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Basic Marketing Plan For Indie Games

IntroductionA marketing plan might soundsegments your company has targeted. There are
something awfully hard to do for a gamedifferent types of players, games and needs.
developer, but to briefly put it: the"Casual gamers" have different playing habits
marketing plan is your flightplan on how tothan "hardcore gamers". 6-year old kids play
get your game to your players. The contentsdifferently compared to 15- or 30-year old
of a marketing plan can be divided intoplayers. Females and males have different
several sections. A strategic plan or theneeds and wants for games. In Japan , they
company's business plan will describe thefavor different kinds of games than in
company's strategic objectives. The marketingGermany. It's your job to define the market
plan will focus on those major objectives,segments, and decide which segment (or
and how to reach those goals.You don't havesegments) you choose to target your
to have tens of pages long marketing planmarketing.There are several ways to segment
that you will never use. It's much better tothe consumer market. The four common
have a short plan that you use. Use yourmarketing segmentation variable types are:
computer's desktop wallpaper or a one pagegeographic (most likely world region or
printed plan where you put the marketingcountry, but also cities), demographic (age,
plan: goals, actions and notes. Then use andgender, education, religion, occupation,
refine the plan.Contents of a Marketingincome, family size), psychographic (social
PlanThese sections of a marketing plan areclass, lifestyle, personality) and behavioral
listed  below.[1]  Goals(casual to heavy user, attitude towards
service, loyalty towards company, awareness
[2]  Distributionstage, attitude towards product, genre,
favorite games). Also the technical aspects
[3]  Product(speed of Internet connection, age of
computer) could be included in the
[4]  Promotionsegmentation.After you have chosen the
segments, you position your marketing
[5]  Websitemessage. Positioning is arranging your whole
market offering in a way that it
[6]  Demodistinguishes your product. If you position
yourself as offering the lowest price for
[7]  Measurementyoung strategy gamers then the market message
is much different than if you try to get
[8]  Maintenanceoffer high-quality, non-violent games for
very religious players.After you have
[9] Refinement1. Goals - Make Sure You Knowselected your target segments, you need to
Where You Are HeadingGoals define where youreach those audiences in different ways.
are going. In an indie marketing plan, youHere's a list of promotion efforts you might
can start by choosing the goal for thewant to consider: major download sites,
desired income. Then, you continue by addingadvertising, press releases, PAD services,
the goals for sales, downloads, conversionmagazine reviews, website reviews, news
rate, and the price for your product. Let'ssites, other major websites, blogs, contests,
assume your goal is to make $50.000. Thenominations, affiliates, articles, forums,
pricing of a game may depend on severalconferences, banner ads, text link ads, link
variables. You might look at what others areexchanges and newsletters. There are also
using and settle for $19.95. Or you might tryvery creative options such as advertising
a bargain price and go with $9.95. Somebanner in your own car back window or leaving
people have used $29.95. Depending on yourdemo CDs in busses - so use your
game, the company's profile, target market,imagination.Depending on your distribution
you might price your game differently. It'schannel options, the promotion could be
worth noting that you might want to adjusttotally handled by the parties you are
the price later. Maybe you realize that $9.95dealing with. If you sign a publishing deal,
is too low and go with $15.95 and still getthen you can expect the publisher to take
the same number of sales. But for starters,care of the promotion.Edoiki promotion
let's assume you use $19.95 as the price ofeffortsEdoiki aims to please board gamers and
your game.The eCommerce provider gets aboutnon-casual gamers, players that are addicted
10% of each sale, so the actual profit forto the online multiplayer game experience,
you per game would be about $18. To makeand look for games where they can challenge
$50.000 you would need about 2800 sales. Iftheir friends. These gamers don't necessarily
you assume that one out of hundred playershave a favorite genre, their main goals is to
purchase your game, then game's conversionplay with friends - as long as the game is
rate would be 1.0%. The rule of thumb couldgood. They are over 20 and mostly male. Their
be that very targeted games receive higherincome level is more than $10,000 yearly and
conversion rates, up to 2%, 3% or even 5%they can spend $20 or $30 easily for
while more generic games, or games withentertainment now and then. Our players own a
severe competition may receive a .1% - .5%high-speed internet connection (256 KB or
conversion rate. That means about 1-5 salesbetter) or at least a fast IDSN connection.
per 1000 downloads. Let's assume you try toOur players have at least basic understanding
get your game's quality to such a level thatof the English language, they are interested
you receive a 1.0% conversion rate. Now asin Japanese/Chinese mythology and know
you do some math you can see that to reachsomething about Eastern cultures.Edoiki will
2800 sales you would need 280.000 downloadsuse several promotion methods: Google Adwords
for your game.A goal wouldn't be a goaltargeted directly to board games, banner ads
without an exact date. Have an exact date foron multiplayer and similar online sites,
the goal. Split the goal in smallermultiplayer gaming forums, press releases,
divisions: months, quarters or years - ornewsletter announcements, major review sites,
something that suits you best.Examplearticle writing, community forums, PAD
marketing plan goals for Edoiki gameThe goalsservices, blogs, entering the Independent
for Edoiki are:* Direct Sales goal: $50.000Games Festival.5. The Website - Get Players
(after eCommerce provider expenses)* Otherto Download Your Game DemoThe indie game
Sales goal: $50.000 (after publishermarketing plan lists what you will do for
distributor expenses)* Total Sales:your website. Your website's main purpose is
$100.000Exact direct sales details:* Initialto get people to download the demo of your
price: $19.95* Conversion rate goal: 1.0%*game. That means your plan should include the
Downloads goal: 280.000* Units goal: 2.800*steps you will take to enhance the website's
Deadline: By the end of 2007The quarterlymarketing capabilities. If your site gets
download & sales goals for directvisitors that visit only the first page and
distribution:* Q3-Q4/2006 - 600 units, 60.000leave without downloading, then you need to
downloads* Q1-Q2/2007 - 1100 units, 110.000refine your website. The other reason for
downloads* Q3-Q4/2007 - 1100 units, 110.000your website to exist is to get people to
downloadspurchase your game. Make sure user can access
to purchase page within one or two mouse
2. Distribution - Select the Right Channelsclicks.Edoiki websiteEdoiki website will use
For Your GameThere are several options fora virtual private server to handle traffic
distributing your game. Indie and casualand make sure the system is online every hour
games tend to follow these main distributionof day. The website will present screenshots,
channels:* Direct website store* Retailplayer forums, contact information, company
stores* Portals* Content delivery systems*information and present clear and easily
Publisher channelsDepending on your company'sdistinguishable download and purchase
strategy, your marketing plan might use morebuttons. The website won't use Javascript or
than one distribution methods. An easy choicefont that would make it hard to use the site.
for direct selling would be to set up aThe headline of the site will be tested and
website and concentrate on optimizing yourthe game requirements, features and any other
website.If you have a casual game, you mightgame-related hints & tips will be listed. The
consider casual game portals. Differentsite graphics will be polished by the game
portals have different requirements forartist.The website traffic will be estimated
games. Here are some of the most commonand website specific goals (the rate of
portals: Big Fish Games, EA's Pogo,downloads) will be refined to meet the
Gamehouse, GameXtazy, GameZone, Playfirst,download goals after initial number of
Real Arcade, Shockwave, Trygames, Yahoodownloads are received.6. The Demo - Get
Games. Include the portals you want to targetPlayers To Purchase Your GameYour game demo
in your marketing plan and check the top 10has only one single goal: to close the deal,
bestsellers from each portal. After you haveto get the player to purchase the game. It's
gone through the list, you have a bettervery important to have a good demo version of
understanding on what kind of games portalsyour game that fills its purpose. If the
want and how you can improve your product toconversion rate - the rate of people who
meet their guidelines. Indies typically sellpurchase the game after testing it - is low,
through portals or through their own website,then you might need to adjust your demo.
but retail stores can be a valuable choice toConcentrate on following issues:[1] Demo
consider. It is possible to contact retailersfeature limitations: does the demo have
directly but in some cases, it can be verylimited features (like less units, levels,
difficult or practically impossible. However,powers etc.) compared to the full version?
you can make it so that it's easy for them toAre you sure you are telling the player what
contact you. Set up your company website inhe will get if he buys? Add nag screens to
such way that distributors can easily getboth beginning and the end of the demo. Use
touch with you. Arrange the distributionthose screens to explain the limitations and
options by country or by some other region.benefits of purchasing the game.[2] Demo time
If you want to contact some publishers, thenlimitations: time limitation combined with
go on and make a deal. There are publishersfeature limitations can be advantageous:
that can deal with the retail stores.Besidesoffer 15 demo launches or 60 minutes of
retail stores and portals, there's always thegameplay, or a 30-day period. Or try
publisher opportunity. There are many indiesomething in between.[3] Guide the player to
game publishers that can get a deal for you:make the purchase: is it easy (within one or
some of the popular ones are Garage Games,two mouse clicks) for player to purchase your
Indiepath and PopCap. All these companiesgame or enter to your game's purchase page?
provide different terms, and your marketingIf not, adjust the demo.7. Measurement - Be
plan can change depending on the deals youAware of What's Going OnThe only way to make
make. If you commit yourself to creating ansure you are flying in the right direction is
exclusive deal with some of the publishers,to constantly check where you are heading: be
then you might not be allowed to sell thesure to measure impacts of different
game through your website, thus making directmodifications. If you decide to change the
selling options unavailable. Besides pureprice, promotion or demo, be sure to measure
publishers, there are also content deliverythe effects. Conduct an A/B split test for
systems available. Valve's Steam is perhapsyour game price: try both a $20 and a $30
the biggest example and could be appealing toprice to see which one works better. Offer a
indies.Your marketing plan should tell youmoney back guarantee and measure how it
which channels you are going to use, andimpacts sales. Do you get more sales with
which ones you'll ignore.Edoiki distributiondifferent demo limitations? Test it. Do the
channelsEdoiki will be sold directly throughsales increase if you offer a better tutorial
Edoiki website. Besides the direct websitesin game? Does it help to have nag screens in
we'll approach Mumbo Jumbo/United Developersthe beginning and in the end of the demo?Be
and Tri Synergy to discuss retail channels.aware of where you are flying.8. Maintenance
There are other retail opportunities:- Make Sure The Passengers Are HappyYour
Dreamcatcher/The Adventure Company, Cylonmarketing plan involves maintenance: how are
Interactive, Merscom, MWR connected - some ofyou going to deal with the customers and
them will be considered in the future, whilebuild such a relationship with your current
some of them will be ignored.We will alsocustomers that they come back and purchase
contact a few publishers for a non-exclusivefrom you again. Customer support could
deals. The first ones to target areinclude FAQ lists, support databases, and
Shrapnelgames, JoWood and Matrix Games.automated emails. Your marketing plan should
Edoiki will omit the casual game portals, asdescribe how you will maintain the
the game is targeting a differentrelationship with your customers. Will you
audience.We'll also approach Valve anduse support forums or outsource your customer
discuss the distributing opportunity viasupport? Will you use customer relationship
Steam.management (CRM) tools? Will there be an
online chat available for those who purchase?
3. Product - Have Something to SellOffer aWill you use blogs or newsletters to inform
high-quality product that people want tothe players about your product updates?Your
purchase. If the conversion rate is very low,marketing plan will tell you how you will
then it might suggest that your productdeal with the relationship: it will tell you
simply doesn't offer enough quality. Ask whatwhether you let your publisher or portals
players and other developers think about yourhandle customer support, or use all or some
product and refine the product until youof the methods discussed earlier.9.
start hearing that the only problem with yourRefinement - Adjust Your Flight PlanThe last
game is that "it's too addictive". Remember:step in the marketing plan is to refine the
the low conversion rate doesn't necessarilyplan. Go to step 1 and adjust your goals. If
indicate a bad product. Ask people: if youyou think your conversion rate is dropping to
hear comments that say that your product is.5% feel free to double the goal for download
fine but the website or the demo are poor,number. As you double your download number
then forget polishing the product and move ongoal you know that you need to focus on more
to the next step in the marketing plan.Makepromotion rather than optimizing the demo,
sure your product offering is in sync withwebsite or product. On the other hand, if you
your distribution strategy. If you are aimingchoose to refine the conversion rate, then
for the portals, make sure your game appealsyou know that you should focus on the quality
the portals and their players. If you areof your game, demo or website rather than
using retailers to get hardcore gamers topromotion.ConclusionsThe indie game marketing
play your game, you need to design yourplan describes the goals derived from a
product for the retail store customers.4.company's strategic objectives. The main idea
Promotion - Make People Aware of Your GameThefor the marketing plan is to describe the
next step in the marketing plan is to choosegoals, decide the actions necessary to reach
how to get people information about yourthose goals, measure and eventually refine
product. You need to make people aware ofthe plan as the production progresses.Author
your game and either guide them to youris the game producer at Polycount Productions
website for more information, or to get themand writes daily game production resource
to download the game through various sources.GameProducer.net.
How you make the offer depends on the market



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