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Basic Marketing Plan For Indie Games

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




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