Basic Marketing Plan For Indie Games

IntroductionA marketing plan might soundcompared to 15- or 30-year old players. Females
something awfully hard to do for a gameand males have different needs and wants for
developer, but to briefly put it: the marketing plangames. In Japan , they favor different kinds of
is your flightplan on how to get your game togames than in Germany. It's your job to define
your players. The contents of a marketing planthe market segments, and decide which segment
can be divided into several sections. A strategic(or segments) you choose to target your
plan or the company's business plan will describemarketing.There are several ways to segment
the company's strategic objectives. Thethe consumer market. The four common
marketing plan will focus on those majormarketing segmentation variable types are:
objectives, and how to reach those goals.Yougeographic (most likely world region or country,
don't have to have tens of pages long marketingbut also cities), demographic (age, gender,
plan that you will never use. It's much better toeducation, religion, occupation, income, family size),
have a short plan that you use. Use yourpsychographic (social class, lifestyle, personality)
computer's desktop wallpaper or a one pageand behavioral (casual to heavy user, attitude
printed plan where you put the marketing plan:towards service, loyalty towards company,
goals, actions and notes. Then use and refine theawareness stage, attitude towards product,
plan.Contents of a Marketing PlanThese sectionsgenre, favorite games). Also the technical aspects
of a marketing plan are listed below.[1] Goals(speed of Internet connection, age of computer)
[2] Distributioncould be included in the segmentation.After you
[3] Producthave chosen the segments, you position your
[4] Promotionmarketing message. Positioning is arranging your
[5] Websitewhole market offering in a way that it
[6] Demodistinguishes your product. If you position yourself
[7] Measurementas offering the lowest price for young strategy
[8] Maintenancegamers 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 younon-violent games for very religious players.After
are going. In an indie marketing plan, you can startyou have selected your target segments, you
by choosing the goal for the desired income.need to reach those audiences in different ways.
Then, you continue by adding the goals for sales,Here's a list of promotion efforts you might want
downloads, conversion rate, and the price forto consider: major download sites, advertising,
your product. Let's assume your goal is to makepress releases, PAD services, magazine reviews,
$50.000. The pricing of a game may depend onwebsite reviews, news sites, other major
several variables. You might look at what otherswebsites, blogs, contests, nominations, affiliates,
are using and settle for $19.95. Or you might tryarticles, forums, conferences, banner ads, text link
a bargain price and go with $9.95. Some peopleads, link exchanges and newsletters. There are
have used $29.95. Depending on your game, thealso very creative options such as advertising
company's profile, target market, you might pricebanner in your own car back window or leaving
your game differently. It's worth noting that youdemo CDs in busses - so use your
might want to adjust the price later. Maybe youimagination.Depending on your distribution channel
realize that $9.95 is too low and go with $15.95options, the promotion could be totally handled by
and still get the same number of sales. But forthe parties you are dealing with. If you sign a
starters, let's assume you use $19.95 as the pricepublishing deal, then you can expect the publisher
of your game.The eCommerce provider getsto take care of the promotion.Edoiki promotion
about 10% of each sale, so the actual profit foreffortsEdoiki aims to please board gamers and
you per game would be about $18. To makenon-casual gamers, players that are addicted to
$50.000 you would need about 2800 sales. If youthe online multiplayer game experience, and look
assume that one out of hundred players purchasefor games where they can challenge their friends.
your game, then game's conversion rate would beThese gamers don't necessarily have a favorite
1.0%. The rule of thumb could be that verygenre, their main goals is to play with friends - as
targeted games receive higher conversion rates,long as the game is good. They are over 20 and
up to 2%, 3% or even 5% while more genericmostly male. Their income level is more than
games, or games with severe competition may$10,000 yearly and they can spend $20 or $30
receive a .1% - .5% conversion rate. That meanseasily for entertainment now and then. Our
about 1-5 sales per 1000 downloads. Let's assumeplayers own a high-speed internet connection (256
you try to get your game's quality to such a levelKB or better) or at least a fast IDSN connection.
that you receive a 1.0% conversion rate. Now asOur players have at least basic understanding of
you do some math you can see that to reachthe English language, they are interested in
2800 sales you would need 280.000 downloadsJapanese/Chinese mythology and know something
for your game.A goal wouldn't be a goal withoutabout Eastern cultures.Edoiki will use several
an exact date. Have an exact date for the goal.promotion methods: Google Adwords targeted
Split the goal in smaller divisions: months, quartersdirectly to board games, banner ads on
or years - or something that suits youmultiplayer and similar online sites, multiplayer
best.Example marketing plan goals for Edoikigaming forums, press releases, newsletter
gameThe goals for Edoiki are:* Direct Sales goal:announcements, major review sites, article writing,
$50.000 (after eCommerce provider expenses)*community forums, PAD services, blogs, entering
Other Sales goal: $50.000 (after publisherthe Independent Games Festival.5. The Website -
distributor expenses)* Total Sales: $100.000ExactGet Players to Download Your Game DemoThe
direct sales details:* Initial price: $19.95*indie game marketing plan lists what you will do
Conversion rate goal: 1.0%* Downloads goal:for your website. Your website's main purpose is
280.000* Units goal: 2.800* Deadline: By the endto get people to download the demo of your
of 2007The quarterly download & sales goals forgame. That means your plan should include the
direct distribution:* Q3-Q4/2006 - 600 units,steps you will take to enhance the website's
60.000 downloads* Q1-Q2/2007 - 1100 units,marketing capabilities. If your site gets visitors
110.000 downloads* Q3-Q4/2007 - 1100 units,that visit only the first page and leave without
110.000 downloadsdownloading, then you need to refine your
2. Distribution - Select the Right Channels Forwebsite. The other reason for your website to
Your GameThere are several options forexist is to get people to purchase your game.
distributing your game. Indie and casual gamesMake sure user can access to purchase page
tend to follow these main distribution channels:*within one or two mouse clicks.Edoiki
Direct website store* Retail stores* Portals*websiteEdoiki website will use a virtual private
Content delivery systems* Publisherserver to handle traffic and make sure the
channelsDepending on your company's strategy,system is online every hour of day. The website
your marketing plan might use more than onewill present screenshots, player forums, contact
distribution methods. An easy choice for directinformation, company information and present
selling would be to set up a website andclear and easily distinguishable download and
concentrate on optimizing your website.If youpurchase buttons. The website won't use
have a casual game, you might consider casualJavascript or font that would make it hard to use
game portals. Different portals have differentthe site. The headline of the site will be tested
requirements for games. Here are some of theand the game requirements, features and any
most common portals: Big Fish Games, EA's Pogo,other game-related hints & tips will be listed. The
Gamehouse, GameXtazy, GameZone, Playfirst,site graphics will be polished by the game
Real Arcade, Shockwave, Trygames, Yahooartist.The website traffic will be estimated and
Games. Include the portals you want to target inwebsite specific goals (the rate of downloads) will
your marketing plan and check the top 10be refined to meet the download goals after initial
bestsellers from each portal. After you have gonenumber of downloads are received.6. The Demo -
through the list, you have a better understandingGet Players To Purchase Your GameYour game
on what kind of games portals want and how youdemo has only one single goal: to close the deal,
can improve your product to meet their guidelines.to get the player to purchase the game. It's very
Indies typically sell through portals or through theirimportant to have a good demo version of your
own website, but retail stores can be a valuablegame that fills its purpose. If the conversion rate -
choice to consider. It is possible to contactthe rate of people who purchase the game after
retailers directly but in some cases, it can be verytesting it - is low, then you might need to adjust
difficult or practically impossible. However, you canyour demo. Concentrate on following issues:[1]
make it so that it's easy for them to contact you.Demo feature limitations: does the demo have
Set up your company website in such way thatlimited features (like less units, levels, powers etc.)
distributors can easily get touch with you. Arrangecompared to the full version? Are you sure you
the distribution options by country or by someare telling the player what he will get if he buys?
other region. If you want to contact someAdd nag screens to both beginning and the end of
publishers, then go on and make a deal. There arethe demo. Use those screens to explain the
publishers that can deal with the retaillimitations and benefits of purchasing the game.[2]
stores.Besides retail stores and portals, there'sDemo time limitations: time limitation combined
always the publisher opportunity. There are manywith feature limitations can be advantageous:
indie game publishers that can get a deal for you:offer 15 demo launches or 60 minutes of
some of the popular ones are Garage Games,gameplay, or a 30-day period. Or try something in
Indiepath and PopCap. All these companies providebetween.[3] Guide the player to make the
different terms, and your marketing plan canpurchase: is it easy (within one or two mouse
change depending on the deals you make. If youclicks) for player to purchase your game or enter
commit yourself to creating an exclusive deal withto your game's purchase page? If not, adjust the
some of the publishers, then you might not bedemo.7. Measurement - Be Aware of What's
allowed to sell the game through your website,Going OnThe only way to make sure you are
thus making direct selling options unavailable.flying in the right direction is to constantly check
Besides pure publishers, there are also contentwhere you are heading: be sure to measure
delivery systems available. Valve's Steam isimpacts of different modifications. If you decide
perhaps the biggest example and could beto change the price, promotion or demo, be sure
appealing to indies.Your marketing plan should tellto measure the effects. Conduct an A/B split test
you which channels you are going to use, andfor your game price: try both a $20 and a $30
which ones you'll ignore.Edoiki distributionprice to see which one works better. Offer a
channelsEdoiki will be sold directly through Edoikimoney back guarantee and measure how it
website. Besides the direct websites we'llimpacts sales. Do you get more sales with
approach Mumbo Jumbo/United Developers anddifferent demo limitations? Test it. Do the sales
Tri Synergy to discuss retail channels. There areincrease if you offer a better tutorial in game?
other retail opportunities: Dreamcatcher/TheDoes it help to have nag screens in the beginning
Adventure Company, Cylon Interactive, Merscom,and in the end of the demo?Be aware of where
MWR connected - some of them will beyou are flying.8. Maintenance - Make Sure The
considered in the future, while some of them willPassengers Are HappyYour marketing plan
be ignored.We will also contact a few publishersinvolves maintenance: how are you going to deal
for a non-exclusive deals. The first ones to targetwith the customers and build such a relationship
are Shrapnelgames, JoWood and Matrix Games.with your current customers that they come
Edoiki will omit the casual game portals, as theback and purchase from you again. Customer
game is targeting a different audience.We'll alsosupport could include FAQ lists, support databases,
approach Valve and discuss the distributingand automated emails. Your marketing plan should
opportunity via Steam.describe how you will maintain the relationship with
3. Product - Have Something to SellOffer ayour customers. Will you use support forums or
high-quality product that people want to purchase.outsource your customer support? Will you use
If the conversion rate is very low, then it mightcustomer relationship management (CRM) tools?
suggest that your product simply doesn't offerWill there be an online chat available for those
enough quality. Ask what players and otherwho purchase? Will you use blogs or newsletters
developers think about your product and refineto inform the players about your product
the product until you start hearing that the onlyupdates?Your marketing plan will tell you how you
problem with your game is that "it's too addictive".will deal with the relationship: it will tell you whether
Remember: the low conversion rate doesn'tyou let your publisher or portals handle customer
necessarily indicate a bad product. Ask people: ifsupport, or use all or some of the methods
you hear comments that say that your product isdiscussed earlier.9. Refinement - Adjust Your Flight
fine but the website or the demo are poor, thenPlanThe last step in the marketing plan is to refine
forget polishing the product and move on to thethe plan. Go to step 1 and adjust your goals. If
next step in the marketing plan.Make sure youryou think your conversion rate is dropping to .5%
product offering is in sync with your distributionfeel free to double the goal for download number.
strategy. If you are aiming for the portals, makeAs you double your download number goal you
sure your game appeals the portals and theirknow that you need to focus on more promotion
players. If you are using retailers to get hardcorerather than optimizing the demo, website or
gamers to play your game, you need to designproduct. On the other hand, if you choose to
your product for the retail store customers.4.refine the conversion rate, then you know that
Promotion - Make People Aware of Youryou should focus on the quality of your game,
GameThe next step in the marketing plan is todemo or website rather than
choose how to get people information about yourpromotion.ConclusionsThe indie game marketing
product. You need to make people aware of yourplan describes the goals derived from a
game and either guide them to your website forcompany's strategic objectives. The main idea for
more information, or to get them to downloadthe marketing plan is to describe the goals, decide
the game through various sources. How youthe actions necessary to reach those goals,
make the offer depends on the marketmeasure and eventually refine the plan as the
segments your company has targeted. There areproduction progresses.Author is the game
different types of players, games and needs.producer at Polycount Productions and writes daily
"Casual gamers" have different playing habits thangame production resource GameProducer.net.
"hardcore gamers". 6-year old kids play differently