Beringela's Blog

May 12, 2010

Marketing an Indie Game Part 3 – Possible Learnings

Filed under: Games — Tags: — Pencel Games @ 8:38 pm

In part 1 of this series we looked at the marketing techniques carried out to promote the indie game Xbox indie game Gerbil Physics, and in part 2 we examined some of the results of these efforts.  In this, the final part we summarise what we learned.  In no particular order, then:

  • Set aside a marketing budget.  We allocate 10% profit per quarter to go to the marketing pot.  This could fund entering competitions, promotional material, and a personal goal is to eventually be able to attend a trade fair.
  • Set aside marketing time.  Although most marketing methods detailed in part 2 are free, they can take a significant amount of time.  This is time that is not spent coding or designing or doing art, so there is still that opportunity cost to consider.
  • If something seems too good to be true it probably is.  Be wary of emails from “game marketing consultants” offering to market your game.  Imagine our surprise when we got an email from a “company” who boasted Valve and Activision amongst their clients yet whose website consisted of a single page and a domain that had been registered the week before!  We’ll steer clear of that thanks.
  • Don’t give away all your promo copies right away.  You only get 50 and when they are gone there are no more (although there is a clever way to find out if your codes have been used or not and re-use them).  We’ve missed out on a couple of chances by not being able to offer promo codes to what looks like great marketing opportunities.
  • CafePress offer a good service.  It is expensive, but considering CafePress deal with everything from taking orders, creating the goods, packaging, shipping and dealing with money, it’s a good deal.  This allows your team to focus on making games rather than running a mail order business.
  • Game Sales and Website Traffic are Unrelated.  Game sales don’t seem to drive website traffic, nor does website traffic seem to drive sales.  Perhaps it’s a mixed two way flow with a variable time lag.
  • Leafleting is hard work.  To get into shops is hard, and to do it yourself is also hard work.  Even in a city like London it is slow going and a lot of walking to do this yourself, plus for cheap games like the Gerbil Physics series it isn’t financially viable.
  • Players Ignore “Other Games” Screens.  Suggesting players try another title on an “Other Games” screen in-game had zero measureable impact on trials of the other game.  Either the game didn’t look attractive or nobody pays attention.  Either is possible.
  • The internet contains hate.  No surprises here, but no matter how great your game might be, someone will hate it and will be delighted to share their views (without any prompting needed) in comments on forums etc.
  • Re-entering the Xbox Charts is possible.  It is worth reiterating the point that at present, you don’t need to shift an insane amount of copies to make it into the top 20 downloads.  It seems to me easily possible that with a concerted marketing effort, all focussed on the same time period, that any game could make it back in to the top 20 downloads and so get a new lease of life.

We’ve just started the main marketing effort for our latest game, Gerbil Physics 2, which has just been released.  Let’s see if we can practice what we preach ;) .  If anyone has any great marketing ideas, let us know!

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7 Comments »

  1. Thanks for sharing, and good luck with the new game!

    I’ll be sure to give it a go when I get a chance :)

    Comment by Onome — May 18, 2010 @ 9:47 pm

  2. I’m quite curious about how having a trailer up on Gametrailers affects sales. It certainly gives the game a lot of exposure, but many viewers don’t understand the scope of the game and give it a low rating, giving other viewers a bad impression. Does it ultimately help or hurt sales?

    Comment by Emperor_Z — May 24, 2010 @ 12:35 am

    • A good point. Gametrailers is a good example of where people will give thoughtful critiques of your game saying things like “it is g@y” or it is rip-off of Peggle or some other nonsense. I noticed one comment saying the game’s framerate was rubbish because I had recorded it on the PC and it didnt look as smooth as it would have done in the Xbox which is a reasonable point I suppose.
      All in all, I am pretty much a believer in “there is no such thing as bad publicity” and so its worth getting the exposure. Hard to say whether it affects sales or not though.

      Comment by indiegamedev — May 26, 2010 @ 8:06 pm

  3. Thanks for sharing! This was an interesting series.

    I think that the sales and website views are closely related. What really matters, however, is the conversion rate.

    Are you still working on your next project? Will you have any updates soon?

    Comment by jrjellybeans — July 5, 2010 @ 6:42 pm

    • Hey JellyBeans, glad you found the articles interesting.

      Conversion rate is indeed important, I’ll post up some of the Gerbil Physics 2 sales figures soon – its interesting to see it hit close to 70% conversion rate yet still on some days it sells less units than Gerbil Physics 1(!). This seems to be because GP1 is still in the top rated charts in the UK so it gets a lot more visibility.

      I’m going to be taking a break from game creation for a while, until the “proper” job quietens down a bit. As a team we’re still up for making another gerbil game, or perhaps something a bit different, we’ll see.

      Comment by indiegamedev — July 5, 2010 @ 8:24 pm

  4. Hey thanks for sharing your findings. My game Divided is about 2-3months away from being ready so i need to start about marketing, do you think there is any benefit in marketing before it is even up on XBLIG?

    Comment by Sam Pay — September 23, 2010 @ 1:45 pm

    • I would say it is never too early to start doing marketing. The style of marketing should be kept appropriate to the game – having loads of press releases announcing the imminent arrival of a small indie game might not be taken too seriously. But you can definitely do lots of other things before the release. I’ve been reading recently about people releasing music and a webcomic on their sites to promote traffic and gain interest, which is something I hadn’t thought of before. Good luck with your game!

      Comment by indiegamedev — September 27, 2010 @ 1:03 pm


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