App Hub
Sort Discussions: Previous Discussion Next Discussion
Page 1 of 2 (26 posts) 1 2 Next >

XBLIG Marketing Tips

Last post 3/20/2011 4:28 AM by Armless Octopus Dave. 25 replies.
  • 3/9/2011 8:11 PM

    XBLIG Marketing Tips

    At the GDC XBLIG meet-and-greet, someone suggested that I write a marketing guide for XBLIG so here goes.

    If you're just making an XBox Live Indie Game for fun or as a learning process and don't care whether or not it sells or makes any money, you can safely ignore all of this and just do whatever you feel like. However, if you'd like your games to not just be cool, but also to make money, read on!

    #1 – Game design is marketing.

    Marketing for your game begins before you've even started creating the game. Depending on the game you decide to make, effective marketing could be relatively easy or impossibly difficult. Now in saying this, I don't mean that you need to cater to the lowest common denominator. Rather, each game designer probably has ideas for a number of games that they'd like to make. Likewise, there are a number of game ideas for which there is a market for. Find a game idea that fits in both categories and you've got yourself a game that A) you'd like to make and B) has a good chance of selling well once it's made.

    So what sells well on XBLIG? Unique experiences. Quality is important, but let's be honest here – most of us lack the skill and resources to go head-to-head with the big game development companies. Since you can't compete on their terms, you need to compete on your own terms. Either make something that nobody else is making or put your own unique spin and personality into a popular genre.

    #2 – Marketing is an ongoing effort.

    If you've got a couple million dollars, you can afford to start a marketing campaign when your game comes out. Since most of us don't have those kinds of funds, we need to start marketing early and continue marketing even after the game releases.

    For starters, get yourself a website for your company. Besides hopefully attracting potential customers, a website gives your company legitimacy and makes the media more likely to take you seriously. Talk about your game development progress and talk about whatever you think is interesting. One of the reasons why people like indie games is because of the connection they feel with the creators – give them a reason to view you as an actual human being and you'll gain many fans.

    After a website, videos are the next most important thing you can do to promote your game. A teaser trailer a few weeks or months before the game is released, a launch trailer when the game comes out, and gameplay trailers after release can all be very useful marketing tools. Be sure to post them on youtube and don't forget to send them to gametrailers.com.

    And just because your game is already out doesn't mean that you can't still market it. After Breath of Death VII had been out for several months, I decided to do a post-mortem which I then posted on Gamasutra and sent to a few places. Lo and behold, several other big sites picked up the story and we saw a big increase in sales for several days .

    #3 – GamesPress.com is nifty.

    GamesPress.com is a site that many game sites use to gather information. Make sure to send all of your press releases and media kits to them – with just a single email, you're likely to be covered by several small sites and maybe a couple bigger sites as well.

    Gamerankings.com is also very nifty. Take a look at which sites have reviews there and then go onto those sites and look for contact information. Sure, most big sites won't give new indie groups the time of day, but you never know which ones will cover you unless you try.

    Don't overlook social sites like Facebook and Twitter either. Not only are they useful for marketing, but sites like Twitter can be very useful for development questions, playtesting, and peer review if you can get a bunch of other XBLIG developers following you.

     #4 – Be active on forums

    Now, obviously you don't want to overdo this and waste all of your time on forums when you should be doing productive work, but being an active presence on several popular gaming forums can be very beneficial. Most forums frown upon developers signing up just to market their stuff, but if you're a frequent poster, then you're one of them and most people like to support their own.

    And of course, being active on the XNA forums is invaluable when you have questions or need help with playtesting or peer review.

    #5 – Paid advertising doesn't really work.

    When you're selling a dirt cheap game, it doesn't make much sense to pay for advertising. When you've got a $60 game, your paid advertising doesn't need to be very efficient to make a profit since you're getting a good amount of money from each copy sold, but with a $1 game, your paid advertising would have to be unrealistically efficient.

    #6 – Pricing

    In the vast majority of cases, you're best off selling your XBLIGs for $1. The only possible exceptions would be for highly niche stuff without real competition on any platform or if you've already built a reputation for high quality, best selling games.

    #7 – Don't neglect playtesting

    You've spent months working on your dream game and now it's ready to launch, right? Not quite so fast. Make sure to put it in playtesting for at least a week before trying to release. As developers, we are often too close to our own projects to notice obvious flaws. Taking some time to get other people's opinions and add that extra layer of polish can spell the difference between a pretty good game that nobody buys and an awesome game that sells tons.

     #8 – The initial experience

    Given all of the work involved in making a game, I am constantly shocked at how little attention many developers put into the customer's initial experience. If you have a lame name or bad box art, most people won't even bother clicking on your game. If you have a poor game description or weak screenshots, most people won't even bother downloading the trial. And if your trial experience is boring, most people won't buy the game.

    Spend some time making sure that your name, box art, screenshots, and trial experience are all of the highest quality. These are your greatest selling tools so take advantage of them. I can't speak for everyone, but we generally go through about a dozen different versions and variations of box art before ending up with the one that we decide to use in the final game. And it generally takes me a few weeks of periodic brainstorming and consideration before I finally decide on a game name.

    #9 – The Top Lists are important

    If you want to have lasting success on the service, the best thing you can do is get onto either the Top Downloads or the Top Rated. Of the two, the Top Rated is by far the safer option since it's more consistent, whereas Top Downloads tends to fluctuate. Not only that, but the Top Downloads list is sometimes hit with errors that causes it to freeze or put the wrong games up.

    ####

    Hopefully, some of these suggestions will help other XBLIG developers find the success they deserve. Feel free to reply with your own marketing tips and experiences if you think I forgot or overlooked something important. And if you'd like to learn more, I highly recommend checking out The Big List of Indie Marketing and Business Tips: http://tinyurl.com/2ucacet

  • 3/9/2011 8:21 PM In reply to

    Re: XBLIG Marketing Tips

    Thank you Robert.

    Great stuff and really informative. Good to know about GamePress as well, I wasn't aware of that. 
  • 3/9/2011 8:29 PM In reply to

    Re: XBLIG Marketing Tips

    I like a lot your #1 point, great stuff! (I fully agree on all the points)
  • 3/9/2011 8:30 PM In reply to

    Re: XBLIG Marketing Tips

    Twitter
    Twitter
    Twitter

    Did I mention you need to get on Twitter and use it?
  • 3/9/2011 8:41 PM In reply to

    Re: XBLIG Marketing Tips

    I agree with that 100%. Twitter is your best friend for publicity. Spend time and make a background while you're at it.
  • 3/9/2011 8:47 PM In reply to

    Re: XBLIG Marketing Tips

    As far as marketing, twitter is pretty good. I don't think anything particularly big was left out - though more detailed advice about sending out exciting HTML formatted e-mails when sending to review sites (big and small) could be a nice addition.
  • 3/9/2011 9:05 PM In reply to

    Re: XBLIG Marketing Tips

    Hi Robert, Thanks for this and you make great points. One talk at GDC that stuck out to me was given by Chris Hecker and he mentions how building a brand is a slow process. It goes for all of us, don't develop in a cave let everyone know what your're working on. It's not as simple as saying, oh the game is finished let's flip the marketing switch. That said, I'm not exactly the most experienced here...

  • 3/9/2011 9:14 PM In reply to

    Re: XBLIG Marketing Tips

    Yeah, Chris Hecker's 5-minute talk was awesome.

    After Success: Growing as an App Developer was another great talk at GDC that I'd recommend XBLIG developers reading although I don't know if it's up anywhere online.
  • 3/9/2011 11:28 PM In reply to

    Re: XBLIG Marketing Tips

    ++

    Great tips!
  • 3/10/2011 12:45 AM In reply to

    Re: XBLIG Marketing Tips

    Zeboyd Games:
    Yeah, Chris Hecker's 5-minute talk was awesome.

    After Success: Growing as an App Developer was another great talk at GDC that I'd recommend XBLIG developers reading although I don't know if it's up anywhere online.

    Worst case, I have the GDC vault, I can access it next week when it is unlocked and write up a story about it.
  • 3/10/2011 2:49 AM In reply to

    Re: XBLIG Marketing Tips

    Fantastic writeup, and very generous of you to share your secret sauce so we can creep up those top lists in the dead of night...

    Quick note on #6.  Give pricing some serious thought, especially if you're thinking 80 points is the only option.  If your game caters to a niche market and shows some polish and lasting value, aim higher.  If sales tank, you can always reduce the price.  But try raising the price...nuh-uh.

    Bottom line: if you think you can get TRIPLE the sales that you would get at 240 points, go for 80 points.

    Both of my games have a conversion of about 25%.  There is no possible way I can get it to 75%.  If I had priced at 80 points, I would have made less money.  Also: for niche titles, players get a bit more invested in a brand if they shell out more for it.

  • 3/10/2011 3:05 AM In reply to

    Re: XBLIG Marketing Tips

    Oh yeah!  Let me add, if I may,

    #10 - Make a trailer

    I did a trailer for Soulcaster I and it got a ton of views on Gametrailers.  You can see it here: http://www.gametrailers.com/video/debut-trailer-soulcaster/62181

    If you don't know where to start, I suggest getting Sony Vegas Movie Studio, which was on sale at Costco for $40 and is incredibly powerful.  This video took me about two days to make not including the song.  Use FRAPS to capture from the PC version and stitch it all together, in time with the music.

    I should have done a proper trailer for Soulcaster II, but didn't get around to it, so I settled for a basic gameplay trailer.  Better than nothing, but I think that's one thing I would have done differently.
  • 3/10/2011 4:41 AM In reply to

    Re: XBLIG Marketing Tips

    Kris Steele:
    Twitter
    Twitter
    Twitter

    Did I mention you need to get on Twitter and use it?

    Kris is on the ball here. Twitter and other huge social networks can increase your game's traffic tenfold.
  • 3/10/2011 7:51 PM In reply to

    Re: XBLIG Marketing Tips

    Completely Agree with Twitter sentiments

    We are yet to actually release anything but started the media truck rolling early. We've already got a small amount of coverage in certain media and it's given our trailer for Crescer a lot of views.

    I'm sure when we have some more assets to show from our company Twitter will be our best friend. 

    We'll put that theory to the test when we release Dragons VS Spaceships screen shots later this month. We feel however we have not been active enough on here with our fellow XBLIG letting them know what we are up to that will change soon though I hope. I'm going to monitor site traffic to see how much gets driven from here. Assuming you guys don't hate us D:
  • 3/10/2011 8:12 PM In reply to

    Re: XBLIG Marketing Tips

    Game Production Studios:
    We feel however we have not been active enough on here with our fellow XBLIG letting them know what we are up to that will change soon though I hope. I'm going to monitor site traffic to see how much gets driven from here. Assuming you guys don't hate us


    This ideally should be your lowest traffic driver. We're developers, not your future customers (well some of us might be, but we should be a small percentage :) )

    You need to be active with your fellow XBLIG devs for different reasons. Support, motivation, networking, brainstorming, playtesting and peer review.
  • 3/10/2011 10:20 PM In reply to

    Re: XBLIG Marketing Tips

    MagicalTimeBean:
      Use FRAPS to capture from the PC version and stitch it all together, in time with the music.

    And buy Fraps too... an awesome bit of software that has free lifetime updates. Nothing worse than seeing a trailer with the fraps logo in there. If you are too cheap to buy other peoples software why should I pay for yours?
  • 3/11/2011 2:15 AM In reply to

    Re: XBLIG Marketing Tips

    awesome thread, thanks for taking the time to write that.

    Really wish there was a video expert out there offering trailer making services to indie devs....so many small niche businesses will emerge in the indie gaming industry in the next few years (hopefully!).

    Why do so few release a PC version?
  • 3/12/2011 3:40 PM In reply to

    Re: XBLIG Marketing Tips

    I believe there are some people helping to make XBLIG.   Masterbud or Mr Deeke?   I can't remember but I saw it on Twitter.  Otherwise, I agree FRAPS is a must and it's cheap.

    Thanks for the reminders Zeboyd - it's easy to forget these things when your focused on development.    

    I can't say enough about forums too.   It's passive promotion just by participation and it's also a great way to learn from others and have some fun discussions.   I have several that I frequent.   Giant Bomb is one that I wish had a bit more XBLIG presence because it has huge potential with it's wiki-like design. 
  • 3/12/2011 5:47 PM In reply to

    Re: XBLIG Marketing Tips

    The ZMan:
    And buy Fraps too... an awesome bit of software that has free lifetime updates. Nothing worse than seeing a trailer with the fraps logo in there. If you are too cheap to buy other peoples software why should I pay for yours?


    Great question. lol

    I see WAY too many people trialing Fraps, and it's just ridiculous. It's only $20(from the time I bought it), a very cheap but valuable investment with free updates thrown in. If you can't afford it, sell a simple game to pay for it.

    I bit the bullet and bought it years ago. Best $20 I ever spent. Of course the video quality isn't the best and I wanna upgrade soon, but for $20 I couldn't ask for more.

    I'd also suggest using VirtualDub for video/audio synchronization, if your PC needs it.
  • 3/12/2011 10:03 PM In reply to

    Re: XBLIG Marketing Tips

    Ivatrixgames:
    Kris Steele:
    Twitter
    Twitter
    Twitter

    Did I mention you need to get on Twitter and use it?

    Kris is on the ball here. Twitter and other huge social networks can increase your game's traffic tenfold.


    Why is Twitter so much the awesome? I just started using it and a big glaring question pops out at me: How do I get people to follow me?
  • 3/12/2011 10:17 PM In reply to

    Re: XBLIG Marketing Tips

    By saying interesting things.

    It's really the same question you have with making a game. I made a game, how do I get people to buy it? If you can't figure out how to get people interesting in you/your game on twitter, there's little chance they'll be interested in your game. You're indie, you have to figure out the marketing yourself.

    But also to go along with the "say interesting things", you don't have to have people following you for them to hear what you're saying. A lot of people using twitter have keyword searches going, so if you talk about things like XNA, XBLIG they're going to see what you're saying about those thing. Say enough interesting things about those things and you're probably going to get followed.

    And on top of that, follow other people. That's really where it all starts, find the type of people you find interesting and follow them. Get involved in conversations. Then other people following those people will see them chatting with you, they'll want to know what you're saying so they'll follow you to see the whole conversation.

    Like most things in life, it's something you have to work at. It won't happen overnight.
  • 3/12/2011 10:32 PM In reply to

    Re: XBLIG Marketing Tips

    George Clingerman:
    By saying interesting things.

    It's really the same question you have with making a game. I made a game, how do I get people to buy it? If you can't figure out how to get people interesting in you/your game on twitter, there's little chance they'll be interested in your game. You're indie, you have to figure out the marketing yourself.

    But also to go along with the "say interesting things", you don't have to have people following you for them to hear what you're saying. A lot of people using twitter have keyword searches going, so if you talk about things like XNA, XBLIG they're going to see what you're saying about those thing. Say enough interesting things about those things and you're probably going to get followed.


    Xbox Live's dash provides a way to show off the game's existence, and trial gets them to buy it.   On Twitter there's no showcasing like that.

    But i see how keyword searching could reveal you on Twitter :) It makes sense now, thanks!  Time to start spewing what we doing I guess :P

    And thanks to Zeboyd for posting tips! Good stuff!
  • 3/12/2011 10:41 PM In reply to

    Re: XBLIG Marketing Tips

    LOL, but this whole thread is about marketing BEYOND the dashboard. Being on twitter is about the same as being on the Xbox dashboard. People can browse new users and even see top users but how do you go beyond that? It's all marketing :)
  • 3/17/2011 5:13 AM In reply to

    Re: XBLIG Marketing Tips

    Game Play You:
    George Clingerman:
    By saying interesting things.

    It's really the same question you have with making a game. I made a game, how do I get people to buy it? If you can't figure out how to get people interesting in you/your game on twitter, there's little chance they'll be interested in your game. You're indie, you have to figure out the marketing yourself.

    But also to go along with the "say interesting things", you don't have to have people following you for them to hear what you're saying. A lot of people using twitter have keyword searches going, so if you talk about things like XNA, XBLIG they're going to see what you're saying about those thing. Say enough interesting things about those things and you're probably going to get followed.


    Xbox Live's dash provides a way to show off the game's existence, and trial gets them to buy it.   On Twitter there's no showcasing like that.

    But i see how keyword searching could reveal you on Twitter :) It makes sense now, thanks!  Time to start spewing what we doing I guess :P

    And thanks to Zeboyd for posting tips! Good stuff!


    I should also note that fact that to get alot of followers on twitter it helps if you have a superb game/video/blog it really boosts your followers. As quoted by Lemayne Davies  "The circles' of life are linked more tightly than we can ever imagine." This really applies to Twitter being closely linked to your blog and your blog closely linked to your you tube channel etc.
  • 3/17/2011 1:40 PM In reply to

    Re: XBLIG Marketing Tips

    Ivatrixgames:
    Game Play You:
    George Clingerman:
    By saying interesting things.

    It's really the same question you have with making a game. I made a game, how do I get people to buy it? If you can't figure out how to get people interesting in you/your game on twitter, there's little chance they'll be interested in your game. You're indie, you have to figure out the marketing yourself.

    But also to go along with the "say interesting things", you don't have to have people following you for them to hear what you're saying. A lot of people using twitter have keyword searches going, so if you talk about things like XNA, XBLIG they're going to see what you're saying about those thing. Say enough interesting things about those things and you're probably going to get followed.


    Xbox Live's dash provides a way to show off the game's existence, and trial gets them to buy it.   On Twitter there's no showcasing like that.

    But i see how keyword searching could reveal you on Twitter :) It makes sense now, thanks!  Time to start spewing what we doing I guess :P

    And thanks to Zeboyd for posting tips! Good stuff!


    I should also note that fact that to get alot of followers on twitter it helps if you have a superb game/video/blog it really boosts your followers. As quoted by Lemayne Davies  "The circles' of life are linked more tightly than we can ever imagine." This really applies to Twitter being closely linked to your blog and your blog closely linked to your you tube channel etc.


    A cheap way to get a lot of followers is to follow a lot of people. It also takes time, you need to keep banging away at it.

    I also make sure to promote my blog from my Twitter and my Twitter from my blog. So much about this is building a brand for yourself... its a never ending job.


Page 1 of 2 (26 posts) 1 2 Next > Previous Discussion Next Discussion