Showing posts with label marketing. Show all posts
Showing posts with label marketing. Show all posts

Thursday, 18 December 2014

12 business tips for indie game developers

This is a guest post from Paul Taylor of Mode 7, an indie development studio based in Oxford. Their current project is Frozen Synapse, a critically acclaimed multiplayer and single player squad-based tactical game for PC and Mac.  Check it out at www.frozensynapse.com
Paul Taylor
I’d like to take Nicholas’ post on The Future of The Games Industry and expand on one part of it. Go and read that first, then come back!
This post will be of most use to people in the “Anyone Who Wants to Make Games” category, which is where we at Mode 7 would place ourselves. We don’t have ambitions to be the next Zynga or Activision; we want to be small but profitable.
If you find yourself in a similar position, or even if you’re a one-man-band developer trying to make a living from indie games, you may find the following helpful. I don’t pretend to have all the answers – far from it – we’re all learning as we go.

1. Business brain required

To make a living from indie games, you will have to start running your own business.
If this idea scares you, or you find it uninteresting, then get yourself a commercially-minded but creatively-sympathetic business partner immediately.
You should try and get hold of a good business accountant (hard to find!) and get some basic advice from organisations like Business Link.
There is nothing about the basics of running a business which is remotely difficult: your accountant should be able to help you out with anything you don’t understand.

2. Have realistic sales targets

How much money can an indie game make? Well, we’ve now seen that a statistically insignificant percentage of indie games can sell over a million copies!
More sanely, Amnesia, an indie game from a developer with an existing fanbase, which features graphics approaching AAA quality recently managed to sell nearly 200,000 units.
Other indies are delighted when their games break 10k or 20k units.
So, this is a “how-long-is-a-piece-of-string” situation. But suffice it to say, if a new developer told me that his or her PC-only game required sales of over 10k units to break even, I would be concerned for them.
Simon Carless has some interesting sales stats athttp://www.slideshare.net/simoniker/independent-games-sales-stats-101
I think the ideal project duration for an ambitious indie game is 1.5 – 2 years, but that’s just my personal opinion!

3. Concept, Aesthetic, Gameplay


Fundamentally, nobody really knows which games will sell well until they are launched. They can guess; with a lot of relevant data they can make ballpark predictions, but they can’t know.

However, I think there are boxes to tick in order to allow your game a chance of being a decent product:

Concept

There’s no formula for coming up with a great concept; you’re trying to divine something that will appeal to a range of people, or a specific niche that you think is under-served.
Also, there’s almost no point giving direct advice about this, save that it’s important to bear in mind what people other than yourself will think about your concept. Here are four very different games that I believe have very strong concepts; they’ll illustrate my point better than another paragraph of my waffle:
  • Retro City Rampage
  • Farmville
  • Uplink
  • World of Goo
As soon as you encounter each of those games, it’s very clear what’s going on and why you’re likely to have fun if you play them. That’s the goal of a concept.

Aesthetic

Your indie game must look spectacular to even be a mild success. Heaps of visually attractive indie games are coming out literally on a daily basis: just take a look at TIGsource orIndiegames.com or RockPaperShotgun to see what I mean.
People will come for the graphics and stay for the gameplay; you need both. I’m not talking about expensive AAA graphics here; I mean something that has a massive visual impact instantly. EvenDwarf Fortress does this: its ASCII look is immediately intriguing.
You need to develop a way of creating a brilliant original look with very little cost. Not easy, but as an inventive indie, doing clever things is your job!
Lexaloffle have done this by resurrecting a forgotten graphics technique in a low-fi but striking way…
That’s why their trailer has 200k views already!
Finally, two things that will never, ever hurt you: detail and “spice”. Once your game is visually functional, go back and add stuff – funny things, little animations, quirky details, hidden areas, motion graphics for the menus.
Polish is an accumulation of small, hand-crafted details: reviewers and customers will notice the effort you’ve put in.

Gameplay

Good game design involves both a strong grasp of abstract rule systems and a practical hands-on iterative approach: skills which are at opposite poles. If you’re good at the former but poor at the latter, get other people involved at the earliest possible time when feedback is useful. This is where the tried and tested “release early and often” concept comes in.
One word of warning: most gamers find it almost impossible to evaluate gameplay without some decent art on top.
Game design is a skill that takes a lifetime to master: it’s a vocation. Like many vocations, a lot of people think they’d be great at it if they just had a chance to do it: these people are almost always wrong.
If your gameplay isn’t good enough for people to recommend your game to their friends, you won’t sell enough copies to keep going: that’s a fact.

4. Make payment models part of your design process


Think of your payment model as part of your game design.
Here’s some mild conjecture: free-to-play games incorporating virtual goods offer the highest possible ceiling in terms of revenue on PC and Mac right now. They allow customers who love the game to pay more than average, and they also capture small amounts of revenue from players at the other end of the scale, who otherwise might not buy a “full version” of the game.
However, just because something has the highest ceiling does not mean that’s where you should aim: it may simply not be suitable for the type of game you want to make. Remember, we’re in the “Anyone Who Wants to Make a Game” category here; you’re doing this because you have something you want to create, not because you want to make the most money possible.
So, it’s important information that traditional “pay-once” titles are still very viable for individuals and small companies.
One caveat: if you do go down the pay-once route, I would definitely urge you to look into DLC and ways of offering more value to customers who truly love your game. Pay-once arguably offers more opportunity for immersion and scope than free-to-play, so you may well gain some very passionate fans who would love to get hold of more content.
It’s also more customer-friendly: you don’t have to keep badgering people to give you money every five seconds. That could lead to a more meaningful relationship with your customers.
For a good example of how to make the most of long-term customer commitments in gaming, look at Penny Arcade. They make products (and hold events) that their fans love; they have a truly mutually beneficial relationship with their community. There’s no reason that an indie games company couldn’t adopt the same approach.

5. Offer pre-orders – and add value to them

Pre-orders are a very strong route for indie developers making pay-once games.
When someone pre-orders our forthcoming title Frozen Synapsethey immediately get a copy of the beta as well as a free copy for a friend; this has had a reasonable degree of success for us so far. The most important thing we did was to wait until the beta was exciting to play and fairly polished before we released it in this way: I’d urge anyone considering this to do the same.
We decided not to put out a demo with the pre-order, ensuring that only those who were excited by the concept enough to invest made it in to the beta. While I believe that this has restricted the size of our pre-order community, it has also created an extremely passionate and supportive group who have helped us out significantly with development. When the game is ready to reach a wider audience through a demo, it will be in the best possible shape because of this decision.
I think, though, that if you have an alpha with the ease-of-use and accessibility of something likeMinecraft there is simply no excuse for failing to have a demo at an early stage.
Like everything, you should make this decision based on what suits your game.

6. Consider online to beat piracy

Piracy is a very real issue for indie developers: it effectively means that your game needs some kind of online component in order to offer value to customers who do want to pay. Only very good-natured people will buy something they know they can get for free elsewhere with no negative consequences.
There are many ways of solving this problem by incorporating online components, but I’d urge you to do that in a way which is pro-customer rather than anti-customer. Don’t just force the game to contact your server for no reason: think of an interesting online feature which can add value.

7. Go direct, and go indirect

To have a decent success on the PC with a downloadable game, you’ll need to be on every major portal. The secret of getting on portals? Make a popular game and release information about it early!
Don’t just rely on distributors to sell your game for you, though: there is still significant money to be made from direct sales. You’ll need the following:
  • A reliable payment provider (we recommend Fastspring)
  • A clear website which allows easy access to information about your game, a demo download and a buy page
  • Time spent on optimising your website and tuning it for conversions
  • A marketing plan based on generating traffic
Your website doesn’t have to be flashy or even particularly attractive (providing your game itself looks good); it just has to be simple and work.

8. Market, market, market

I wrote a big piece on indie game marketing for Gamasutra a while back, which covers most of what I want to say.
The only thing I want to add to this now is that it never seems to be possible to over-do it on the blogging, videos or social network front. Loudness seems to correlate directly with success in my experience: be as attention-seeking as possible without harming yourself or others!

9. Know your numbers

You must have a good web analytics package on your website: this is the single most useful piece of marketing advice anyone has ever given me. Without this, you won’t know why your game is selling or not selling. Google Analytics is immensely powerful and free: I highly recommend it.

10. Work with other indies, and the indie community

Increasingly, indie developers are banding together and collaborating. Look at some of the cross-marketing in games like Super Meat Boy, or projects like Cliffski’s ShowMeTheGames.com. Getting actively involved with the indie games community can really benefit your work: just don’t get distracted by the posturing and in-fighting.

11. Use events wisely

Don’t spend much money on events: I’ve yet to find anyone who can demonstrate a clear return from paying for a big stand at a show or similar.
Definitely try and find legal ways of going to events for free!
In any case, do go to some events and talk to a lot of people about your games: there is always a small-but-not-insignificant chance of making a really valuable contact.
If you’re in the UK (or even if you’re not) I urge you to support Gamecity – it’s an event which sums up why I want to be part of the games industry.

12. Do it, and don’t ever give up

Persistence is the most important trait you’ll need as an indie developer. You’ll need to make mistakes, learn from them and carry on anyway.
You have to love doing this in order to do it at all: that’s why the indie games scene is one of the best places to be in this cruel world!


SOURCE :gamesbrief.com

Thursday, 15 May 2014

LAST DAY FOR NORMAL INDE GAME SUBMISSION @ INDECADE

IndieCade 2014 Submissions

IndieCade was established to create vibrant festivals and showcases dedicated to independent games and open to the public. It is our goal to showcase exciting and innovative new work, host productive networking environments, hold important discussions, and have fun.
IndieCade invites independent game artists and designers from around the world to submit interactive media of all types for inclusion in our 2014 Festival. Works-in-progress are encouraged.
A diverse jury of leaders from industry, academia, fine arts and indie development will select our annual finalists and assign top awards at the IndieCade 2014 Festival. All entries for the Festival will also receive consideration for presentation at IndieCade Showcases.
It is IndieCade's ultimate goal to bring the eye of the public and industry to your games. IndieCade is an independent organization. All submission fees are used specifically to cover the costs associated with processing your submission and you are also provided with a Festival pass that provides complimentary particpation in the IndieXchange and feedback on your game. Regular submissions is $ 80 USD and late submissions $ 110 USD. Read below to find out what you get for your fees in more detail.
For more details about the submissions process and qualifications please read below or check out our Frequently Asked Questions (FAQ).

Submission Dates

IndieCade will be accepting game submissions March 1, 2014 through May 15, 2014.

Late submissions will be accepted from May 15 to June 15th for an additional processing fee.

What do I get for submitting?

  • All games submitted are considered by the jury to become finalists for the IndieCade 2014 festival and awards.
  • All games submitted are eligible to be considered by IndieCade curators for display as an official selection at the IndieCade 2014 festival.
  • All teams who submit a game will receive passes to IndieCade’s IndieXchange and are eligible for participation. The IndieXchange has two components, the first being a individual matchmaking service for networking and meeting with publishers, arts leaders, and potential funders. This includes both a remote and an in person component. The second is an invitation to a series of practical workshops held on-site the day prior to IndieCade’s main conference, October 9th, 2014. To opt into this program you must indicate this on your submission form. This invitation-only program is free-of-charge for developers who submit to IndieCade. In-person meeting and workshop space is limited so you must RSVP. For more information about the IndieXchange, please visit the page on our website for general information Questions? Check out the FAQ).
  • All teams who submit a game will receive one complimentary pass to the IndieCade Festival ($200+ value). Finalists will also receive a free conference pass.
  • IndieCade has instituted a new system for feedback. This year we will provide a solid detailed review from a hand selected reviewer..

What do I get if you are selected for a showcase?

  • All of the basic benefits listed above for submitting your game.
  • Gamemakers and their teams will be supplied with passes to any showcase event to which they are selected. They will also be invited to all related social events.
  • Games and gamemakers will be featured on the IndieCade website and promoted though IndieCade social media and traditional publicity channels (media releases, publicists).
  • IndieCade will provide finalists with standard PC computers/consoles, monitors, headphones, and signs for your game. Developers of mobile games may be asked to bring their own devices. Developers of custom installation, pervasive, performance, or other alternative genres should plan on bringing their own specialized equipment, although standard equipment such as projection and display monitors may be provided by IndieCade. Board game developers are expected to provide a playable copy of their game.

What do I get if I am selected as a finalist for the festival?

  • All of the basic benefits listed above for submitting your game.
  • All finalist games are considered for all award categories.
  • Gamemakers and their teams will be supplied two VIP all-access tickets to IndieCade 2014 and the accompanying awards celebration.
  • Gamemakers and their teams will be invited to all social events associated with IndieCade, as well as featured VIP receptions and gatherings.
  • IndieCade will provide finalists with standard PC computers/consoles, monitors, headphones, and signs for your game. Developers of mobile games may be asked to bring their own devices. Developers of custom installation, pervasive, performance, or other alternative genres should plan on bringing their own specialized equipment, although standard equipment such as projection and display monitors may be provided by IndieCade. Board game developers are expected to provide a playable copy of their game.
  • IndieCade will feature all finalist games and teams on the website and promote them via social media. This includes an online developer profile as part of IndieCade online festival promotion. IndieCade’s publicists will promote the games via traditional strategies prior to the event and will be on hand at the event to promote the games.

How do I submit?

Standard submissions close May 15, 2014, and Late submissions close June 15, 2014. To submit your game you will follow the process outlined below:
  1. Fill out the online entry form.
  2. Agree to the terms and conditions.
  3. Submit the processing fee prior to the deadline.
  4. Upload, postmark, or supply a link or a minimum of three download codes for your game by midnight (end of day) May 15, 2014 or June 15 for late submissions. For games that require custom builds, UDID, console accounts for gifting, or other such information, you must clearly a) provide required information and b) state the information you need to submit the playable build, and you will be supplied with this information as jurors are assigned to your game. For iOS games, we have an anonymous process for transferring UDIDs through the jury system anonymous email and then ask you to create a custom builds of your game for these unique UDIDs.
  5. You may save and edit your submission as many times as you want; please know, however, once the initial juror begins to review your game s/he may not see the same version as a later juror.
  6. Once you hit the submit button, you may continue to update your submission until the deadline, May 15, 2014 or , June 15, 2014 at which point all submissions will close and no further changes may be made to your submission.
  7. IMPORTANT: Only paid submissions will be considered. Be sure and pay for your submission prior to the deadline. Unpaid submissions will not be marked as complete and will not be eligible for review or inclusion in IndieCade’s Festival or Showcases.

Submission Processing Deadlines and Fees

Regular submissions open March 1 and late submissions will be accepted until June 15, 2014.
IndieCade is an independent organization. All submission fees are used specifically and entirely to cover the costs associated with processing your submission. Please see the FAQ sheet for more specific information for exactly where the money from your fees pay for.
Submissions require a $80 processing fee and close May 15, 2014, late submissions will be accepted from May 16 – June 15, 2014 for a $110 processing fee.
If you have a discount code you may apply only one code per entry. Discount codes are only applicable for the regular submission. If you are in need of a scholarship, please fill out the appropriate form in the submission form or send an email directly to scholarships@indiecade.com.

Why do you charge so much money to submit a game and where does my money go?
IndieCade is an independent organization and volunteers-based organization, - no one is getting rich on this. We are probably as indie as you are, if not more so. Fees are directly applied to the cost to do the best job we can to review, respect, and jury your games. Game processing fees are applied directly to the following; 1) Submissions and jury software development: IndieCade has built a custom system and continues to build and maintain this system; 2) Reviews: Developers have asked for better reviews and based on your input we are initiating an expanded review process and true coverage system, you will get a solid detailed review from a hand selected reviewer, but this costs us a substantial part of the fees to be able to provide this; 3) And finally a percentage of the fees go to the annual server and storage fees, as well as payment system fees. Note; For more information please visit the FAQ.

Eligibility

To be eligible for IndieCade, your game must not have funding from a major publisher (for a list of major publishers see http://www.theesa.com/about/members.asp) You can have other deals with these publishers, but the game you are submitting may not. Your game can have funding from other sources, including investments, grants, crowd sourcing or other funding apparatus.
Submission to or inclusion in other festivals does not preclude eligibility in any way. Previously submitted games may be resubmitted provided they: 1) Were not finalists in a previous IndieCade Festival; 2) Have undergone significant changes since the last submitted version; 3) We suggest a new or altered name that clearly indicates a different version.
There is no age requirement for submission.
IndieCade has an inclusive submissions policy and invites submissions of all styles and genres of games, including PC, browser-based, casual, puzzle, mobile, ARGs, Big Games and installation-based games (submitted via video if not playable on-site), mods (provided they conform to game engine licensing agreements), serious games, documentary games, activist games, art games, virtual worlds and "sandbox" style games, and more! We also welcome student games and games developed by universities, schools and non-profit organizations. All types are not only welcome; they are encouraged. Innovation is the name of the game.
Works in progress are permitted and encouraged, but they should include at least one finished, playable level.
All game content and copyrighted material must be fully owned by the designers/developers; if outside material is used, legal permission must be secured or your game will be disqualified. If you plan to submit a work that is on a non-standard game operating system (e.g., Linux, Atari), please plan to submit review hardware and have a representative on-site to be responsible for installation, or to supply hardware with the game fully installed to the Festival.

Submission Schedule

All games may be updated until the deadline, at which point all submission close (at midnight PST on May 15, 2014 and June 15, 2014 for late submissions). Submissions will be confirmed within one week of completion.
Entries will be selected by a diverse jury consisting of game designers, artists, curators and academics.
Finalists will be contacted by August 30, 2014. All entrants are informed of their games’ status before any official announcement is made. Rejection notices will be accompanied with feedback from the jurors if it is available.