run-of-the-mill game available only on-line to make the entire venture profitable.

Posted by steve on Mar 16, 2005 twenty five past two pm

"However, marketing may work differently with movies, music and games.  In the former two, you have similar media channels where the products can be marketed: in the case of movies, you can do so in movie theaters and on TVs, and in the case of music on the radio.  Games don't have such a distribution channel for marketing (or more correctly, advertising).  Print magazines or Web sites are all good, but neither paper nor some animated gif or flash banner can show the true essence of the game."  

Game developers, in general, need to get over this notion that games are radically different than anything in the world. Boxed items are boxed items, and the marketing is marketing.

I'm not sure why you need to convey the "true essence" of a game to get someone to buy it. Do you get the essence of your TV, or your PC, or your beer, or any other item from TV or print advertising, or from reading a review?

If someone walks by the game on a store shelf, they don't necessarily get its essence from the box. But if they pick it up from the shelf, you're halfway there.

But if you don't have that store option, you need to do something to get them to your website, or to try your demo. You need to get press, you need to advertise, and you need to be creative.

Posted by Jozef on Mar 17, 2005 twenty five to eight am

The difference I see between games and other boxed products is that I still hope that at least some games are the result of the author's creative expression, and not designed by a market research committee (I know, I pretty much indicated the opposite in "Losing my patience" in your magazine, but there I was talking about very specific titles).  As such, "a box is a box is a box" doesn't work here.  With movies and music, I get their essence from watching trailers or listening to the songs on radio, so at least I have some minimal expectations.  However, with games, all I see is a few screenshots on the box, and I have to guess what niche the game falls into, how's the balance of the game, how long I'll enjoy it, how simple the interface is, etc.  I know, I should read reviews, and that's exactly what I'm doing (in fact, that's how I bought my new Daewoo 20" TV), but by the time there's enough reviews from reviewers I trust, the game is old enough to be sold for half its price or less.

Your magazine is doing an excellent job in promoting independent titles, which is why I subscribe to it.  I feel that the reviews are doing an excellent job conveying the essence of the games.  However, I have yet to purchase a single game based on the advertisement in the magazine (or any other magazine for that matter); in fact, I learned a long time ago how to phase out my attention when there's an advertisment.  For example, when I open the magazine, I automatically keep leafing through the first rew pages, listing only their corners, until I get to the issue's index page.  And even though your recent issue isn't that old, I can't name a single game advertising there.  That's because I, as a customer, see value only in the reviews or other (yet to be invented) ways to convey the essence of the game.

Posted by Ron Gilbert on Mar 17, 2005 quarter to eight am

The following was (supposedly) written in the early 1900's and is a little sexist by today's standard, but I think it's still very true.  A lot of marketing is like a smoldering fire.   Making your independent game successful is a lot more then art and programming.

* The first time a man looks at an ad he doesn't see it
* The second time he doesn't notice it
* The third time he is conscious of its existence
* The fourth time he faintly remembers having seen it
* The fifth time he reads the ad
* The sixth time he reads it through and says " oh brother!"
* The seventh time he says " here's that confounded ad again"
* The eighth time he wonders if it amounts to anything
* The ninth time he will ask his neighbor if he has tried it
* The tenth time he will wonder how the advertiser makes it pay
* The eleventh time he will think it must be a good thing
* The twelfth time he thinks it might be worth something
* The thirteenth time he remembers he once wanted such a thing
* The fourteenth time he is tantalized because he cannot afford it
* The fifteenth time he thinks he will buy it someday
* The sixteenth time he makes a memorandum of it
* The seventeenth time he swears at his poverty
* The eighteenth time he counts his money carefully
* The nineteenth time he buys the article or asks his wife to buy it for him
* The twentieth time he will refer other people to your product

Every wonder why smoking is cool?  Marketing

Posted by Samus on Mar 16, 2005 twenty past one pm

Posted by Samus on Mar 16, 2005 twenty past one pm

^

Good marketing or bad...

Posted by Alrik Fassbauer on Mar 16, 2005 twenty five to three pm

Well, marketing of course can increase sales, but the "dark side of the moon" is when marketing says what they expect from a game, want to be in a game, want to have it laid out in a way that it might sell.
What i mean with this is that I fear that the marketing of publishers is too much dictating what the developers should do (include into the game, for example). My personal impression is that the marketing of publishers has too much power. My opinion is that it was the marketing of potential publishers which said that "2D is dead" which led to the makers of "Simon the Sorcerer" not finding any publisher for they game (at least they wrote so), so the game had to be made in 3D to get published at all. With the known results. The same is with any 2D game - I mean especially RPGs here - except when the developers have already build up a certain fan-base (Blizzard, Bioware). My impression is that publishers / distributors tend to give well known developers more freedom than smaller, unknown developers. Megasellers are always welcome, but niche-products are not, I fear.
I don't know how it is with distributors, but I think they are more likely to distribute games from a known company than from an unknown company.

Posted by graeme summers on Mar 16, 2005 three pm

"The real issue is marketing.  What independent and alternate games need is marketing, and unfortunately, that comes down to...wait for it...money."

What about word of mouth... does that work in Amercia do you guys talk to each other?  For example Darwinia is a game in England that has got into a mainstream computer stores with no marketing money at all. Yes introversion took two attempts at doing this and have a maded a great game in the process.  The company itself is three people coding in bedrooms and they did get a bit of luck with computer magnize taking a interst in the game, mainly Edge.

http://www.introversion.co.uk/

Download the Demo, then buy the game.  It's propley going to be the most orginal game you play this year.

Posted by steve on Mar 17, 2005 quarter to six pm

Someone has to take the plunge in order for word-of-mouth to have a chance. In order to take said plunge, you have to reach them in some way. In this case, the press was used to market the game to the public.

Posted by Santiago Mendez on Mar 16, 2005 quarter past three pm

Lately I have learned quite a lot about marketing. Though I'm not sure I have a solution to this problem, I'm going to tell you my personal experience not with a game but with a website.
Since November of 2004 I'm the webmaster of http://dig.mixnmojo.com this website about LucasArts' The Dig was like in a coma before I took over it. When I started working on it there were between 5 and 10 (unique)visitors per day. Now, we receive between 150 and 200 visitors per day. Compared with any good active website is not good at all, but we are talking about an unofficial website about a not so popular sci-fi game released in 1995. I made all that improvement without spending a dollar. I struggle the site to get it very well positioned on the search engines (if you search "The Dig" or "The Dig"+"LucasArts" you'll find out that our site is on the first position in almost all the search engines). After that I focused on creating expectation, so I decided to start an Ad campaign (without spending a buck), I created posters, banners, etc. I even made trailers. And I'm also going to make something that is not usual at all with websites, I'm going to announce a release date, and launch the site on that specific date (like a movie). All of this things certainly helps to create expectation.
I still have lots of things I would like to say about this large topic, but this is way too long to be just a comment, so for now my conclusion is that: A website is a really good starting point for start spreading the word (whether you are making a music cd, an adventure game, a comic, a book, a movie or selling paper frogs)

Posted by Oded Sharon on Mar 17, 2005 five past four am

I'm sorry to disaapoint you, but what you did is called "marketing".
putting your site/game/game site on top of interner searches, creating buzz and expectations, banners, posters, trailer, all those ARE marketing.

Marketing people (or rather GOOD marketing people) get thousands of bucks  per month doing the same work as you do.
The fact that you are volunteering (i'm not arguing that you shouldn't) is the only reason you can achive your marketing goals for free.
Were you a commercial game company, trying to market a commercial game, i can assure you, you wouldn't find so many good marketing personal who'd be willing to volunteer for your project.
so, thus, you need to spend good money, and a lot of it, on marketing.
Q.E.D


Oded Sharon
Buy A Car For Ron Gilbert -- I did, DID YOU ?
http://car4ron.com

Posted by Tom Spilman on Mar 16, 2005 five to five pm

I guess we should look at the IGF as a sort of Sundance for indie games.  In that way participating and winning an award is purely marketing.

Posted by Jarkko Aho on Mar 16, 2005 twenty five to midnight

Tom B, good point about P2P sharing and caring :) This is a tool that will help with distribution but there is still that final step into the spotlight. I just dont get to hear about some cool underground independent project, but I cant even avoid hearing about Star Wars.

John, episodic approach seems to be catching fire already. Telltale Games seems to be doing fine with a handful of other companies. I am having a doomed-to-fail project, in which we create virtual personalities to the net. These personalities have lousy websites or blogs and their emails. They are loosely connected together but casual reader wont notice it. Trying to build up the tension slowly and the goal is that after year or two, somewhere somebody puts the pieces together and starts to talk about it. Well, it is one of those "projects" ON and OFF.

Tom S, thanks for the heads up on IGF. I have heard of it - I think - but now I finally put it to my active memory. I wonder what is the promotional value of the festival, I have not noticed similar headlines originating from them as I have seen happening with Sundance. I wonder how many years it will take for IGF to gain strong visibility?

I have not taken this idea through any kind of reality checker...

Indepented game industry needs guerilla marketing of some sort. We could start building an international cell organization in which every cell would create some kind of promotional stunts for jointly promoted title. Cells could vote for monthly title for joint promotion, so there would be some kind of democracy of the masses. Operations would be faintly militaristic like every cell would have a leader and operational posts, just some kind of innocent gamer fun.  Operation methods would include only friendly propaganda like blogs, flyers, talk show call ins, SMS-to-TV talk show comments. Rarely any cell would cross the line of good taste, but as it happens, it would create even more publicity.

Another thing is that we could create an international open source game show that would be aired weekly. We could have independent news as a voice over by one voice journalist telling about some game while showing related video feed, delivered by the company in guestion. There should be some attempts made to reach celebrities to comment about independent games, we could give showtime for makers too. Even to that silly pink maskot over your monitor.

Bare bones operation from our basements, distributed content production, fluctuating deadlines, very cut-and-paste content, new media approach like showing an email for two minutes instead of reading it, sporadic use of other languages than english (it would be fun to have eg. a Chinese comment of one minute in every show), also some visibility for bands for that music that companies have chosen to play on their games soundtracks, very PUNK, but P2P could share to millions of people and cable channels could air it freely. Anyone? Im in if you are.

Month ago I also wrote something about independent game industry business models:

http://gameindustrywatch.blogspot.com/2005/02/independent-game-industry-business.html

Next time around, I better sketch something on marketing.

Posted by Oded Sharon on Mar 17, 2005 ten past one am

While i completly agree that marketing is 100% important for a game's financial success, i urge game developers not to undermine the importance of the underlying game they try to market.

I had the bad experience of working as a programmer and part designer in a company which eventually made a REALLY CRAPPY game (http://www.ballerium.com -- the elaged first MMORTS), and their publisher spend TONS OF MONEY on marketing.

What happend was that at the first day of the beta, about 1000+ users connected to the server.
Stayed online for 10 minutes (or less), never to log in again.

Needless to say, both the publisher, and the developer went out of business, and as a result i got fired.

So, remeber, marketing only works when the thing you try to market is worth SOMETHING.  total crap usually doesn't sell, no matter how marketing you give it.

On this note i'll end with my usual tagline :
Buy a car for ron gilbert -- I did. DID YOU ??
http://car4ron.com

Posted by Bacon on Mar 17, 2005 five pm

"If you're in marketing, kill yourself.
Seriously, kill yourself."
- Bill Hicks

he's got a point, though.

Posted by Bill Hicks on Mar 17, 2005 five pm

WHY DO YOU HAVE TO PUT A GODDAMN DOLLAR SIGN ON EVERYTHING ON THIS PLANET?

Posted by Shawn on Mar 18, 2005 ten past two pm

Thanks Ron.  You helped me see something that I've been chewing on for several months in a new light.  It's - hopefully - a potentially new angle on marketing.  I've written about it here:

http://www.flutterby.com/archives/comments/7766.html

Posted by Zelix on Mar 19, 2005 ten am

all hail SCRUBS king of them all! :)

BTW Ron
Sure Marketing is the only way to make your own game sucessfull.
But who said that the marketing is supposed to be published in tv and big internet ads. Exactly as you said," the best kind of marketing is the kind you never knew was there".

----

I've tried to pussle out what makes new games big brands.
And ive tried to create a theory.. its a beta, so hang in there ;) ::

Making a whole new game is very tough, but making a sequel is easier.
Why?
The consumer whore knew what was there last time, now he is out for more.

And publishing a new game can be hard, and it could cost a lot of money.
If you Ron, ever gonna create a new game, create one for the fans, there you already have a free "crowd magnet"

The first game will be the game . Trying to attract as many new people as possible to play the game. The first game should always be free of charge.

The second game, always a sequel, and also free of charge!
Now you have a larger fan club on your side ready to play the game.
Create a more intriguing plot in your game.. Make a good cliffhanger!

The third game!.. In this game you should spend as much time you have creating the game experience. Another sequel? Of course!
And at this point, you should take a slightly payment of downloading your game off your own website. Making the distribution more personal and adjacent.

Fans always pay money to get new games, they dont pay if you dont have anything else upcoming to sell.
Pay pal donation button is a must have !

And hopefully then, you could create sequel after sequel.. the games doesn't have to be expensive to buy, or take a long time to create, or included in todays cutting edge graphic technology.
Just as long as they include that good ol game feeling !

'Why does every newnoob tv-series always show one episode at a time, and every week they grow more popular? '

----

Posted by Santiago Mendez on Mar 20, 2005 five to one pm

Okay.
First of all.
Dear Oded, of course that what I'm doing is marketing. What where you thinking?

I think that if you know how to use it, marketing can be a really powerful magic. Marketing is not mathematics, is not market studies, its an art. Marketing is for smart and creative people. So if you have an outstanding product and great marketing, the results are flawless.
Let's take an example: Nintendo does great marketing, their ad campaigns are highly creative and very smart. I'm sure they sell their own titles very well.

I've also learn that "Do marketing or die" is not really true. I've seen several good exceptions to that rule.
Let's take a fresh example: Double Fine's Psychonauts. This game hasn't done much marketing. Majesco made a cool website, with cool features. But they could have done even better. What Psychonauts has is a name behind it that (at least for me) is an assurance of quality: Tim Schafer. They also have really good reviews on game magazines/websites. I think that anyone who played Full throttle or Grim Fandango and liked them will love to play Psychonauts. The only thing they need (in my humble opinion) is a little push of creative ad.

There is a flash-cartoon-series called Alejo y Valentina (www.locoarts.com.ar) here in Argentina (where I live) that hasn't done any marketing but is as popular as bread. On the release of one of the most recent episodes the site had (on the course of that day) 30,000 visitors!! Do you understand how big this number is? The Titanic had 2,200 people on board, the GDC had about 10,000 visitors. Do you see now? and we are talking about ONE DAY ONLY!
The series is popular because the word spread like air. I heard about this site because of a friend, and so on. They made a really funny series and in no time this guy had an offer for showing his series on TV!
If he did good marketing, he could be rich! It's a shame that he is not going to do it.
So this time my conclusion is: First make a really good product and then start thinking on marketing.

Oh, yes. Keep checking The Dig Museum (http://dig.mixnmojo.com) for more marketing and cooking tips!

Posted by Gavan Woolery on Mar 21, 2005 twenty to one pm

Napolean Dynomite had great marketing for an independent film, I am sure.  But I heard about it via the almighty "word of mouth" that everybody here has mentioned already.  The same goes for Halo, Half Life (1 and 2), Fallout, and many other games I have played.  Now what makes these games "mouth-worthy"?  They were all fun, AND original in some way.  By original, I mean they touched some kind of ground that no game before them had touched.  Doom 3 had great marketing and exposure.  But once people realized it was not much more than a graphical overhaul of its predecessors, a negative word of mouth started to spread about it.  Unfortunately, a game cannot always succeed just by being fun.  Doom 3 is probably just as fun, if not more so, than Doom 1.  But, as Raph Koster said at GDC, once a gamer masters the pattern behind a game they get bored with it.  This extends to clone games...If a gamer has mastered the Doom type of game, they will be pretty bored of Doom 3 before even playing it.
How powerful is word of mouth? Just take a look at www.savetoby.com.  The simplest way for a game to succeed, sans a huge marketing campaign, is to accomplish something with your gameplay engine that makes people turn their heads and say "holy shit!"  Note I say "gameplay" and not "graphical" engine, because a lot of people said "holy shit" when they first saw screenshots of Doom 3.  Your game should be able to attract people with just ONE sentence about it.  For example, if I were to read "Human-Llama genetic hybrid created" on Slashdot, I would immediately click the reference to the article.  To summarize this principle, I present Woolery's Law:

If a game is fun and [shockingly] original, it will sell itself.

Some notes about this principle: first of all, obviously a few people have to hear about it (preferably a few thousand), so that the word of mouth "tree" doesn't die out quickly.  This kind of advertising can easily be done...give your game up to some review sites, and if it gets a good rating its bound to attract quite a few people.  A second, very important note about this principle: If you game is fun and original, it might very well be successful, but do not expect to be making millions.  In fact, depending to the audience you catered to, it might be more realistic to expect a "cult" type of fan base.  This is the sign of a quality game...after all, the masses are asses.

Posted by ArC on Mar 24, 2005 quarter to one am

(if I may ramble a bit:) One difference between games and movies/music is that games have a very short life at retail.  A CD can be a fresh release or ten years old; it's still a CD.  But last year's PC game is sold used, or extraordinarily discounted in the rare event that you can even find them.  Videogames, having that fixed platform, have a slightly better chance, but the window of opportunity is still quite small.  

Now, maybe we can price discriminate the way Hollywood does, but it won't be to the same degree -- the cost of entry for big games (either a new-ish PC or a console) precludes being able to extract money out of the cheapest consumers.

But speaking of Hollywood, trailers are a good example of targeted marketing.  You watch an action movie, you tend to get more action movie trailers along with.  Games should have trailer space in the same "if you liked this, then check this out" way.  Indie games especially.

Posted by spaceship789 on Apr 24, 2005 ten to five am

I think the place most game designers get stuck in where we go "OK, I've designed my new game...now how to market it? bummer, its too expensive - I'll never regather my costs!"

Now forgive the naiveity of this email, but I have just read marketing book, and this is the kind of approach it recommends:

What you are meant to do, in Marketing, is choose your Market first, then decide the product they will need, and also the price, promotion, and distribution (the latter four things are called the marketing mix).

Since marketing is all about selling things, we need to know the people who are going to buy. And it really does depend on how well we know them. Marketing is essentially about 'knowing your market' and is the reason why a good marketing person in one market, can be a poor marketer in another market.

For game companies low on capital, one part of the marketing mix is pretty much determined them: distribution. The shrink wrapped distribution channel is prohibitively expensive, and the products in this channel of dstribution are generally controlled by the companies that manage the distribution. You need to choose a market that doesn't demand shrink wrapped software, and doesn't require ads/trailers with awesome graphics. These markets may not be as profitable as the mass market, but you make up for it by keeping your budget low - cos you can cos your small. So we lock down the distribution to web.

And then, when you have got a good idea of various markets and the means to communicate to them you start thinking about the price/product/promotion solutions that would succeed in each of those markets. This is a tricky bit, as it requires a bit of simultaneous thinking.

Eg we define the 'grumpy gamer' market as the people visiting this site. We know the cost of promotion will be low. But what product would be most profitable here. And youd conclude that since it is such a tiny market that even if you got one in ten people to buy the product, that you would't make much money. So your 'grumpy game' is going to have a small budget. So given a small budget what mix of qualities should the product have. Usually when people play a game they expect to be entertained for a long time. So lastability may be the number one quality. And so on.

Eg#2, We want to make more money. We are very good friends with the webmasters of two of the three largest fishing websites - one of which has a little flash fishing game that gets lots of hits. At this stage, we don't go: great, I'll get my friend to politely slip them a promo/plug for 'grumpy game' . No! you would do the sums, and go, ok I'm not making 'grumpy game', I'm making a fishing game.

In finding the right mix, you probably will have to let go of many things that you dreamed of making.

But thats the cut and dry of marketing.


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