Basic Marketing Plan For Indie Games

IntroductionA marketing plan might sound somethinggamers". 6-year old kids play differently compared to
awfully hard to do for a game developer, but to briefly15- or 30-year old players. Females and males have
put it: the marketing plan is your flightplan on how todifferent needs and wants for games. In Japan , they
get your game to your players. The contents of afavor different kinds of games than in Germany. It's
marketing plan can be divided into several sections. Ayour job to define the market segments, and decide
strategic plan or the company's business plan willwhich segment (or segments) you choose to target
describe the company's strategic objectives. Theyour marketing.There are several ways to segment
marketing plan will focus on those major objectives,the consumer market. The four common marketing
and how to reach those goals.You don't have to havesegmentation variable types are: geographic (most
tens of pages long marketing plan that you will neverlikely world region or country, but also cities),
use. It's much better to have a short plan that you use.demographic (age, gender, education, religion,
Use your computer's desktop wallpaper or a one pageoccupation, income, family size), psychographic (social
printed plan where you put the marketing plan: goals,class, lifestyle, personality) and behavioral (casual to
actions and notes. Then use and refine theheavy user, attitude towards service, loyalty towards
plan.Contents of a Marketing PlanThese sections of acompany, awareness stage, attitude towards product,
marketing plan are listed below.[1] Goalsgenre, favorite games). Also the technical aspects
[2] Distribution(speed of Internet connection, age of computer) could
[3] Productbe included in the segmentation.After you have chosen
[4] Promotionthe segments, you position your marketing message.
[5] WebsitePositioning is arranging your whole market offering in a
[6] Demoway that it distinguishes your product. If you position
[7] Measurementyourself as offering the lowest price for young
[8] Maintenancestrategy gamers then the market message is much
[9] Refinement1. Goals - Make Sure You Knowdifferent than if you try to get offer high-quality,
Where You Are HeadingGoals define where you arenon-violent games for very religious players.After you
going. In an indie marketing plan, you can start byhave selected your target segments, you need to
choosing the goal for the desired income. Then, youreach those audiences in different ways. Here's a list
continue by adding the goals for sales, downloads,of promotion efforts you might want to consider: major
conversion rate, and the price for your product. Let'sdownload sites, advertising, press releases, PAD
assume your goal is to make $50.000. The pricing of aservices, magazine reviews, website reviews, news
game may depend on several variables. You mightsites, other major websites, blogs, contests,
look at what others are using and settle for $19.95. Ornominations, affiliates, articles, forums, conferences,
you might try a bargain price and go with $9.95. Somebanner ads, text link ads, link exchanges and
people have used $29.95. Depending on your game,newsletters. There are also very creative options such
the company's profile, target market, you might priceas advertising banner in your own car back window or
your game differently. It's worth noting that you mightleaving demo CDs in busses - so use your
want to adjust the price later. Maybe you realize thatimagination.Depending on your distribution channel
$9.95 is too low and go with $15.95 and still get theoptions, the promotion could be totally handled by the
same number of sales. But for starters, let's assumeparties you are dealing with. If you sign a publishing
you use $19.95 as the price of your game.Thedeal, then you can expect the publisher to take care of
eCommerce provider gets about 10% of each sale, sothe promotion.Edoiki promotion effortsEdoiki aims to
the actual profit for you per game would be about $18.please board gamers and non-casual gamers, players
To make $50.000 you would need about 2800 sales. Ifthat are addicted to the online multiplayer game
you assume that one out of hundred players purchaseexperience, and look for games where they can
your game, then game's conversion rate would bechallenge their friends. These gamers don't necessarily
1.0%. The rule of thumb could be that very targetedhave a favorite genre, their main goals is to play with
games receive higher conversion rates, up to 2%, 3%friends - as long as the game is good. They are over
or even 5% while more generic games, or games with20 and mostly male. Their income level is more than
severe competition may receive a .1% - .5%$10,000 yearly and they can spend $20 or $30 easily
conversion rate. That means about 1-5 sales per 1000for entertainment now and then. Our players own a
downloads. Let's assume you try to get your game'shigh-speed internet connection (256 KB or better) or at
quality to such a level that you receive a 1.0%least a fast IDSN connection. Our players have at least
conversion rate. Now as you do some math you canbasic understanding of the English language, they are
see that to reach 2800 sales you would need 280.000interested in Japanese/Chinese mythology and know
downloads for your game.A goal wouldn't be a goalsomething about Eastern cultures.Edoiki will use several
without an exact date. Have an exact date for thepromotion methods: Google Adwords targeted directly
goal. Split the goal in smaller divisions: months, quartersto board games, banner ads on multiplayer and similar
or years - or something that suits you best.Exampleonline sites, multiplayer gaming forums, press releases,
marketing plan goals for Edoiki gameThe goals fornewsletter announcements, major review sites, article
Edoiki are:* Direct Sales goal: $50.000 (afterwriting, community forums, PAD services, blogs,
eCommerce provider expenses)* Other Sales goal:entering the Independent Games Festival.5. The
$50.000 (after publisher/distributor expenses)* TotalWebsite - Get Players to Download Your Game
Sales: $100.000Exact direct sales details:* Initial price:DemoThe indie game marketing plan lists what you will
$19.95* Conversion rate goal: 1.0%* Downloads goal:do for your website. Your website's main purpose is to
280.000* Units goal: 2.800* Deadline: By the end ofget people to download the demo of your game. That
2007The quarterly download & sales goals for directmeans your plan should include the steps you will take
distribution:* Q3-Q4/2006 - 600 units, 60.000to enhance the website's marketing capabilities. If your
downloads* Q1-Q2/2007 - 1100 units, 110.000site gets visitors that visit only the first page and leave
downloads* Q3-Q4/2007 - 1100 units, 110.000without downloading, then you need to refine your
downloadswebsite. The other reason for your website to exist is
2. Distribution - Select the Right Channels For Yourto get people to purchase your game. Make sure user
GameThere are several options for distributing yourcan access to purchase page within one or two
game. Indie and casual games tend to follow thesemouse clicks.Edoiki websiteEdoiki website will use a
main distribution channels:* Direct website store* Retailvirtual private server to handle traffic and make sure
stores* Portals* Content delivery systems* Publisherthe system is online every hour of day. The website
channelsDepending on your company's strategy, yourwill present screenshots, player forums, contact
marketing plan might use more than one distributioninformation, company information and present clear
methods. An easy choice for direct selling would be toand easily distinguishable download and purchase
set up a website and concentrate on optimizing yourbuttons. The website won't use Javascript or font that
website.If you have a casual game, you might considerwould make it hard to use the site. The headline of the
casual game portals. Different portals have differentsite will be tested and the game requirements, features
requirements for games. Here are some of the mostand any other game-related hints & tips will be listed.
common portals: Big Fish Games, EA's Pogo,The site graphics will be polished by the game
Gamehouse, GameXtazy, GameZone, Playfirst, Realartist.The website traffic will be estimated and website
Arcade, Shockwave, Trygames, Yahoo Games.specific goals (the rate of downloads) will be refined to
Include the portals you want to target in yourmeet the download goals after initial number of
marketing plan and check the top 10 bestsellers fromdownloads are received.6. The Demo - Get Players
each portal. After you have gone through the list, youTo Purchase Your GameYour game demo has only
have a better understanding on what kind of gamesone single goal: to close the deal, to get the player to
portals want and how you can improve your productpurchase the game. It's very important to have a good
to meet their guidelines. Indies typically sell throughdemo version of your game that fills its purpose. If the
portals or through their own website, but retail storesconversion rate - the rate of people who purchase the
can be a valuable choice to consider. It is possible togame after testing it - is low, then you might need to
contact retailers directly but in some cases, it can beadjust your demo. Concentrate on following issues:[1]
very difficult or practically impossible. However, youDemo feature limitations: does the demo have limited
can make it so that it's easy for them to contact you.features (like less units, levels, powers etc.) compared
Set up your company website in such way thatto the full version? Are you sure you are telling the
distributors can easily get touch with you. Arrange theplayer what he will get if he buys? Add nag screens
distribution options by country or by some other region.to both beginning and the end of the demo. Use those
If you want to contact some publishers, then go onscreens to explain the limitations and benefits of
and make a deal. There are publishers that can dealpurchasing the game.[2] Demo time limitations: time
with the retail stores.Besides retail stores and portals,limitation combined with feature limitations can be
there's always the publisher opportunity. There areadvantageous: offer 15 demo launches or 60 minutes
many indie game publishers that can get a deal forof gameplay, or a 30-day period. Or try something in
you: some of the popular ones are Garage Games,between.[3] Guide the player to make the purchase: is
Indiepath and PopCap. All these companies provideit easy (within one or two mouse clicks) for player to
different terms, and your marketing plan can changepurchase your game or enter to your game's
depending on the deals you make. If you commitpurchase page? If not, adjust the demo.7.
yourself to creating an exclusive deal with some ofMeasurement - Be Aware of What's Going OnThe
the publishers, then you might not be allowed to sell theonly way to make sure you are flying in the right
game through your website, thus making direct sellingdirection is to constantly check where you are heading:
options unavailable. Besides pure publishers, there arebe sure to measure impacts of different modifications.
also content delivery systems available. Valve's SteamIf you decide to change the price, promotion or demo,
is perhaps the biggest example and could be appealingbe sure to measure the effects. Conduct an A/B split
to indies.Your marketing plan should tell you whichtest for your game price: try both a $20 and a $30
channels you are going to use, and which ones you'llprice to see which one works better. Offer a money
ignore.Edoiki distribution channelsEdoiki will be soldback guarantee and measure how it impacts sales. Do
directly through Edoiki website. Besides the directyou get more sales with different demo limitations?
websites we'll approach Mumbo Jumbo/UnitedTest it. Do the sales increase if you offer a better
Developers and Tri Synergy to discuss retail channels.tutorial in game? Does it help to have nag screens in
There are other retail opportunities: Dreamcatcher/Thethe beginning and in the end of the demo?Be aware
Adventure Company, Cylon Interactive, Merscom,of where you are flying.8. Maintenance - Make Sure
MWR connected - some of them will be considered inThe Passengers Are HappyYour marketing plan
the future, while some of them will be ignored.We willinvolves maintenance: how are you going to deal with
also contact a few publishers for a non-exclusivethe customers and build such a relationship with your
deals. The first ones to target are Shrapnelgames,current customers that they come back and purchase
JoWood and Matrix Games. Edoiki will omit the casualfrom you again. Customer support could include FAQ
game portals, as the game is targeting a differentlists, support databases, and automated emails. Your
audience.We'll also approach Valve and discuss themarketing plan should describe how you will maintain
distributing opportunity via Steam.the relationship with your customers. Will you use
3. Product - Have Something to SellOffer asupport forums or outsource your customer support?
high-quality product that people want to purchase. IfWill you use customer relationship management (CRM)
the conversion rate is very low, then it might suggesttools? Will there be an online chat available for those
that your product simply doesn't offer enough quality.who purchase? Will you use blogs or newsletters to
Ask what players and other developers think aboutinform the players about your product updates?Your
your product and refine the product until you startmarketing plan will tell you how you will deal with the
hearing that the only problem with your game is thatrelationship: it will tell you whether you let your publisher
"it's too addictive". Remember: the low conversion rateor portals handle customer support, or use all or some
doesn't necessarily indicate a bad product. Ask people:of the methods discussed earlier.9. Refinement -
if you hear comments that say that your product isAdjust Your Flight PlanThe last step in the marketing
fine but the website or the demo are poor, then forgetplan is to refine the plan. Go to step 1 and adjust your
polishing the product and move on to the next step ingoals. If you think your conversion rate is dropping to
the marketing plan.Make sure your product offering is.5% feel free to double the goal for download number.
in sync with your distribution strategy. If you are aimingAs you double your download number goal you know
for the portals, make sure your game appeals thethat you need to focus on more promotion rather than
portals and their players. If you are using retailers tooptimizing the demo, website or product. On the other
get hardcore gamers to play your game, you need tohand, if you choose to refine the conversion rate, then
design your product for the retail store customers.4.you know that you should focus on the quality of your
Promotion - Make People Aware of Your GameThegame, demo or website rather than
next step in the marketing plan is to choose how topromotion.ConclusionsThe indie game marketing plan
get people information about your product. You needdescribes the goals derived from a company's
to make people aware of your game and either guidestrategic objectives. The main idea for the marketing
them to your website for more information, or to getplan is to describe the goals, decide the actions
them to download the game through various sources.necessary to reach those goals, measure and
How you make the offer depends on the marketeventually refine the plan as the production
segments your company has targeted. There areprogresses.Author is the game producer at Polycount
different types of players, games and needs. "CasualProductions and writes daily game production resource
gamers" have different playing habits than "hardcoreGameProducer.net.