| Maria Jayne |
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I think the lesson here is don't be a small time developer and try to copy what the big publishers are doing. You don't have the marketing budget, game content or the connections to advertise large scale over a persistant length of time so don't.
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| Diego Garcia |
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Hey Brandon, good thoughts. It's definitely a challenge for small independents (especially new ones, like us) to know when they should announce. For us with Heads Up! Hot Dogs, it was a matter of not knowing how people would react to the idea, and just wanting to get the news of the game off of our chest.
On some level, I agree that we did a little too much a little too early. We weren't really expecting the response to our trailer, being relatively unknown developers planning to release our first commercial game. We announced only on our personal social networking sites, and everything kind of took over from there. And now, yes, I do feel like we got a bunch of people pumped about a relatively small game that they won't see for a few months. That all being said, the announcement and positive response has done a few major things for us. First of all, it's given us a massive boost in motivation to build out the game into something much fuller. We made this game for us with no real expectation of financial gain, but now it's clear to us that we have something people will pay for. Because of that we're going to work even harder to make it worth paying for. It's also put the game on the radar of some people in a position to help us. We're new devs with barely any connections - it would have been easy for Hot Dogs to get lost in a pile of e-mails had we been actively seeking a publisher. Despite our intentions to self-publish we may have another option now. That's all because we released an eye-catching trailer early and someone felt it would be worthwhile to reach out to us. So basically, yes, a spring announcement for a little game to be released in the fall is probably too early, at least with a full trailer like we did. But I would advise against developers holding back their game news for the sake of getting picked up at the right time. That's likely because I'm a naive indie dev who thinks a business-first mindset is basically the worst thing for someone who wants to make fun, interesting games, but that's yet to be seen. Do what feels right, love your game, and be excited about it. That's what we've been doing and will continue to do. |
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| Sean Albert |
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You have a really good point, nobody will remember this game in the fall. I would even argue that a reputable source of game news wouldn't remember this game almost two months after the trailer was released. It's definitely not memorable enough for a writer to create a snarky piece disparaging indie game developers that want to get some early feedback about a game that I'm sure they put a lot of effort into. Right?
Oh wait... sounds like someone is still hungry for Hot Dogs, eh? |
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| Todd Boyd |
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At the same time, it all depends. IndieGames.com tends to regurgitate these sort of all-too-early trailers and design/mechanics previews repeatedly throughout the lifecycle of a game's development. This sort of exposure can turn potential buyers off, as well, if they get sick of hearing about something they can't purchase in the foreseeable future.
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| Aaron San Filippo |
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I agree about the trailer. When I see a trailer, I expect to be able to buy the game when I'm done watching it.
I wonder if the distinction between games where you should talk early or not is a little more subtle than whether the game is "high concept" or not? There are easily-forgotten games, and there are games that stick in your mind, that you anticipate spending a lot of time with, or that you'll easily recollect. The hot-dog dropping game is clearly a fast-food kind of thing, but there are lots of "indie" games like Minecraft where the developers find success by *constantly* talking about them, and even providing playables all throughout development. Dyad seems like another example - people were playing this months before release, but it was an awesome game so everyone was eager to keep talking about it on release. |
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| kevin williams |
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Great observations and another great feature - very timely.
I think the 'Milo'/KINECT story was another example of going to the media with no real structure. As is these Kickstarter campaigns. Many players do not realize that kickstarter funding means the game starts development, and they still have to wait 24 or 36 months for any completion (let alone having to wait till 2015 to see the VR HMD being proposed!) All this aside we have to also say that media pressure (hype) has been overpowering recently - a hunger for new content to address a collapse in sales and product placement, can force some magazines and media services to fight openly over having a 'exclusive' over their competitors (way too many resources). I think that we will pay a high price for the expectations generated by those Press Event trailers at E3 this year - already we have seen a number of the high expectations crushed when players actually got to play ZombiU rough Alphas', and who knows what will happen if Watch Dog turns out to be sub-par. Is it not time for a structure to be put in place regarding the reporting and coverage of new releases - to avoid the media being hijacked to act as an illegal share-price booster, but also to protect the readers, who if they become too disillusioned will leave the sector in droves and recreate the conditions that led to the 1984 crash? (PEGI gets a reviewing standard equivalent?) |
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| Craig Stern |
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Where's the data? There's no lesson to learned from rampant speculation.
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| Steven An |
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As Diego has pointed out above in the comments, it may hurt your sales, but it can help in other things which are important as an indie dev.
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| Charles Weng |
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Since I posted a comment about LucasArts today, I may as well continue with a similar train of thought:
Five years ago Bioware, carrying the goodwill it earned with its brilliant series of single-player RPGs, stoked the fires of gamelust with its promise of bringing its beloved Knights of the Old Republic to the MMO multiverse. It made its announcement with a series of CGI videos so well produced, people were actually begging Bioware to make full-length feature films. I may be veering off-topic here, but in this example Bioware (and EA) didn't just talk to the press, it talked to everyone who walked into a Best Buy or Gamestop and saw its point-of-purchase videos. This more or less started the trend that only major publishers with AAA titles can have the marketing resources to tease the public for so long -- with trailers, web content, and trade show appearances -- before the actual product, now looking a bit dated, gets onto player's screens. The public, and by extension the press, have short memories. If a fraction of the resources spent on those protracted marketing campaigns would be diverted to game development and post-production quality assurance, games would be released sooner, more frequently and keep the consumers genuinely interested. |
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| James Hofmann |
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Even if you manage to get sales on hype, that's not an enviable position as a business. Pre-release hype builds your n months/years of work into, at best, a few weeks of sales. Within a big company it can be justified as a way to build a franchise, but an indie usually isn't trying for a franchise, and in any case that would imply a whole pipeline of releases that is completely impractical.
Everything after the release is derived from other marketing merits of the game - whether it has word-of-mouth appeal, inherent discoverability for the target audience, long-term player retention, regular updates, etc. One of Minecraft's biggest marketing strengths is that it draws in huge, consistent crowds for the streamers and casters, so they continue to run it extensively - and thus become a tool for its marketing - even if they themselves are tired of the game. |
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| David Phan |
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So is there any agreement or thoughts for when it is "too early" for a preview video and when is it "just right" for a preview video? Selfishly, I'd like to know what people think the timeframes for iOS should be as we just soft-launched our first iOS title a couple of days ago.
Thanks in advance! |
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| Patrick Roeder |
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Then we have....
http://kotaku.com/5928663/gamings-biggest-problem-is-that-nobody-wants-to-talk |
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| Lex Allen |
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This is the WORST possible advice that I have ever heard and goes against all current knowledge of selling indie games. I would encourage you to read my blog post on this:
I started advertising my game a year before and guess what! A lot of people know what it is, they have been waiting for it, and they have bought the preorder. If nobody knows what your game is then (beep, beep, beep) you lose. Advertising works, and people need to see your game multiple times before they take any action on it. If your marketing strategy is to get people to impulse buy, than you lose. Most people aren't going to do this because they don't have money, they are busy with something else, they have to think about it, etc. Do not overestimate impulse buys. You need to create buzz! That means you need to show people your game and not let them have it. People want what they can't have, get excited, and start talking about how they want it and can't wait. I actually wrote a blog post about this here: http://confessionsofateenagegamedevelop.blogspot.tw/2009/11/indie-developers-gui de-to-selling-games.html One of the biggest mistakes I made on my first games was hiding everything about it and not doing the marketing. Don't make the same mistake. |
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| Gary Dahl |
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As the world changes, it's important to question conventional wisdom. And I think Brandon makes a great point here. Thanks for sharing.
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| GameViewPoint Developer |
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I can't find any merit in this argument, the whole " I went to the App Store and found...nothing. " thing is solved in one easy step, the developers put a great big "COMING SOON" in the trailer which cannot be missed.
2nd, my own experience is the greatest buzz about your game is at launch time, and then it trails off (unless you can release new content), the best way to build up that buzz is to talk about the game as much as possible pre-launch, then you do another push at launch, and you hope that everyone likes your game and it's able to grow by itself from that point on-wards, if it's not then all the promotion in the world is not going to help. |
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| Daye Williams |
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I wouldn't say releasing too early is the problemo, its the timing + pacing of your community; if you rely on only game sites to really push coverage then any date can be too early to release anything because before you know its time to release & you relied on the power of Kotaku? Sword & Sworcery is different than this so to bring it up, we have to put those two games on the the same level & I don't want to do that..
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| Mathieu Halley |
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This has been mentioned already, but I'd suspect that a major factor in the effectiveness of a pre-release push would be the nature of the content presented. By that I mean that while quality gameplay footage implies a complete game that I should be able to buy now, a collection of concept art or a more ambiguous trailer is less likely to breed that false hope.
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