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#1
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Hey hey - this seems like something a lot of folks on here are interested and partake in frequently, so I think it's worth giving it's own thread to see what kind of ideas people can come up with. I'll start the list with the few little things I've thought of.
Other ideas? |
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#2
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Idea #1:
Create a game worth talking about.
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Yaroslav Yanovsky / CEO of Enkord [our latest project] GUNROX - multiplayer online squad-based tactics game Other games: Totem Tribe, Svetlograd, Armada Tanks, Emerald Tale, Clash'N Slash, Worlds Away, Clayside, Zodiac Tower, Jurassic Realm, Jewel of Atlantis , Jam XM, Aerial Mahjong |
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#3
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That's like saying "you need talent". Few people will admit they have no talent and most developers assume their game is worth buying. And they aren't wrong. If there's a sustainable market for interactive fiction then there's a market for anything, you just have to find it.
Incidentally an RSS feed is a good sidestep into people's in-boxes and is generally seen as less intrusive than a newsletter. |
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#4
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Quote:
Quote:
Yaroslav is right. The best way to get your game to spread virally is word of mouth. If it's not particularly noteworthy but fun then you can still promote it with incentives.
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Natto-Cat - Walking, exploding bowls of custard. hidden object games at Game Socks |
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#5
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Of the list you mentioned, I think only "tell a friend" is an actual viral marketing idea. In fact, that's what viral marketing is. You want to get players/customers to do the marketing of your game among their contacts, hoping those contacts will in turn advertise the game, etc. Sending out mailing lists and posting on forums doesn't count, because you're doing it.
Use Facebook. It was built for this kind of thing. Make an official fan page for your game and try to get as many fans as possible. Whenever someone becomes a fan, everyone in their network will see a message like "Jimmy Joe Johnson became a fan of Blood Castle III: Bloodmare" with a link to your fan page.
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Natto-Cat - Walking, exploding bowls of custard. hidden object games at Game Socks |
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#6
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Not to stick my nose up in the air, but I tend to dislike these types of marketing approaches. They need to be done very tastefully to not annoy me - and I generally ignore them. Or even boycott them if they are particullarly annoying.
The exception is "refer a friend" promotions which I think a pretty solid and fair idea. Not sure how that would work logistically, not have I tried it before, but maybe some others have. That would be the idea I would run with - maybe some sort of extension of referring. I had another idea that was a little more wholesome, but it never picked up steam (I think I'll need to show the community I am worth a crap first ) It involved the various indie devs on this site actively promoting the other games/projects/dev that they like or think have potential. (some do this already, but the idea was to concrete/formalize it) Nearly all of us have websites, so why not encourage people to link around a bit? (I equate this is bands touring together to share their audiences - it's how they wake up the mainstream by creating a larger following that snowballs) PS - Is there an INDIEGAMER YouTube page/club yet? |
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#7
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So uh, forum posts, newsletters, discounts, tell a friend and links are your idea of viral marketing? Just about every indie already does these and yet most of them still have terrible sales...
Bezerker is 100% spot on, none of the above works unless you've got a game worth talking about. Of course, most indies think their game is worth talking about - so the real skill is knowing what is actually worth talking about.
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-Neil Yates Creaky Corpse Ltd We make stuff that has zombies! Dead Frontier - Free Zombie MMO |
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#8
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I think we can all agree on that success depends mostly on the game actually being good (aka worth talking about). So...hopefully we're not talking about sneaky agressive promotion of a game that even the dev thinks is terrible.
I thought Acord was just on brainstorming session, and looking to expand off the list.. Viral marketing to me actually means more like what Cloverfield or Lost did. But I guess it can also mean any sort of infectious campaign. |
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#9
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But to some people Dwarf Fortress is very much worth talking about. To others it's a horrible waste of time. That you can develop the ability to predict a hit (what is worth talking about) is a myth, so you have to go on delivering the best you are able and then finding an audience. If predicting a hit were real then there'd be no flops.
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#10
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You are right, but that's not related to marketing or viral marketing.
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Peter Young, www.attitudegain.com, LinkedIn Projects: Meridian 59: Evolution ??? ??? |
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#11
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I came out with a marketing idea for a game a while back that involved an elaborate network of planted forum posts and "leaked info", along with a forum-posted security flaw in a site containing interesting-yet-ambiguous content from the game that "wasn't supposed to be public yet." The whole idea, I guess, was to fake the leaking of information for a game, "leaking" content that was compelling and interesting, yet ambiguous enough to keep people guessing. There would be all sorts of speculation in the forums, and if anyone contacted me for more information, I (and anyone else working on the game) would refuse to comment, And all of this was supposed to generate some sort of planned viral interest in my game, which would later be revealed in its full entirety.
I ended up deciding that it would be too complicated and uncontrollable to pull off successfully and convincingly. The upside would have been that even if it was proved later that I staged my own leaked content, that would just give me more coverage. Another problem would be that if you let people speculate too much, the game you finally unveil might not live up to the one they came up with in their heads (since ideas can always be cooler than actual products in theory). Anyway, I can't do it anymore now, since I brought it up in a forum. ![]()
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-Gil :: dev/personal blog |
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#12
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Quote:
You have to think about marketing before even starting the game - think about target audience, features that will make this game outstand others, that will help this game gain momentum in the minds of players - that's marketing from day one, not submiting links to the crap noone cares about.
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Yaroslav Yanovsky / CEO of Enkord [our latest project] GUNROX - multiplayer online squad-based tactics game Other games: Totem Tribe, Svetlograd, Armada Tanks, Emerald Tale, Clash'N Slash, Worlds Away, Clayside, Zodiac Tower, Jurassic Realm, Jewel of Atlantis , Jam XM, Aerial Mahjong |
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#13
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Quote:
![]() But the point I was trying to make is that if the marketing discussion is about "how to get the reach the target audience", it's generally assumed that you have already made a game of high quality that is worth talking about. Especially if the topic is about viral marketing, in particular. Besides, like a few others have already said, none of us can really claim to make games "worth talking about" with any predictability, since a lot of it is subjective. You just have to trust your instincts and keep pushing yourself. Just don't ignore post-ship marketing efforts ![]()
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Peter Young, www.attitudegain.com, LinkedIn Projects: Meridian 59: Evolution ??? ??? |
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#14
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Quote:
Focus on game in the first place ![]() /thread
__________________
Yaroslav Yanovsky / CEO of Enkord [our latest project] GUNROX - multiplayer online squad-based tactics game Other games: Totem Tribe, Svetlograd, Armada Tanks, Emerald Tale, Clash'N Slash, Worlds Away, Clayside, Zodiac Tower, Jurassic Realm, Jewel of Atlantis , Jam XM, Aerial Mahjong |
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#15
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I've done games which essentially nobody wanted to talk about, and no matter how hard I worked the marketing side of things it barely made a difference. I did all of the above things mentioned and more, but it made only the smallest of impacts. Almost to the point where it wasn't even worth having done the marketing at all.
On the flip side, I recently made a game that practically markets itself. On the odd occassion I spend 5 minutes sorting out a tiny bit of promotion it instantly brings in a significant number of players and the word of mouth continues to circulate for months. It's true, good games do sell themselves. To put it mathmatically: Game A has a 10% chance of each player telling a friend Game B has a 90% chance of each player telling a friend You market both A and B to 10,000 people Game A total visitors: 10000+1000+100+10+1 = 11,111 Game B total visitors: 10000+9000+8100+7300+6600+5900+5300+4800+4300+3900 +3500+3100+2800+2550+2300+2000+1800+1650+1500+1350 +1200+1000+900+810+730+655+590+530+480 (going to stop here since it's going to go on forever) = 94,645 And would probably end up over 100k. Now let's assume 1% of those are bloggers or game reviewers who bring in 1000 new players each: Game A: 11111/100 = 111 * 1000 = 111,000 Game B: 100000/100 = 1000 * 1000 * 10 = 10,000,000 (since we know game B has a 10 fold word of mouth multiplier from all new traffic generated) Continue the simulation you see that game A ends up falling away into obscurity compared to game B. The developer of game A could spend forever getting the odd few 1000 players but game B can pretty much do a little marketing in his spare time and easily get 1000 times the impact or more. The fact of the matter is, a good game is viral marketing, and way more effective than any gimmicks.
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-Neil Yates Creaky Corpse Ltd We make stuff that has zombies! Dead Frontier - Free Zombie MMO Last edited by Nexic; 01-15-2009 at 02:12 AM.. |
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#16
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Indie mistake #3. The belief that making a game worth talking about, negates the need to do any other marketing.
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Blog - www.jamiewoodhouse.co.uk/blog Qwak (PC & Mac) - www.qwak.co.uk Twitter - www.twitter.com/MrQwak |
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#17
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I'll testify that Nexic and berserker are right ;-)
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NO MORE SARCASM, JUST STRAIGHT CAPS FACTS. this is sparta!!!! |
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#18
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Indie Mistake #4: Wasting several months trying to market a game that's never going to sell.
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-Neil Yates Creaky Corpse Ltd We make stuff that has zombies! Dead Frontier - Free Zombie MMO |
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#19
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"Runaway train, never comin' back..."
What an odd, circular, thread. I feel like we're all talking about different things. I could have sworn we started off talking about marketing ideas . Well, at least I learned that good games sell better than bad games. That concept blew... my... mind. |
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#20
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Indie Mistake #5: Believing his own game is never going to sell and hence not wasting several months trying to market it, because of the previous assumption
jokes aside, i realised i was unintentionally pulling some traffic from youtube, whom (i have never used that word correctly) i only used to host demo videos to show on other places. So just to expose your game at places where there is room for discussion can prove rewarding. |
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#21
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To be viral means that the game must be infectious. Infectious gaming is only found in well designed and fun games.
But being fun is not enough. There is lots of great competition out there. There are easily dozens of fun distractions released every day including games, movies, etc. This is where viral marketing can help one game to rise above the others in terms of sales and reach. To me a successful viral marketing campaign means to find those individuals who will infect and influence the opinions of many others. This is why it is important to create fans of popular critics, bloggers, etc. Word of mouth is fine, but word of mouth from somebody who has the ears of thousands is worth so much more.
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Satvajita Forum Administrator - Mahaduta | Game Producer - Promaginy | Moist Avatar - Christopher Billows |
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#22
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Quote:
Quote:
Quote:
__________________
Peter Young, www.attitudegain.com, LinkedIn Projects: Meridian 59: Evolution ??? ??? |
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#23
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Quote:
__________________
Yaroslav Yanovsky / CEO of Enkord [our latest project] GUNROX - multiplayer online squad-based tactics game Other games: Totem Tribe, Svetlograd, Armada Tanks, Emerald Tale, Clash'N Slash, Worlds Away, Clayside, Zodiac Tower, Jurassic Realm, Jewel of Atlantis , Jam XM, Aerial Mahjong |
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#24
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Quote:
I agree...forums and facebook are great tools for spreading. One of the best aspects of facebook is that it encourages people to be nosy in their spare time, which is ideal for spreading a game. People are wasting time looking at what other people are doing....so why not try a game out that one of your friends is wasting time playing.
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Cupcake Games |
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#25
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Viral means, like a virus it spreads on it's own. To get a game to go viral in today's media savvy market, there's a few ways to draw attention:
1) Innovation combined with a good game. (World Of Goo.) 2) Political humor seems to work well. 3) Shock value. (gross, horror, bloody, sexy, etc.) 4) Humor, comedy, etc. I've had discussions with devs in the past who swear by a 2 punch method. Combine a shock value game with a "real" game advertised on the same site. The shock value product hopefully goes viral and brings in attention to the "real" game. But yah, it's almost useless to try to get 99% of the games out there to go viral regardless how good they are. Another thread titled "marketing techniques" would probably be more useful. ![]() |
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#26
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Whatever happened to "guerilla" marketing?
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#27
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All marketing is really viral marketing.
A virus is simply information of some kind. The entire purpose of marketing is to promote the spread of information about a product or service. The real trick is in making something as virulent as possible. The idea needs to spread outside of it's initial infection vectors if it's going to do well. In order to do that, it does need to be able to take root in a person's mind and be easy to pass on to others, either to infect them or to use them as carriers. |
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#28
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This is a viral forum thread.
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#29
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I say you need to do both:
1) Create a game worth talking about. 2) Do some marketing for it as well. Then you are covered.
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Jake Birkett: Producer, Big Fish Games Canada (speaking for myself) My personal site: www.GreyAlienGames.com Programmer/Designer: My Tribe | Unwell Mel | Fairway Solitaire | Holiday Bonus | The Wonderful Wizard of Oz Check out my BLOG for inspiration and motivation! | Follow me on Twitter |
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#30
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No, it's not. That's why there is a specific term for it.
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Natto-Cat - Walking, exploding bowls of custard. hidden object games at Game Socks |
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