Why Marketing Your Indie Game is Important
Marketing is rapidly becoming more and more necessary as part of game dev- but why?
7,672 games were released on Steam in 2017, 21 games per day on average.
I will write my usual analysis a bit later this year, still dealing with the relocation and stuff. https://t.co/4oLZp6tFwo
— Steam Spy (@Steam_Spy) January 10, 2018
Why is My Marketing Not Helping?
- Not targeting the right audience
- Not reaching enough eyes
- Not marketing long enough before and after release
- Failing to market before release (the common “my game is releasing tomorrow and I forgot to market it!”)
Now, let’s go over briefly some of these.
Not targeting the right audience- you just can’t market enough to sell decently if you’re not marketing to the right audience. If you’re making a mobile mystery point and click game, then your main audience is going to be middle aged women. If you’re making a side swiping action game like Temple Run, then your main audience is going to be bored middle and high school students. Marketing outside of these ranges can work, but you should already be seeing the vast differences in some gaming genres. With the addition of mobile gaming to the market, more and more “non traditional gamers” are now adding money to the market, meaning the market is expanding even in these ways.
Not reaching enough eyes- posting a couple tweets every few weeks and maybe tagging them isn’t going to suffice even if you’re Ubisoft or EA. Some surveys have said that it takes three impressions before consumers build an idea and recognize a brand– this means that effective marketing consists of posting frequently and posting in multiple places. It is for this very reason that more prolific indie game companies hire people just for marketing, as it truly is a full-time job. Those emails don’t send themselves, and a lot of times people don’t have a good grasp on what effective marketing consists of.
Not marketing long enough before and after release- this point is a bit more controversial, as some people will have differing opinions on this. Some will say you should start posting and announcing your game the moment you have any shred of assets to show off, whether it be an extreme prototype screenshot or a concept art sketch. Some will say you should wait until you have a good collection of assets ready to share, such as a trailer or even a demo. Personally, I believe there is a nice middle ground that can be found that changes for each game. As an artist, I always start with the art, so I can make art assets as needed. However, for companies such as those run by friends who are programmers and writers instead of artists, they have to depend more on their artists for when they can announce their projects and might lean more towards mock screenshots. Whenever you feel comfortable that you have enough assets and a good idea of what your game is, start marketing.
But what does this have to do with marketing enough after release? Well, let’s say you magically get your game out there. Congrats, you gave all your personal info to Valve and now it’s on Steam. Do you just go to your next game? Do you move on? …Somewhat. You should definitely move on, yes, but you should also try to not drop the game and run. There will be bugs. That’s inevitable, no matter how much proofreading, beta testing, and sleepless nights. There will always be people in your genre who don’t know about your game. Tweetdeck is a great tool for post-release marketing, as you just schedule tweets and leave. Try to check social media accounts frequently though, as people like being replied to.
Failing to market before release- whenever someone says “my game is releasing tomorrow and I forgot to market it”, a marketer dies on the inside. As previously said, marketing should be viewed as a natural and necessary step in the game development and publishing process, so it is absolutely mind boggling to hear of people who release a game and then decide to dip their toes into marketing, despite the fact that they should already be waist deep into marketing by the time of release, if not neck high. If you want to even try to make your deposit back on your game, you must begin marketing months before release. Most games won’t make their budget back, let alone get in the green money-wise, but that’s another story.
So… How do I “Market”?
Start marketing as soon as you have enough to show and keep at it- start marketing once you have a fair amount to show and know what your game is. Graphics are the best way to catch people’s eyes, of course.
Contacting reviewers- game news sites and blogs are a great way to further reach people who are potentially interested. Don’t worry about being declined- 9/10 they’ll ignore/not reply to your email instead of sending one back saying why they don’t want to review it. Of course, don’t target sites that review only android games in the hopes that they’ll review your Steam release- don’t waste your time like that. Try to find as many sites as you can to email that allow devs to email them, as for the most part you won’t get responses back. These sites get a lot of emails every day, and they have to pick what to and what not to cover.
In an essence, marketing is getting people who want to buy your game to know about your game. You definitely want to hone in on your audience and make sure they know what your game is, but in general the goal of marketing is spreading the word about your game.
Finding Your Game’s Audience
You’re far enough into development to start marketing your game fully- great! …But who are you going to market it to?
1. Who will play your game?
Description: A woman finds herself in London on a work trip when she uncovers the beginnings of a mystery. This is a point and click hidden objects game, with semi-realistic art.
So, in our first example we have a point and click hidden objects game. Let’s think about the typical playerbase for these types of games- they’re usually middle aged women. A female protagonist, semi-realistic art, all of these are further bonus points for this playerbase as that’s what the typical game type that this playerbase plays has.
Rocket Rapid Relay
Description: A multiplayer fast-paced action racing game with a stylized art style.
For our second example we have a racing game with an interesting style, but with a catch- it’s multiplayer. On this fact alone, your fanbase will consist of mostly multiplayer fans of racing games. The mood will help narrow down the age group- if it’s more corny with low realistic violence, kids can be the target market; if it’s more crude, adult humor with higher amounts of realistic violence, adults can be the target market.
With made-up game examples we can only get so far, so now I’ll delve into two of my own games and how I figured out the audience for each.
That Which Binds Us
Description: A young woman down on her luck meets a man who can change it all. It’s a romance & modern fantasy visual novel with an anime semi-realistic art style.
At first, I thought my target audience was otome fans and called it a day. That was easy! …No, it’s not that easy, because my audience wasn’t otome fans. Otome fans are used to anime styled dating sims with multiple love interests- that wasn’t my game. Mine only has one love interest and isn’t fully anime style, so just targeting otome fans wasn’t the approach I should have taken. Instead, I should have targeted visual novel fans who like GxB romance with a solid story. This shifts my audience into more of a ven diagram- some otome fans are still targeted but now I’m targeting many other people.
I Saw Him Today
Description: A short kinetic novel (a visual novel without choices) about dealing with the after affects of suicide.
With this game I was able to get creative with my marketing (and I would have been able to get much more creative had I put in choices, but I did not as a narrative design choice). I didn’t tell the story in a typical VN format as there’s no sprites and only CGs, so I could mask it as a “”full game”” easier (and again, I would have had an even easier time doing so if there were choices in it). I marketed it more as an “emotional experience” which suddenly sounds more interesting to a lot of more typical gamers than “sad visual novel”.
2. How do I know who will play my game?
This is probably one of the easier ways to find a market for your game- find games similar to yours and see who’s playing them. For That Which Binds Us, I looked around for people who played more indie otomes rather than just Japanese otomes, as most JP otomes have multiple love interests and thus wouldn’t quite be my target market. This is also a great research tool for finding reviewers for your games- find people who have played and liked games similar to yours and bam.
2. Look around in your genre.
Hopefully if you’re far enough into development that you’re ready to start fully marketing you’re also in a few dev circles for your genre- in that case, ask and look around. This is similar to the above step but less detailed and works if you really can’t figure out any games similar to yours.
How To Make Twitter Painless for Marketing
Twitter can be a great place for easily getting the word out there-
but only if you know how to use it right.
1. Use Tweetdeck
2. Tweet During Weekly Game Dev “Events”
- #screenshotsaturday – Post an ingame screenshot on Saturday. Gifs that show ingame playing tend to do better.
- #wipwednesday – Post a WIP on Wednesday.
- #indiedevhour – The most specific of all the tags, indie dev hour is on Wednesdays from 1PM CST to 2PM CST. Post anything about your game or ask game dev questions during this time.
- #cutiesaturday – A newer tag not fully related to game dev, Cutie Saturday is an event run by Arin Hanson (Egoraptor from the Game Grumps) where you post your drawings of cute girls on Saturday. If you have art of cute girls from your game, this tag can help exponentially.
3. Posting Eye-Catching Content
- Concept art – People like to see the origins, where it all began.
- Progression shots – Show how the game has evolved over time. Artists do this all the time with redraws and such, and it’s a part of game dev I wish more people would show off, how the game’s first prototypes looked versus how they have ended up being. Again, people like to see the origins of things.
- Key visuals – Show off those stunning cover arts or key visuals. If you’re fairly though development, you should have at least one done- if not, show the sketches for it.
- Screenshots – Be ready to show people what they’re supporting. It’s hard to maintain a fanbase that doesn’t know what they’re fans of, so try to get good screenshots out as early as you can.
- Gifs – Last but certainly not least, gifs are one of the best and easiest eye-catchers to post on Twitter. We like seeing things move. It’s a lot more interesting than still drawings. The easiest thing to gif is naturally ingame play- this not only shows people what they’re supporting but also draws their attention because, hey, stuffs moving!
4. Use Tags Rite (Part 1)
5. Using Tags Right (Part 2)
- #gamedev
- #indiedev
- #indiegames
- #indiegamedev
Some bots only RT certain tags or a combination of certain tags- for instance, my friend’s bot Lemon-chan retweets visual novel tweets that have a combination of #visualnovel + #gamedev (along with many other combinations that include #visualnovel) or by simply using #vndev .
6. Posting at Peak Times
7. Bringing it All Together
That Which Binds Us is now RELEASED on Steam & @itchio with a discounted launch price of $8.09!
What if you could make someone forget all about you?
□ Steam: https://t.co/qkHrqc9R7J
□ Itchio: https://t.co/25uwrztzN4□ #gamedev #indiegame #indiegamedev #visualnovel #otome □ pic.twitter.com/rvd90EhisT
— Mikomi Games (@MikomiGames) June 25, 2018
On the second line, there’s a short logline for the game that entices people. Well, what would you do? It’s short but effective.
On the third and fourth lines I have an emoji, the website name, and then the website link. The emojis are my own personal touch of flair- it makes it so the entire tweet isn’t words and adds some color to it. For tweets about That Which Binds Us, I use three emojis that are represented in the game- the heart with a bow on it, a ribbon, and a knife. You don’t have to go nearly as indepth with this thinking as I do, but it’s a good idea to consider. The links are not shortened URLs so the user is able to easily see that they lead to the correct websites.
On the last line I have, again, a relevant emoji and 5 tags. Emojis count for 2 characters so by the last ribbon I had used every single character Twitter allows for this tweet (talk about a close one). I used tags relevant to my tweet, ones that I knew were most prevalent.
Lastly, the media I posted on this tweet was a screenshot. For the release tweet I wouldn’t advise this- you should use the most eye-catching media you have such as the key visual or a gif of ingame play. Still, it worked out pretty good for me with just the screenshot.
Hi #indiedevhour !
We have a new sprite from our story-heavy RPG, Asterism! This is V, the mysterious girl our protagonist meets on the subway.□ #gamedev | #visualnovel | #indiegamedev | #indiegames | #gameart □ pic.twitter.com/NjULngDeX2
— Mikomi Games (@MikomiGames) August 8, 2018
Second line says what the art is for- it’s for my RPG. The next sentence gives a small bit of info about her, how she’s a bit of a mystery. The art should entice people to stop for a second or two, long enough to read the short sentences.
Lastly of course I have emojis and tags. I could have added a link to something in this tweet inbetween the info and the tags, such as a link to our Discord or more information about the game, but I didn’t for this one. As you’ll see, there’s not too many blatantly wrong ways to market on Twitter unless you’re spamming tags and trying to get every single bot on the website to RT you. It’s all about finding your own way to post content that most entices users to stop, and this is my method. I hope some of you are able to learn from this method and tweak it some to make it your own!
I Saw Him Today – Ludum Dare #42 Compo Entry
Sometimes you come face to face with ghosts from your past.
Warning: Contains mentions of suicide.
Another Ludum Dare finished, and in record time. This event I present to you I Saw Him Today, a short, emotional, and experimental visual novel made in Ren’Py. It’s a heavy story that doesn’t easily become resolved, but I hope this realistic setting helps open people’s eyes to how many different kind of people are out there.