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A short introduction to marketing for indie game developers.The introduction discusses topics like:When should I start thinking about marketing strategies? What can I do to get my facebook page up to speed? How can I reach people when I don't have a budget to spend on marketing?Contact:[email protected]/gameportgameport.seb-b-i.se
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Indie Game Marketing 101: A Love Story
Johan Toresson (@jtoresson, [email protected])
Gameport (Blekinge Business Incubator)
Gameport @ Facebook
2013
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
Page 2 of 18
Thanks to everyone who’ve shared their thoughts on marketing, the indie scene, post-mortems and
other quality stuff freely on the web. Some extra love to Studio Total, the Wolfire team, Kieron
Gillen, Brian Baglow, Rami Ismail and Simon of Pixel Prospector for continuously producing new and
interesting content and thoughts. Also, thanks to Gameport and Blekinge Business Incubator for
giving me the time to gather data and take my time to write this.
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
Page 3 of 18
What is PR/Marketing? “Marketing is Communicating Externally” – Brian Baglow
Before we start off it’d probably be worth our time to choose some definitions of words that’ll be
recurring throughout the text. These definitions are not global, the only ones legit or necessarily ones
that you’ll agree with. I’m basing them mostly on the way they’ve been used in the material I’m
basing this article/text, so by pure laziness (and because of the fact that I’d rather put more time into
how to actually sell games/do a decent bit of decent marketing) I’ve chosen to roll with them. I find
them working decently enough, and rather than go all academia up in this cracker and discuss the
eventual issues of certain words etymological background connotations in modern day
advertising/marketing/pr I’d rather just keep it simple. So here we go.
Marketing: More or less anything any action that’ll get information about your game/product out.
Advertising: Physical stuff that you’ll have to pay for. Swagbags, billboards, ads and what not.
Traditionally, this is what most large companies have been using.
PR: Any type of social interaction where you end up discussing something that might be related to
your game/brand. If you’re debating whether or not real world physics should be implanted in all
platformers, telling your grandparents about your game, networking at ye olde game conference
(aka drinking beers and talking to people etc) or posting an IAMA on Reddit you’re doing some kind
of PR. PR is something that’s always a “long run”-thing. You’re building awareness, about yourself,
your company, your game and the games you haven’t even yet thought about. Thus, PR is not in any
form or case irrelevant – whether you’ve just put down your first lines of code or are finishing up the
last crunch before going gold PR will always be relevant. (So do it)
And why should I care? ”Marketing is one third of your chance at success” – Joost ”Oogst” van Dongen (Awesomenauts)
“This isn’t ‘Field of Dreams’, you are not Kevin Costner, if you build it they will not come.” –Edward
Rumley (COO @ Chillingo (EA))
“Obscurity is a greater threat than Piracy” –Tim O’Reilly (O'Reilly Media)
Fact of the matter is: If people aren’t getting the information about your game, they can’t even start
to begin to not give a shit about your game, simply because no one knew what to not give a shit
about in the first place. Looking at the (obvious) example in Minecraft you’ll quickly come to deduce
it wasn’t just because it’s a fun concept with a decent execution – Notch has been active all over the
web. Blogs, twitter and what not. Discussing obscure coding issues, debating politics and the indie
scene and making sure to answer people directly when they have had questions for him. This is
something he did a long time before Mojang single handedly became something like one third of the
Swedish game industry in net worth.
So why should you care? Frankly, if you are in this to actually make enough money to keep being in
the game-making business pr/marketing won’t, can’t and mustn’t be an optional side-quest at any
time. It’s one of the foundations for your future, just left of vision, development and caffeine
addiction.
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
Page 4 of 18
So when should I care? ”How often do you look up more information on something you never heard about before?” –
Alexander Bruce (Antichamber)
“Start early. Be open. Be Real. Be Noisy” – John Graham (Wolfire Games)
“Another misconception about marketing is that it’s something you do around the release of your
game. Not at all! In fact, you should be doing some marketing work before you write your first line
of code.” - Jay Barnson (Rampant Games)
One of the few (or rather the only one my google-fu turned up quickly enough for me to bother
about) that has put himself in a position against showing off stuff early is Phil Fish (Fez): “With
Spore, he said, everybody remembers the amazing 2005 demo, the game looked finished and
everyone wanted it then, but in the intervening three years until its actual release, the hype
surrounding the game took on impossible to meet expectations.” This should be read in the light of
the fact that Fish showed his first build of Fez in 2008, a game that took him another five years to
release (and which had gotten enormous amounts of coverage when it finally did).
Generally the pros of starting to show off your work early seems to outweigh the relatively low risk
that someone might catch a glimpse of the game, base their understanding of the game on that
glimpse they got, hype the shit out of that glimpse until the internet hype machine has broken
everyone’s expectations and then leave that crowd feeling fucked and cheated out of an amazing
game (that never existed). Spore didn’t have any transparent development phase, and until it’s
actual release there was quite little concrete “game” to actually go on, and not very much insight in
what was actually happening over at the developers office. That’s probably also why people had a
hard time understanding what had happened to the insanely hyped demo-game they played in 2005
when the actual game released in 2008 – something that made the players/press feel that the game
didn’t live up to what they were expecting.
As a smaller company you’ll have to make noise and get in touch with people early. The more times
someone heard about you, in any context, the bigger chance that the person actually checks
something you’ve done out. The more assets, interesting blog posts about your concept, discussions
about games you’ve enjoyed/not enjoyed/despised but secretly loved for all the wrong reasons
people come into contact with, the more the chance of someone finding something they find
interesting/likeable increases. Awareness is generally a slow build-up, and thus is something that
needs constant maintenance. This is something that for example Wolfire Games and Vlambeer does
exceptionally well. Apart from being active bloggers and engaged in all (oh yes, all) discussions on
twitter (lex Vlambeer) Wolfire games have made a comicisch thingie about their coming game
Overgrowth, and Vlambeer have been making the news almost every week this year with releases of
old builds for free, birthday parties, panels at conferences and what not. The comic helps set the
tone for Overgrowths universe, and I found it both well written and interesting. It engages me in a
game world and a game that I can’t even take part in (apart from the alphas they continually put out
but you know I’m making a point here jesus don’t be so picky).
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
Page 5 of 18
So what should I do? How? So many possibilities, so little that’s
actually getting done. “Creative without strategy is called 'art.' Creative with strategy is called 'advertising.'”- Jef I.
Richards (Chair and Professor in the department of Advertising, Public Relations & Retailing at
Michigan State University.)
Be creative! You won’t be draping E3 in skyscrapersized posters. Let’s be clear; You’re not EA,
Blizzard or any other huge concern – which is to your advantage! Use the fact that you’re not bound
by three PR-assistants and one Chief Marketing Officer and a “No Fun”-Gorilla that’s breathing down
your neck, telling you what not to talk about and shutting things up as soon as it might spark any
interest. You’re not a multibillion concern, so don’t try to mimic their moves. Take your strong points
(small team, agile etc) and create your own PR-Strategy. This is something which you have to do
while developing, not when you’re done developing. Make time for marketing/PR. Make time for
strategizing. Have a plan. Developing a game that won’t be played is only interesting for those who
only develop for the sake of the art of games, themselves or whatnot. If you are; Fine! I hope you’ll
get a fulfilling experience, and I wish that maybe sometime I might partake in it. I hope it shines. If
you do this, then you’re not in need of anyone knowing anything about the game, as the creation in
itself is its own reward.
Those of you who also would like to enjoy a meal every other day and keep making more games in
the long run: put in the hours needed for marketing. Create a document with some thoughts, outline
a plan – you don’t need to write the fucking bible, but you do need to have some idea of where
you’re supposedly going to go. It will pay off, and help you out in the end.
To get things rolling easier, and to actually pitch in and try to be helpful in the midst of all this
snarkiness (sorry), I’ll try to share some of the stuff I feel are important. Keep in mind though; This
ain’t no golden autobahn which you’ll leisurely cruise with the top down until you end up in Shangri-
La. This is what I think is important, based upon the knowledge I’ve gained by working with some
great and creative people and all the wonderful material posted online by people with both more
knowledge and hands-on expertise than me (List is in the end of the doc, read the articles/papers). In
the end though, PR/Marketing is more like trying to hit on someone in a bar rather than putting
together a bookcase. You can prepare for the task at hand, but even if you’ve showered before going
out, dressed sharply and not gotten shitfaced it might still end up being you alone in the bar. This is
basically The Game if The Game wasn’t disastrously sexist and non-functional, and without any
guarantees. Also I’m not Neil Strauss, I’m just trying to hand you some heads-ups before you head
out to the bar, general stuff that I think could maximize your potential for a solid base. (Not
necessarily fourth or fifth or whatever).
Part 1: Get a solid base My stance here is pretty simple: Use all available channels you can think about (and google for the
rest that you might not have remembered). With that said, there’s a couple which you should be
using, and which you shouldn’t opt out from using. These channels are easy to maintain, and make it
easier for people to read up about your game and/or make it easier for journalists to write
something about the game should they be interested in doing so.
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
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A homepage that is/have
- Easy to navigate. If I never heard about the company/game I don’t want to be stopped in the
middle of my honourable quest for more info by a homepage that’s just not designed well
enough to actually show me the information.
- A presskit/press page that’s easy to access from the front page.
- A blog which is active more than once a year. This is a good place to not only show off what
you’re doing, but you can also engage readers by simply discussing events/areas that interest
you. A post abot why you should work towards releasing more games on Linux, why you feel
that a certain model or monetizing works better than that other one or thoughts about why
it’s such a good thing to work in the creative space that BBI’s Gameport offers are some stuff
you could write about, but you probably already have a couple of ideas right now, don’t you?
Go write.
- You use Google Analytics. There’s quite a few good guides online, and Cliffski (Positech
Games) has a really good one which you could use as a starting point: Google Analytics for
software sellers
- Some of those amazing moving pictures in framesthingies (aka some youtubez), concept art
and screenshot from different builds.
A twitter account that
- Follows interesting people that you’d wanna read more from. (Since you will be using it
quite a lot, you might as well fill it with interesting stuff from the getgo, right?)
- Is not only for the occasional OMG THE GAME IS HERE LOOKIE-tweet. S-O-C-I-A-L-I-Z-E. Don’t
be afraid to engage with people you think are interesting if you have a differing (or a similar)
opinion that you think might contribute to the discussion. By actually behaving like a human
(and not horse_ebooks) you’ll end up having an easier time when you’re actually promoting
your stuff. By contributing interesting content (whether as thoughts in debates or assets
or…you get the geist of it, right?) you are actually being part of the community discussing
that certain issue. This could be the difference between a retweet from RPS (52,240
followers and rising) and the lonliest sound in the world: The sound of a tweet being eaten
alive by the cyberspace moray who spends its time devouring meaningless posts on the
interwebz.
- Is being used as if it was your regular account (it kinda is). If you don’t have a regular
account, then fake it until you make it.
- #screenshotsaturday, #indiedev, #indiegame, just sayin (hashtags, read up on it)
A Facebook page that’s
- not just a megaphone telling people that there’s a new blog post over at your site. It should
do this too but your Facebook will rarely be frequented by people who are totally unaware
about what you’re up to. The person liking your page usually does so because they are
interested in what you’re doing, so take the opportunity to S-O-C-I-A-L-I-Z-E. (It’ll stick in the
end, promise). Encourage interaction by interacting with people yourself, answer people
directly and don’t talk like no corporate stiffy son. (Or just sound like you do in general,
rather than someone trying to sound like what they think serious people who are doing
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
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serious things on serious facebook pages sound like when they are answering the plebeian
hordes.)
- active on other Facebook pages. Use your Facebook page like your usual account, debate and
discuss news in games, politics and what not on appropriate Facebook pages you yourself
enjoy. If you’re going to debate the Xbox One, then do it with your company Facebook rather
than your own account, the visibility is more interesting for your company Facebook page
than your own personal account.
- Posting images and videos. In general these get much more interaction than usual posts.
A MoDB account which is
- Updated frequently (posting the stuff you post on other places) which increases the chances
of being featured. It’s quite a large site with a very active and, most of the time, nice
community, so go be a part of it and contribute yourself to gain some good developer points
with people who are genuinely interested in games.
A YouTube account that has
- Has videos (Dev journals, vlogs, FAQ-answers, introductions to the team, spoken word, be
creative)
- Has a link to the channel in the description of each video (ease of use – make sure they can
find more of what you’ve got)
- Be active in the comment sections (Socializing!)
Good places to hang out: : r/IndieGaming, r/gamedev, r/game
Something to have in mind though; you need to practice good reddiquette and not mistake the
subforums for billboards. Write interesting stuff, contribute with nice content and in general take
part of the community. Reddit is a beast though, so make sure to get a feel for where you’re posting
your stuff. If you get a foot through the door (being regarded as a contributing redditor) it might pay
back in spades later on. You’re knowledgable: Spread the knowledge! [This part could prob get it’s
own chapter, but I don’t have enough knowledge of it myself to feel comfortable to delve deeper
than this, so if anyone has any critique/knowledge and feel like writing some words – give me a a
shout out on [email protected] ]
Good applications
Presskit() (http://dopresskit.com/) and promoter (http://promoterapp.com) – check their websites
for more info
Other places you could be active on
A steam group for the game/company, LinkedIn, Google+, forums, twitch.tv etc
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
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Part 2: How to get in touch with Journalists ”The secret is that we actually /want/ to write about you” – Kieron Gillen (Ex-RPS)
“Doing business without advertising is like winking at a girl in the dark. You know what you are
doing, but nobody else does.” – Stuart Henderson Britt (Advertising Consultant)
“Be friends with them” – Phil Fish (FEZ)
First and foremost you need to know what journalists/bloggers you want to get in touch with –
something you should know now since you’re following all your favourite journalists on twitter and
have been having a loose discussion about the awesomeness of Ittle Dew. At some point you’ve
recommended Indie Statik to take not of Mrs. Dad VS Körv’s release on the Ouya and you’ve in
general been a nice, relevant person. Now might be a good time to just tweet them and ask them
nicely if they’d be interested in having a beer/try out an early build of the game. Or something like it.
Aside from that you need to get a nice list of contacts. Which is what it sounds like, and does work
fairly well with ye olde Excel (or any other spreadsheet app). Name, E-mail, Publication, What
mediums they work with and what genres the journo usually writes about would be some of the stuff
you could have included in each post. When you’ve contacted someone (and when the next contact
would be) could also be a nice addition to the aforementioned.
Jane Doe [email protected] ComputerGamez Mag PC Adventure/FPS
Try to get as large a list as possible, put them in different books depending on whether they’re
English speaking or not English speaking as to make sure you’ll be able to contact them either on
their native tongue or with a hello in their native tongue – they’re not robots and neither are you,
greeting someone you’re looking to talk to in their native tongue could be a nice way of showing
that. 150 journalists shouldn’t be an issue in quite a little time, and when was the last time you spoke
to Gamer.NL, the largest gaming site in the Netherlands?
To have a big list by the time of the release is hugely important, because when those crunches start
coming on hard you’d better be focusing on polishing the game rather than spending time googling
for emails/twitter handles to people you’ve never talked to before. And to have talked to the people
you’re e-mailing is key, people who you later on could send a warm e-mail to.
Hot/Cold e-mails
Cold e-mails is the first e-mail you’ll be sending out. Lines, hooks and some concrete info about the
game/concept with some pictures, video and a question whether the journo/blogger would like to
see more. You thought about this journo because you know that the journo in question wrote about
game X which you yourself were inspired by when you started to create your concept. You hope that
the journo will have a splendid day, and that the journo will keep up features like feature Y which the
journo wrote last month/year, because you found it interesting.
If you’re getting a response; Good. You now have something of a warmer e-mail. Warm e-mails are
the kind of e-mails you send people who at least know a bit about you, and who are interested in
knowing more about you/what you have to say. It’s not always easy to get there, so don’t get put
down if someone doesn’t get back to you in the next five minutes. Follow it up the next time you
have something to show, or get back in a week or three and ask kindly if the other mail went through
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
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the spam filter and whether or not the journo has had the time to check it yet. Don’t be a
doorknocking vacuum salesman though, you’re trying to connect with a real person and create a
relation between you, not make sure that they have the bestest vacuumer for a dust free and happy
life foreverandeverTM. Be there, but don’t be an annoying nuisance.
Another way to gain warmer contacts is to attend conferences, or the bars close to conferences.
Who would’ve known that journalists sometimes also drink beer? (See Wolfire Games presentation
when it comes to conferences: You’re not on vacation – you’re away networking. So network.)
When you’re in touch (or getting in touch) with journalists you’ll also start to notice that the state of
your homepage is getting more and more important. If it’s filled with high quality content (videos,
pictures, concept art, information about the game, some blog posts) you might go from a quick 50
word notice to more of a 800 word feature about the gameDevs that are, in the face of mortal peril,
death in the family and programming out of a shed outside of Chernobyl, working on a game/game
concept about X. Make it easy
for journalists to both find you
and to write about you.
Press releases
With presskit() and promoter
you’ll have quite a solid
ground to start off with, but
just for the sake of it we’ll
scurry through some quick
generalizations about press
releases:
- Short e-mails. Concise
information. Don’t tell
them the game is
unique: Show
them/explain why.
- Have news value and
good copy. If the
journo could copy
paste some of that
good copy then the
journo will copy paste
that good journo.
Usually. (Sorry
journos)
- Images + Video =
Good stuff
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
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- Be personal. It’s not a job interview, and you’re not a spambot.
Part 3: Getting in touch with fans and alternate channels Journalists aren’t the only people
who have an interest in games and
are able to reach a huge amount of potential fans. There are a lot of other ways to get equally good
coverage. The hype, for lack of a better word, of your game will in the end be the sum of “coverage
from press + coverage of word of mouth”. Word of mouth will increase chances of you getting media
coverage, and media coverage will increase your word of mouth – so work both ends!
Here’s some places you could try to reach out to/use that aren’t traditional journalists:
Youtube
TotalBiscuit (1,106,885), Two
Best Friends Play (316,484)
Pewdiepie (13,257,074). Try to
get in touch with some
youtubers and throw your game
at them. They needn’t be the
biggest of the bunch – but try
everyone that you feel could like
your game. Try them via
youtube. Or twitter. Or e-mail.
Or social gatherings. It could be
worth your time. (Don’t sit
outside their houses waiting
though, that’s just creepy)
Hint: Indiestatik is active on the
tubes, and indie friendly!
Contests
Enter all the contests you can
find. Usually they automagically
garner press coverage from
some outlets, and they’ll put you
in contact with other indies,
journalists and fans if you work
it. If you actually do win
something then hey! Good stuff
right there!
Hint: Read the rules (all of
them). Submitting to contests with sketchy rules about distribution rules or just submitting
Figur 1: Slide from Pixelprospector.com
Figur 2 Youtube Search for Let's Plays of a obscure hipster game
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
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something without the essential logo in the essential place in the essential intro-video that got you
disqualified in the end just sucks.
Game jams
Participate in them! Host your own! Good for creativity, for increasing your social circles and for
drinking beer with new people who are also into making games. Might also be a good way to get a
quick break from the daily nitty-gritty of the game you’re working on, and let you focus on a
completely different concept for 48-72 hours. This might be a pause in development, but it’s not a
pause in your networking! (S-O-C-I-A-L-I-Z-E! It’ll stick, soon. )
Hint: Can’t afford to go? There’s probably some web based jam going on somewhere.
Be an active and content creating part of the indie sphere in general
Indies tend to help out other (nice) indies by spreading news or interesting blog posts in their own
channels. By being active, creating content and help other indies out by spreading their stuff in your
channels you’ll be finding yourself engaged with a group of creative and active people. And usually
it’s quid pro quo.
Hint: Help each other out. If someone is working on something that you find interesting, tell people
about it, why you think it’s cool or how it influenced a recent design choice you’ve made when
developing your own game.
Guerilla Marketing: What in the world just happened
”when the public can’t tell what’s advertising and what’s not” – Gavin Lucas
Guerilla Marketing is a strategy that, in general, is defined by a high impact-low cost formula. It’s
based on taking on marketing in a creative and unconventional way, which fits well with the budget
of an indie developer. Main ingredients here are time, fantasy and energy – not cash.
Many good guerilla campaigns gain lots of attention because of the simple fact that they’re really
good at using ordinary objects and putting them in an unusual context. Ikea did this with their book
shelves at Bondi Beach, Studio Total placed an Opera in the blogosphere and while they were at it
killed a high school student (google their black ascot campaign) and Acclaim did it when they
announced that they’d offer families of the newly deceased cash in exchange for putting up ads on
the newly deceased’s headstones to promote Shadow Man 2 (something that they just as quickly
announced was a joke, but not until the news hit the press like a wrecking ball and garnered an awful
lot of attention).
As a game developer you can try to show the essence of the game in a unusual context, or just take a
stand/hold a position which will be bringing attention to you by the automagical ways of the web.
When Jonathan Blow released Braid to PC the price was $5 more than what you’d pay for Braid on
XBLA. This obviously made half of the PC-using part of the intenet to go into full batshit rage mode.
On forums, in the press and in the comments of articles regarding Braid unt so weiter there was a
constant whine about what a rude prick of a price point Braid were set at and how awfully mean it
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
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was. 5 days later Blow returned with a “oh, oh well. I’ll fix that then” and lowered the price. In the
wake of the almighty price reduction there was a wave of redemption where press and comments
where all down with Blow, this nice and generous and humble and wonderful man who listened to us
plebeians in our time of strife and need. In essence it was “Bad press -> change -> redemption and
love + good press”. Whether or not this was a planned move from Blow or not I can’t say, but the
reaction on his choices were essentially the same as the ones Acclaim got.
Other good examples of interesting marketing here could be the weird Dustball commercials for PSP,
Metal Gear Solid 3’s Japanese commercial (where an office worker drinks beer and swim around in a
crocodile suit) or Pandemic and their Mercenaries teasers (“Oh no you didn’t”, “Blow it up again”).
One of the best
examples of how to
present your game in an
unusual context is
Visceral/EA’s campaign
“Your Mom Hates Dead
Space”. Here you’re
treated not only to the
basics (game sequences
showing off the DS-
goreviolence formula)
but also mothers and
their reactions to the
game. This is still the
basic stuff we talked
about earlier (Mothers
being the unusual
object, violent horror
game showed for a
focus group the
ordinary context) and
the execution was good
enough to make these trailers go viral. All the videos in this series have over 100 00 viewings, and the
Behind the Scenes-video has garnered almost a million views (990 120). Low cost – high impact.
Some people decided to go the other way though, and Epic was one of them. When they released
Gears of War 2 they decided to contrast their universe of death, war and ungodly large
chainsawgunny-gunz by making Gary Jules cover of Mad World their trailer-soundtrack. The basic
principles remain the same – a video game commercial showing war, death and large guns being the
ordinary context, with a sad, minimalistic song being the unusual object. Low cost – High impact.
Keep in mind though that this was back in 2006, so when you’re reading this it might seem like
something everyone is doing (and have been doing for a long time). Visceral did the same thing again
with their Dante’s Inferno trailer (although with “Ain’t No Sunshine” instead of “Mad World”), but
when the GoW2 trailer hit the internets this was considered kinda groundbreaking as there was
extremely few trailers that even decided to move away from the noisy techno wubwub explosions
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
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motherfucker-soundtrack and actually went for a more somber, emotional angle. Especially in the
“dudebro violence and masculinity shown by wielding chainsaw imbued phallic objects and pointing
them at things that need to be dead now”-genre.
If you’re looking for inspiration for some brainstorming around guerilla marketing I’d recommend
checking out Studio Total and their campaigns “Burning for Equality”, “Room for Art” and the
aforementioned “Black Ascot”, as well as Saatch and Saatchi Stockholm and their Ariel campaign
(which indeed did cost a tidy sum, but hey – dat attention). We also have Tool and their video “Take
this lollipop” BBDO Toronto with more or less everything they’ve released since Skittles Touch and
Portuguese Torke (Nowadays Torke+CC) who did the blood urinary/fake murder campaigns before
the premiere of Dexter Season 2.
Part 4: Practical tips and tricks
“Focus on how to be social, not on how to do social.” – Jay Baer (Social Media Strategist)
“More contact means more sharing of information, gossiping, exchanging, engaging – in short,
more word of mouth” – Gary Vaynerchuk (The thank you economy)
“People influence people. Nothing influences people more than a recommendation from a trusted
friend. A trusted referral influences people more than the best broadcast message. A trusted
referral is the Holy Grail of
advertising.” - Mark Zuckerberg
(Facebook)
So you got a homepage, a blog, a
twitter and a facebook page for
your company. You’re posting good
content, showing off both your
team and your game and have
written a good post about how to
solve some of the issues you’ve
come upon when working in
Maya/max and also elaborated on
why you’re working on a linux port
even if the market seem small in
relation to the others. Still you’re
below a hundred likes and have very
little active users on your facebook.
Even fewer people active in the
comments on your blog. You’re
starting to ponder exactly what
brand of bullshit this is, and why the fuck you’ve put down hours of work on this.
First a little reminder. “This isn’t ‘Field of Dreams’, you are not Kevin Costner, if you build it they will
not come.” –Edward Rumley (COO @ Chillingo (EA))
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
Page 14 of 18
Just producing content isn’t good enough. You won’t automagically get a larger audience. There’s no
guarantees that people will find your blog even if they’re inputting the exact problem you’ve written
about in the google machine. It takes time. Most of the time it takes a long time. This is one of the
main reasons you’ve got to start doing this in due time (read: early). By cementing your presence
online, becoming an appreciated source of information on Reddit and continuously writing high
quality content posts on your blog people will start to show – but to speed up that process there are
a few tricks that might work. It ain’t a guarantee for sudden viral success, but it beats enjoying the
feel of your chair while hoping someone might share your latest photo and get someone else to look
at it who also feels like sharing and that person also just happens to have Kieron Gillen or Robert
Florence in amongst their friends. Hoping that things will work out and/or believing that just creating
content will be good enough is not good enough.
So to get that facebook page up to speed I’ll present an easy flow chart on how to widen your
audience.
Something that might
be good to keep in
mind is that you
shouldn’t look at other
indies as “competition”
in any classical sense of
the word. You’re not
Pepsi. 2D Boy isn’t your
Coca Cola. Rather, look
at yourself as a small
store in a larger town –
recommend the stores
you prefer to do your
shopping in yourself
and maintain good
relationships with the
other store owners and they might just do the same for you. That way you both gain customers,
larger possibilities to do what you want and you’re helping to further the indie scene in general. Be
an asset, not an asshat.
Ask your friends to share your stuff and like everything that’s written/posted on your page. (That
includes you yourself as well.)
This sounds incredibly basic, but lots of people tend to drop some stuff on their FBpage and then…
well… Go for a coffee I guess? By sharing your stuff and likeing what’s written on your company page
you increase the reach of your posts to the friends who have yet to like your FBpage (what kinda
friends do you have really?) and by simply asking a couple of friends to share/comment/like what’s
being written you create incitement for others to take part of the conversation or sharing the
picture. As Zuckerberg said – it’s a well known fact that something a friend recommends will be more
credible than any awesomely cool billboard ad in the world. Personal recommendation < Anonymous
commercial ad.
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
Page 15 of 18
Everybody obviously won’t sign up for your personal word of mouth street team, but if you
yourselves are active and engaged in what’s being written and personally explain what it’d mean for
you and your company if your friends do like/comment/share what you’re posting then your reach
and your fans will increase. In time. If you’re posting interesting stuff that is – you’re not a billboard
ad, and neither is your FBpage.
#screenshotsaturday
Hashtags on twitter can be/are incredibly useful for reaching a larger group of people (#indiedev
#indiegame !) and every Saturday quite the few developers tweet one/a few screenshots of where
they are in their development phase. It could be concept art, in game shots, pictures from a
brainstorming session unt so weiter – the whole point is to create a narrative that people can follow
to see a game grow and become the final product. #screenshotsaturday simply collects pictures with
that hashtag and presents them on a page. Basic stuff, but it has been noted by indie static,
indiegames.com and reddit and it keeps on growing on both the developer and audience side of
things.
Grow your list of contacts
Or address book, mailing list or what have you. An excel book/maxbulk mailer document with email
addresses, twitter handles, games/genres the journalist likes, what platforms said journalist operates
on and in what publications the journalist appears in is key to quickly be able to reach out to relevant
journalists with information when needed. We talked about this a bit earlier, remember?
To fill your books with email addresses you seldom need more than basic knowledge of the google
fu. Most journalists have either a) an email address tied to the site they’re writing for, b) a home
page with their email or c) a twitter where you could just ask them for their email (in a non-socially
awkward way). If they’re totally of the grid you could start by checking the paper publications they
appear in and call the office and ask for an address, or you’d just have to go with the basic
news/[email protected] which usually is found somewhere on said publications site. The best
way to get an address is obviously while sharing a beer and having a talk after a conference, but
lacking that then scouring the web is the way to go.
This is really something you should start with immediately when you start working on your concept,
and it really never ends. Fifteen minutes on the bus, an hour on the train, half an hour before you hit
the sack. By constantly getting new contact info and updating your books you make sure that you
don’t need to find the first 30 relevant journalists/bloggers in the middle of your last crunch before
going golden, and you don’t need to ponder on how to get in touch with the 150 largest non-english
speaking sites – everything is already in the books. Being an early bird here is the difference between
sitting down with 20 cold email addresses to people who never heard from you and having a nice
relation with 30 journalists/bloggers/let’s play-tubers that you’ve already talked about your game
with, and who have shown interest in getting their hands on any playable build you might put out.
SEO – Search Engine Optimization
Work in progress [I currently don’t know enough to write anything of decent substance. In the future
there’ll be a section about this here though. Maybe a chapter. Who knows.
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
Page 16 of 18
If you do know, and want to add your knowledge to the paper, feel free to contact me @
Reddit and the reddiquette
Work in progress [If you do have substantial information, and want to add your knowledge to the
paper, feel free to contact me @ [email protected] ]
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
Page 17 of 18
Sources/Good Reads Gamasutra - Features - Building Buzz for Indie Games
The Big List Of Indie Game Marketing « PixelProspector – the indie goldmine
presskit() - spend time making games, not press
marketing - Where to promote your indie game? - Game Development Stack Exchange
An Indie Game Developer’s Marketing Checklist (Including Portable Formats) | Gamedevtuts+
Marketing Your Indie Game: The Single Most Important Thing That No One Knows How to Do |
Gamedevtuts+
GDC Vault - Effective Marketing For Indie Game Developers
Indie Game Girl | Indie Game Developer Free Marketing Resource
Promoter – Track press about your games and apps. Automagically.
Games Marketer | Video Games Marketing, Promotion and Monetisation
Gamasutra: Mike Rose's Blog - The Idiot's Guide to Marketing Your Indie Game
Indie Game PR On A Shoestring | WE MAKE THE COPS LOOK DUMB
Develop 2012: Brian Baglow on how indies can master the art of marketing | news | Develop
Brighton | PocketGamer.biz
IndieGames.com - The Weblog Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press
Release?
Press tips for iOS game and app devs | Revert to Saved: A blog about design, gaming and technology
Indie Games Summit: 2D Boy/Polytron’s top 10 ways to market your indie game – Offworld
“Building Awareness Is A Huge Step”: Indie Game Marketing Advice From Phil Hassey | The Indie
Game Magazine - Indie Game Reviews, Previews, News & Downloads
Gamasutra - Features - The Basic Marketing Plan For Indie Games
Games Press: The resource for games journalists
GDC Austin: Wolfire's PR Tips - Wolfire Games Blog
100% Marketing Success Tips For Indie Games | WE MAKE THE COPS LOOK DUMB
Gamasutra: Howard Tsao's Blog - Indie Game Contests - To Enter Or Not To Enter
Promoter – Track press about your games and apps. Automagically.
Tales of the Rampant Coyote: 10 Quick-and-Dirty Indie Game Marketing Tips, Part I
Indies Game Marketing 101: A Love Story Johan Toresson, Gameport (Blekinge Business Incubator)
Page 18 of 18
Lost Garden: Bursty Indie Sales Cycles
Google Analytics for Software Sellers
Zero Budget Indie Marketing Guide | devmag.org.za
Gamasutra - News - GDC: Wolfire's Guide To Indie PR
How we handle our social networks | MoaCube
Kieron Gillen's Workblog » How To Use And Abuse The Gaming Press And How The Gaming Press
Wants To Use and Abuse You.
RunJumpDev - Ben Kuchera - November 2011 - YouTube
Eight things all indie developers should do when they talk to the press | Hookshot Inc.
How To Contact Press (And Increase Chances To Get Press Coverage) « PixelProspector – the indie
goldmine
GDC Vault - Effective Marketing For Indie Game Developers