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The Challenges of Marketing on a Zero
Budget
So you made this great game, invested
your life, health, pennies, and future. Now to let people know it
exists. Easier said than done, my friend. Here's what we've learned
so far and what we're doing about it.
Reviews & Interviews
The game industry's best kept dirty
little secret
Seems the reviews and interviews done
by the big sites are paid for by the game's publishers! What!!!?? We
were shocked to find this out. Why does no one talk about this? It
should be illegal. It's down to the power of the big publishers.
Corporate corruption. The almighty dollar.
Heh! Yep, I know. And here, as a gamer
you thought the reviews and interviews were real. So did we. Well
somewhat. We were sure that the reviewers were doing their jobs but
it wasn't until we were solicited by an online distributor for a paid
video review just how much of a paid job it was. And it was a fairly
small site at the fairly modest price of $500.00 USD. And if we
didn't like the review we'd receive $250.00 back! Fine if you have a
marketing budget.
Here's a good test. Go to a major site,
read the site review for a highly positive reviewed game and look
around for advertising images on that site. Are they all over the
background? Is the game featured in multiple spots? Are there little
animated ads popping up all over the site? Now read the site review
for a similar level game but less positive reviews. Compare the
purchased ad space. No contest.
Then a conversation with a games
recruiter friend clued us in on the high profile site interviews. You
know those interviews you see on game sites where the site
journalists interview game company developers and executives? Those
are also paid for by the game companies and their publishers. Kind of
eliminates the idea of fair publishing and any chance for an
independent team to get any visibility on a zero marketing budget.
Especially with all the paid for noise out there. Apparently it's
known only to industry insiders, not the little indie like us.
Had we known this was common practice
we would have gone about our plan in a different way. Having begun
our game and IP development journey 10 years ago, we could have
started with a game review site and done real reviews. In those 10
years we'd have created our own visibility and our own platform.
Visibility is the key most important
factor in the success of video games. Visibility is an expensive
commodity. The passionate game developer with zero marketing budget
has to get creative and super industrious to find ways to viral
market.
The Game
Knowing when to stop
That's the hardest thing with an
ambitious project. When is it really finished? When is there enough
gameplay? Is it optimized enough? Can we get one more feature in?
Should we freeze it now and make the next features downloadable
content or an expansion? Problem is, once the game is done, you need
4X the amount of time it took to make it, to market it. So stop
making it and start marketing it, and if you can't stop making it, at
least set aside marketing time and lots of it.
Web Site
To get people interested in your game
you need a web site. Gamers, reviewers and game sites all need a
place to easily find out about your game. The friendlier the better.
Taking the time out to build the site might not come easy so it may
take a few tries.
In between game development passes we'd
set aside a weekend to build a web site. We secured the domain
krabbitonline.com last year to be the home site for our new Krabbit
game. In a weekend we put together our first Drupal site and had a
PHPBB forum hooked into it. The site was a big step up from the old
KrabbitWorld site but was a bit confusing for signups.
After switching engines and going for
more of the game we wanted in the first place, we tried Drupal site
#2. It was closer to what we wanted but not dynamic enough. It
wasn't a 'designed site' so to speak, it was really just content
hacked together. This time we had videos and screenshots and
character profiles accessible from the front page but it didn't show
enough about the characters at a glance. And KrabbitWorld Origins is
about the characters.
We then tried a new approach, following
some other game site examples and put up a background with the two
main characters blown up to giant size behind the latest video. And
that's what it looked like. A video on top of a giant picture. Even
though there was a dynamic menu at the top it still just looked like
a video on top of a picture. Not inviting whatsoever.
After getting the game out, bugs fixed,
new demo etc. we alloted some actual web site design time instead of
just hacking content together. Thus the new dynamic web site
featuring a host of custom characters, social platform and forum
links, blogs, featured content, etc, etc.. Finally a more gamey web
site. Improvements are still coming, including more share widgets and
polls which will encourage player feedback. Now when potential gamers
and reviewers visit they can easily find what they are looking for.
Forum
Community - a place where gamers can
feel comfortable coming for support. Over the years we've had several
forums for Krabbit games starting with Krabbit Korner, then Krabbit
Online and now KrabbitWorld Origins. The new KrabbitWorld Origins
forum is by far the prettiest and most welcoming. Gamers are starting
to join in. We'd like to invite the thousands of members from our
previous (now closed) forums to come back and sign up at the new one.
Emailing them from our servers could be misconstrued by one unhappy
recipient as spam and that's not a risk we're willing to take, as
this could end up with the entire site being shutdown by our ISP. But
we'd love to have everyone back. With our invitation we add our
apologies for any inconvenience.
Promotional Freebies
Sometimes you just can't give it away.
Funny how that works. The thought behind the freebie plan was to get
lots of players discovering how fun the game was and spread the word.
Turns out in our case, people weren't as interested in a free product
as a product they had to earn. We had more success with reduced price
promotions than free ones and again more success with full priced
versions than reduced price ones. Funny when a big publisher gives
away keys to Call of Duty, no one questions it. Some people were even
suspicious of free, thinking we were spamming pirated copies. Then
again maybe we just didn't offer the freebies in the right places
plus our web site wasn't up to snuff back then.
Demos
There are mixed opinions on whether or
not demos even work as marketing material, specifically because of
the low conversion rate. With the conversion rate for downloads to
sales being at 1% (for downloadable games) that means an insane
amount of demo downloads. For a game the size of ours that adds up to
many terabytes. And success is only possible if the demo is good and
does its job.
Servers weren't a problem. We went in
prepared on that front. It was our second time around with promoting
a 3D game. We thought we had a better plan this time.
Demo version #1 for KrabbitWorld
Origins was based on feedback from testers we found in two
development communities. Our game was designed with advanced controls
for the seasoned gamer so we were getting our feedback from the wrong
place, an environment highly populated with casual gamers and casual
game developers. Based on their feedback that it was too complex we
dumbed the demo down and started it off with a user friendly
tutorial, a bit of combat, quest content and finished it off with
character selection and a final battle. That got us reviews ranging
from “this is a nice and unique RPG” to “dull, dull, dull”.
Not the actiony feeling we were going for.
Demo version #2 for KWO incorporated
Battle Modes to throw the player right into combat which is what this
'beat em' up' game is really about. This demo was received more
positively by gamers and journalists with comments like “the
Canadian dev team got it right this time”. We got many more
downloads but still not enough to convert to adequate sales.
Demo version #3. KrabbitWorld Origins
Advanced Demo, a whole new ball game taking us a full month of long
hours to create. This one came to us in our 'walking around the
block' business meeting. An advanced demo with cut scenes. Let's show
the players the real fun of the game. High level 92, custom colored
Krabbits, fully equipped with elemental bracers, adorned with ear
cuff jewelry and the chance to play all 6 as well as be aided by each
henchie available in the game. Playing the story, experiencing cut
scene drama and a final epic battle. This one is going well
download-wise so far. Third time a charm? ;) Let's hope so. But in
marketing you can't just hope. You have to keep doing and doing and
doing. Without end. There are numerous sites that will host your
demo. Keep submitting and upgrading them for maximum visibility.
Game Videos & Trailers
Anything you can do that doesn't
require contracting out, go for it! Just be prepared to try a few
times while you learn. Our first game videos showed game features or
some gameplay. Often they were created with content that was still
being worked on and needed a few more rounds of polish. Most often
the audience that best appreciated these vids were other developers,
mostly new ones. With time permitting, and practice honing our skills
and vision we began to make in-game cinematics. At least now we could
share more of the story and drama of the game. The newer
trailer-style videos bring more hits and better response.
There are a number of web sites, other
than making your own Youtube channel, that will host videos. 1Up and
gametrailers.com are two examples. Gamespot will host them as well.
The downside for a small game dev studio is their videos can only be
placed in the User Video sections. The upside is if the video is good
enough some game sites will grab it and list it under Game Videos
where it gets better exposure. Gamershell and Gamespress are two web
sites that host game videos from where other game sites can grab
them.
Partnerships
Directly contacting larger sites for
partnering to become involved in a pilot technology program or simply
to get listed can help visibility. This is a great example of how
things often depend on timing, a quirk of fate or how the stars are
aligned when you try. One person on your team can make first contact
and be completely ignored while the other can try the same day and
get an immediate response from a different department. More than
once, Dean, a male, has contacted someone and got a response where in
the same situation, I, a female, have been either ignored or
dismissed. Seems it's still a boys club in some places.
Getting listed on the big sites has its
pros and cons. Pros are; you get some credibility and more
opportunities for downloads and sales. Cons are; you are but a tiny
flea buried back below and underneath all the games who have
publishers to pay for promotions, visual space, reviews and
interviews. The noise above you is deafening. All you can do for now
is spread the link around. Direct2Drive offers the opportunity for
reader reviews, which is nice, but players often don't have the time
to write them. GameSpot sends out updates to subscribers but if you
don't let people know you have a listing there no one will subscribe
to your game news. You have to get busy and post your blog, post
gamefaqs and shop your site links.
Years ago when we uploaded our first
demo to Apple it was instantly featured as most recent, most popular
and staff pick. This year the Apple staff in charge are casual game
lovers. Our game is 1000 times better than our previous effort and
even though we get a tremendous number of downloads from the Apple
referring link KWO has not yet been featured. This is probably mainly
due to the app store movement, where games there are targeted towards
casual gamers. These type of staff picks better fit into Apple's
current marketing scheme. The only games in the action category that
are getting featured there are small casual games or the kind of
adventure game that has pretty painted screens but no character
controls. Given the size of our download in that field 'most popular'
spot is likely not within our reach. Not with Apple's current focus
on casual. Or is that being pessimistic? :P
Press Releases
Now this is one place you have some
control. There are some potential difficulties, such as the
ridiculous offers made by some PR places to help get your press
release out. Forget about it. They range from the hundreds for a 'one
time try' to the thousands per month with a 1 year minim for a
special package. If you do your research you'll find the reviews
aren't that great for many of these places and you can't afford them
anyways. They may have an average of up to 500 sites where they can
place your press release. That's a lot, but if you try doing your own
you'll find that many of those sites will pick it up from one of the
larger ones anyways.
Then there are the so-called friendly
community sites who will let you post your press release if you buy a
Pro or Corporate membership. Our experience has shown us that they
don't do anything more than let you post it. No promotion, no effort,
nothing. If you are only interested in the press release service
among the other services they offer the value for dollar just isn't
there. Your time is better spent submitting your PR to the news
hungry industry sites. Their rss feeds will get it out there like
crazy.
There's also this little movement out
there that is in support of fair publishing. Some sites do it vocally
and others do it quietly but they give the indie developer a small
chance at being heard. My favorites are Gamershell and GamePress.
Gamershell will host your company profile, demos, videos and
screenshots, while GamesPress will host company profile, art,
screenshots, videos and press releases.
Profiles
Fair publishing sites
Giantbomb is the newer game database
that kicks butt. It hosts company profiles, game info, art, character
profiles, just tons of stuff. Giantbomb beats Mobygames in more ways
than I can mention. Mobygames is old school and cranky, difficult to
deal with. Giantbomb is contemporary and friendly. Blogs and twitter
can do a lot to get you out there too.
Articles & Blogs
Writing about your experience in either
an educational or post mortem format can help visibility. Articles
and blogs like this take time and you don't get paid for them like a
journalist will be paid for a feature. But they can find their way
onto a high profile site. Dean's 'Small Team Big Dreams' article was
published on GameCareerGuide and Thirteen1 magazine. Since it was
focused on helping the new developer it was attractive to the
publishers. That brought us some hits. Adding rss feed to your blog
can help you gain visibility too, but you've got to keep them coming.
Getting exposure through indie contests
I thought maybe it would help our
visibility if we could get mentioned on some of the indie sites or
win or place in an indie game contest. So far it's proved to be an
exercise in futility. We paid our hundred bucks to enter the 2009
IGF. It's easy to perceive the judges as biased toward the casual and
2d games given the finalists, winners and opinion pieces published
around the time of the contest. We found through our service provider
reports that we get far more hits from our own sites then we did from
the IGF listing. Not so great exposure from the contest as expected.
The one judge who played our entry towards the end of the contest
called it interesting and ambitious. Any contest entry takes time for
documentation and promotion as well as the entry fee. There was no
point in spending the time or another $100 this year.
The definition of indie is so blurred
it's hard for us to be taken seriously as an indie team. We've been
told our dream is too big. It doesn't represent the majority of the
indie crowd. And yet other indies who partner up with MS and get a
free XBLA kit instead of having to go in through the XNA route, which
all other indies do, write articles proclaiming they are still in the
spirit of indie. Even BackBone Entertainment just before their multi
million dollar investment proclaims to be independent.
After we moved our game to an engine
that was advertised as evolving to an MMO engine, polished the game
up and finished it up, we entered the game engine developer's annual
game contest. We spent a lot of time posting on the forums, doing
special builds for the company, taking extra screenshots etc. That
turned out to be another exercise in futility. The one 'judge' who
played KWO claimed to start it up on his laptop, unplug the laptop,
then continue to 'play for some time' at an internet cafe without
hooking up to the wireless. Our game requires internet (which we had
posted in the thread and on our site under system requirements) for
the streaming content. From what he did play online, we saw from our
logs that he read the first 3 screens of the tutorial and skipped the
rest of it. It wasn't played, yet was eliminated. That one was tough
to swallow. But we sucked it up and moved on, further determining we
didn't fit in the indie crowd. At least not as far as we could see.
Getting exposure through indie and
other web sites
Next was the attempt to contact certain
indie sites to get our game listed. There are typically two answers
we get. 1) Your game is too big for our audience or 2) No answer
whatsoever. Time for a new approach.
This is where we are now. Thanks to a
recent blog by Michael Rose from Indiegames.com we've noted some key
points on submissions to web sites for review. His blog inspired us
to get busy on our new more dynamic site and to start blogging on our
own. When we're ready we'll try submitting our game for review to a
number of sites that appear to be friendly. This time going in we'll
have a better web site and a string of blogs that the reader can
relate to.
Thanks for reading!
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Just wanted to say that this is in no way true, unless it's labeled as 'Sponsored', at least on the vast majority of sites I know - including Gamasutra. I find it disappointing that you start out what is a reasonably decent set of advice with such conspiracy theories.
@ Teri Thom
Excelent read, bookmarked.
But we certainly do NOT charge for regular editorial, nor would we have any reason to, because our business model doesn't work like that. That talk is verging into conspiracy theory territory. Look at all the non-corporate stuff we've been running of recent - Edmund McMillen's piece, the Kill Screen interview, weekly indie highlights, the Ronimo postmortem from today - the list goes on and on.
However, we cover developers and creators when we find them interesting, not when they say 'you have to interview us at KrabbitWorld to prove you're not a sellout'. Blackmail is not a good tool to entice editors to cover you. Mike Rose's recent Gamasutra blog piece is good to explain what _might_ work:
http://www.gamasutra.com/blogs/MichaelRose/20091212/3798/The_Idiots_Guide_to_Mar
keting_Your_Indie_Game.php
There are many other things you could have commented on and even put the question out, such as: "what sites have we experienced this with"
Note that re: your jumping to Gamasutra's defense, I did not mention Gamasutra even once in the article. I was very careful about what names were mentioned and in what context. Methinks thou dost protest too much?
Given the cheek it took to stand up and post this I came in this morning fully armed with chocolate in my coffee to face either banning or flames from haters and fanboys. The supportive posts from the people flooded me with relief but still I feel compelled to answer to your 'disappointment'.
That you quoted the one comment to present a negative front, in an attempt to defend Gamasutra or even discredit me, disappoints but does not surprise me. Neither does it surprise me that it took controversy to get a response. Controversy was not the intention. Bringing to light the things we have learned from experience was my point.
The article was written based on experience rather than speculation. Note that we took responsibility for our mistakes and lack of foresight in every case. We gave credit to those who were helpful and in most cases did not name those who weren't.
I saved the paragraphs on haters and fanboys for our Post Mortem which will cover technical as well as other challenges, although their negative responses to our posts in support and showcase forums have impeded our viral marketing and do fall under the category of Challenges in Marketing on a Zero Budget.
Haters and fanboys are those who jump to criticize and neglect to give credit where it is deserved. We've encountered them in many communities as we've struggled to learn, produce and promote. The emotional and financial damage they cause is heartrending but never enough to deter our passion.
Re: Michael's Gamasutra articles. I gave him credit in the second last paragraph of my above article and even commented on his posts previously, thanking him for the info.
@Glenn Storm: Thanks for your comment! Tales from the trenches, indeed they are! :)
It seems your prediction is ringing true as we speak. ;) Thanks for bookmarking!
@Dean: wtg!
@Luis Guimarães: Happy New Year! Thank you. :)
A week late, but I feel like I want to just say a quick something. I'm going to simply reiterate what I said to Mr Adam Coate. If you are finding it difficult to get the word out about your projects, rather than the drivel you have written, it is more likely to be one of the following:
a) Your marketing skills need improvement
or
b) Your game just really isn't very good.
Getting angry and throwing out a bunch of accusations with no proof is not going to get you anywhere. This could have been a great read, but unfortunately the first few paragraphs just sound like a upset developer throwing all their toys out of the pram.
Thanks for jumping in!
I'm very proud what I've written and many readers agree.
a) Obviously my marketing skills need improvement and I'm working diligently on them.
b) Our game is great!
Nothing in this article was written on speculation. Too bad the first paragraph was taken personally by some readers. I learned a long time ago that putting myself out there made me a target and also how to deal with it. Insults are meaningless to me. That you've added your opinion/speculations to the mix says it's worth talking about. :) It is a great read.