Game Marketing Tips, Analysis, and News


Showing posts with label adventure game. Show all posts
Showing posts with label adventure game. Show all posts

Tuesday, July 13, 2010

Game Sales Up and Down

The different segments of the game industry are far from moving in lockstep. Games are selling well... and games are selling poorly. Some games are making a lot of money... others are losing a lot. The latest word from the classic console market (home of the largest publishers like EA and Activision) is that sales are continuing to be awful. As in, down 8% for software sales over last year. It could be worse, though: In the UK sales are down 16% for hardware and software combined (only down 10% for software, but an appalling 32% drop for hardware).

Meanwhile, reported revenue for Zynga was $350 million for the first half of 2010, with more than half of that operating profit. Must be hard to find an open spot to work with all that money piled up in heaps.

In the adventure gaming industry, results are better than the console game sector: Hobby sales continued to grow in Q1. Heck, even comic book sales shot up in May (though it was after a nasty drop in April).

What conclusions can we draw? The economy may be partly to blame for weakness in the console gaming area. But they are under siege by a wave of used game selling (now Walmart's jumping in big time, and 7-11, and more) and free-to-play games and social games. Heck, even DLC that extends the play time of a game helps keep players from shelling out for a new game... it's a double-edged sword (which we all know does more damage). If anything, a weak economy helps lower-cost alternatives do better, so adventure games, used games, social games and the like will all benefit.

What's the best marketing strategy? Stress value; look for ways to offer lower-cost products; tie into licenses and cross-promotions to build market share. And keep your expenses down...

Thursday, April 29, 2010

Hobby Game Sales up in 2009

According to this article in ICV2, sales for the hobby game store market were up from 5-10% for 2009. This was driven largely by a resurgence in Magic: The Gathering and board games, as well as the return of Heroclix. RPG sales, by contrast, were down 10%.

This means it's still a challenging market for most game companies. The retail store environment is still hanging in there, but there doesn't appear to be any reason to hope for a long-term resurgence of the retail stores. If anything, the trends seem to be pointing in the other direction. RPGs are down, and I'd suspect this is due in part to increasing acceptance of e-books and the growing availability of e-book readers. Card games and board games and miniatures still have a tactile value that makes them strong performers in retail stores, so until the electronic alternatives to those become interesting we'll expect those types of games to be good retail performers.

Not that this really helps the struggling game retailers; they could still use a solidly profitable game line that brings new customers into their stores. So could game publishers... any ideas?

Wednesday, January 6, 2010

Adventure Gaming in 2010

It's traditional to look back and to project forward at the beginning of a year. Since I haven't been running this blog that long (yet), I'm going to restrain myself to looking forward. What's happening in the Adventure Gaming market in the next year?

  • An interesting bit of news is that Fantasy Flight Games is abandoning the CCG market in favor of LCG's... what they call Living Card Games. Essentially it's a different way of delivering boosters and expansions... it will be interesting to see how the market responds over time.
  • Expect a continued decline in the number of retail stores carrying adventure gaming products, though the rate of attrition will probably slow.
  • Expect direct sales of adventure gaming products to contribute a larger share of revenue and profits for most adventure gaming companies. If that's not going to be true for your company, you should do something to make it so.
  • Expect more e-book sales, more print-on-demand sales, and perhaps some new ways to generate revenue without killing trees to do it.
  • The most important trend is the explosive rise in smartphones, which is a new gaming platform that impacts the adventure game market. Why does it impact adventure games? Because many different things compete for the free time (and available dollars) of the target audience, and smartphone apps are usually very low-priced (less than most booster packs or supplements). Games are a type of entertainment, so the rise of lower-cost entertainment on smartphones is a competitor. Especially as prices continue to rise for adventure gaming products, driven by lower print runs. Adventure gaming used to be the greatest deal in leisure time; invest $20 in a game and get hundreds of hours of play time. (Well, you'd be spending a lot of hours preparing for the game if you were the Game Master, but that was part of the fun, too.) Now you're looking at $50 to $100 or more as a basic investment. The books have gotten bigger and the rules lengthier and more complex. World of Warcraft has grabbed many of the people who would have played D&D... it's easier to get into and find a group to play with. (Yes, it gets very complex, and finding a good group is not easy... but overall it's still easier than wading through hundreds of pages of rules, and the computer makes recordkeeping easy.) Smartphones don't offer much to the RPG player (other than dice rollers) yet, but just wait. New e-book readers (such as Apple's rumored device) may offer even more possibilities once the prices drop to where people can afford them (in a few years).

We'll see how well I do at predictions next year when I review these.

Wednesday, December 23, 2009

The High End of IPhone Gaming

Tapulous, creators of Tap Tap Revenge, have told Reuters that their iPhone games bring in around $1 million per month (see the article here). That's some serious revenue... too bad this is not a typical example of an iPhone developer. But it does show what is possible to achieve with the right title, the right timing (being an early iPhone game was a big help) and some good marketing.

Of course, the immediate question any game publisher has is "Damn, how can I do that with my game?" You might expect that as a marketer I'd say great marketing is the answer. Sorry, but I'm also a game designer, and I have to say that I think you need a great game more than great marketing. Yes, you'd like to have both. But make sure you start with a great game. The iPhone market in particular is so challenging (partly because of the sheer number of games) that you have to do something that stands out in some way. The better your game is, the better your chance for success. That is a necessary but not sufficient condition for great sales... sometimes you'll get lucky and a great game will succeed without much push from marketing. But don't just stand around and pray for a lottery ticket... put some effort into marketing and your chance for a "lucky" break will improve.

Monday, December 7, 2009

Whither Adventure Gaming?

Seems to be that time of year for reflection, and a good place to start is where the market is going for adventure gaming. There seems to be some mixed signals. ICV2 reports that third-quarter adventure game sales were good, but certainly if you look at the long-term trends sales just aren't what they used to be for RPG products. The core audience continues to erode in the direction of cheaper, easier entertainment dollar sinks like World of Warcraft. (Cheaper may be arguable, given the monthly cost... but since you don't have to read a 300 page rulebook, I'd say it wins the easier argument.)

Certainly some adventure gaming products continue to perform well, such as Magic: The Gathering and Warhammer, and various collectible miniatures games. There are clearly compelling aspects to the hobby that have not been overtaken by other media.

I see this as a combination of a product development problem and a marketing problem. The marketing problem is a failure to reach a new audience, due to high price points, high complexity, lack of awareness and lack of product availability where the new buyers might be found. The product development problem is similar; products need to be simpler, cheaper, and packaged in such a way that new buyers are easier to obtain. All of this means wrenching changes in business models and game design, which is neither easily achieved nor without risk.

Certainly it's possible to continue making money, as a number of companies do in the adventure game industry. But it's not getting any easier. It would be nice to see some companies with new breakout products expanding the market for everyone. More on this in a future post.

Friday, October 30, 2009

Ultimate Edition Marketing

Here's another example of how marketing interacts with product development and profitability. The idea of the Deluxe Edition has been around for quite a while; I remember the hardcover Champions RPG bundled with HeroMaker software back in 1990 or thereabouts. The 90's saw a number of electronic games and paper games in limited release editions with extra features and an extra price tag. The simple form was to throw a few extras in the box (like a miniature or a map or a poster), or just a hardcover version of a softcover rulebook for RPGs, and then charge extra. Gradually this has evolved into special containers, DVD's with "Making Of" documentaries, soundtrack CDs, even such things as night vision goggles and statuary. Now comes the announcement of the God of War III Ultimate Edition bundle... so glitzy it demands a $99.95 price tag. An amazing box, an art book, a documentary, and a whole bunch of special downloadable content.

A few important things to note here. Aside from raking in some extra bucks from the devoted fans, this Ultimate Edition also serves a marketing purpose. It's free advertising... the press release is popping up all over game sites, reminding all that this game is coming up soon. It's positioning... the very existence of the Ultimate Edition tells you that this game must have a large following, and it must be special to deserve this treatment. So even if you don't spring for the Ultimate Edition, you are more interested in this because it's obviously an important title. So this adds value even to the ordinary edition.

Of course, there are some downsides to the Ultimate Edition. Somebody had to spend a good amount of time pulling together all of the elements in the package, so that's an opportunity cost (what else could that staff time have been used for?). These bits have some expense that need to be amortized over the production run, so there are more upfront costs... and hopefully there's enough margin to cover those costs, and the sales of this expensive edition are enough to cover all of the extra costs. There's a risk factor there, and some extra capital expenditures that had to be made. Finally, the DLC was not without cost. Somebody had to put together the documentary, the soundtracks, the skins and other game elements, so there's some staff time in product development that has to be accounted for. At least the DLC doesn't incur any shipping costs.

On the positive side, you'll probably boost sales of the regular edition, and you got some free advertising and some positioning help. Special editions keep getting created, so unless many different companies are deluded they seem to have sufficient value to outweigh their costs. Consider it as another weapon in your marketing arsenal.

Hmmm... I wonder if someone could pull off a special edition of an iPhone game... might be an interesting way to stand out from the increasingly large crowd...

Saturday, October 24, 2009

7 Tips for Adventure Game Marketing

Let's talk about marketing non-electronic games for a bit, and specifically the non-mass market games that comprise the "adventure gaming industry."

The adventure gaming industry is a tougher place than ever for marketing efforts. Roleplaying games, board games, card games, miniatures rules... these are generally sold in specialized gaming stores. Some of these products are sold in bookstores and occasionally mass-market stores, but those are rare. The number of full-line gaming stores has been shrinking, and not coincidentally average sales numbers through retail have dropped, and dedicated gaming magazines have disappeared or transmogrified into websites. So the obvious places to market such games (magazines sold to your core demographic) either don't exist or are far more expensive than companies in this business can afford, for the most part. What does that leave for your marketing efforts?

1) Convention marketing. If you've been in the industry for any time at all, you realize how much money you can make at Gen Con and Origins. Selling your products can make enough to cover your attendance costs at smaller conventions too. Even if you don't manage to cover your costs, the benefits of being there can be substantial. Demoing your games, contests, running games, sponsoring games, care and feeding of the fan base... and an opportunity to bring in new fans. Consider ads in convention booklets, posting or handing out flyers, free game giveaways, or other special events. Whatever you do, try to track the results. For instance, if you put an ad in a con program when you don't attend the con, put in a special offer or web address so you can track the response you get. Then you'll know if that $100 you spent brought in at least that much business, and whether you'd consider doing it again.

2) Social networking. If your game doesn't have a Facebook page, it should. Use all the social networking tools to help your fan base connect with you and with your games. The goal is to generate more sales by getting your fans to spread the word to their friends. These tools can also let your fans know about new releases and special deals you're offering.

3) Demo teams. These have worked well for many companies for a long time. If you've got some devoted fans, harness their enthusiasm into attending local conventions (and retail stores) to demonstrate your products. Those social networking tools are great for helping to organize this. You'll need to put together a demo kit, but all of the items in a demo kit will be useful to you in other ways.

4) Search engine marketing. Yes, time to get technical. You can buy some keyword search terms in Google or Yahoo or Bing, and they'll bring traffic to your online store. You can control how much you spend, and it's relatively easy to figure out what your bidding limit should be. (Let's say you have 100 sales per month with an average value of $25 per transaction, and you get 5,000 unique visitors to your web site each month. So each unique visitor is worth 50 cents to you...which means you certainly should bid less than that for your search terms.) Research your keywords; some tools can be found here; your best bet is this. The Google Keyword Tool will tell you how many times the term you put in has been searched in the last month. There's tons more to know about this subject, but properly used you can make a lot of money with search word advertising.

5) Work the web site. Spend some quality time on your web site to add features that attract fans and help spread the word. Discussion boards require moderation, but you may be able to find a trustworthy supporter to help with this. Start a blog about your products. Respond to questions. Provide links to additional resources that your fans might find of interest. All of these things will help improve your traffic and thus enhance your online store sales. Which brings us to the online store... a vital component in your strategy as retail stores become scarcer. Don't undercut the retailers in your store, but you can provide ebooks and additional downloads for your games (free or at a small cost). You can also bundle products... some companies are providing free ebooks for people who have purchased the printed version in the store, through a code printed in the book. Podcasts, videos, CafePress t-shirts... there's a long list of things you can do through your web site, and it's growing all the time. This can be a worthwhile place to put some marketing efforts.

6) Cross-marketing. When you want to expand your fan base, look to fans of other products that are similar. Perhaps you can work with other publishers, not against them. Cross-over scenarios may help sell your products to fans of other games. Try to see if you can exchange links with other web sites, or ads in games. Usually small publishers don't produce enough products to exhaust their fan's buying ability, so it can pay off to work with other publishers. It's even better if you can find a related fan base for a product that's not competitive. Imagine putting in some ads or offers for your fantasy RPG with some other company's fantasy miniatures or action figures... find a way to make it profitable for both sides and you may have a deal.

7) Creativity. Unleash the same creativity you put into game design into your marketing. Don't just hand out flyers for your game at a con; have someone dressed in a costume relevant to your game hand out flyers. Or better still, stage a costumed event that showcases your game, outside the con on the first day while everyone is lined up to get their badges (gotta love those captive audiences!). Make a YouTube video that does something outrageous and interesting (Will it Blend?) to get people looking at your game. Auction off a special gold-plated edition on eBay. Pretend your little boy is in an escaped balloon with a copy of your game... no, maybe that's too creative. But you get the idea.

These are just a few places to start... I haven't even mentioned package design, advertising, PR, channel marketing and a host of other basic marketing moves that are worthy of your time and attention.

Thursday, October 22, 2009

7 Tips for Marketing iPhone Games

Now that there are upwards of 85,000 iPhone apps, and 25,000 iPhone games, the biggest challenge isn't building your game, it's finding an audience. Which is where marketing is supposed to come to the rescue, but this is not an easy task even if you have a lot of money to spend. Given the usual low-to-nonexistent profit margin on iPhone games, and the increasing amount spent on developing games (trying to compete through more spending on art and sound), and the fact that most iPhone game developers are nano-sized companies, marketing budgets for iPhone games are more typically hovering right around zero.

How, then, do you generate some sales for your iPhone game? Here's seven tips that can help you get started. I'll add more details in future posts, but these strategies can point you in the right directions.

1) Make a great game with a hook. Marketing really starts with product development. There are so many games already out there that it's pointless to try to sell a game that doesn't have some exceptional quality. Hopefully it's got great art and sound, and fun gameplay... but if it's just another tower defense game with nothing else to distinguish it, you're going to have a hard time selling it. Either you need some really cool and innovative, fun new game mechanic, or you need some kind of hook to hang your marketing efforts on. What's a hook? Lot's of things... an unusual art design (think Okami), a subject matter that's appealing and not done to death (World of Goo), a license, a new twist... something that is compelling enough that you could see someone writing a news article about it. Then, of course, you go out and find people to write such articles...

2) DFM -- Design For Marketing. Yes, I know DFM usually stands for Design For Manufacturing, where you think about the process of building a product and incorporate those insights into the initial design, thus reducing production costs (and improving profitability). Similarly, you should consider the marketing of the product when you engage in the design phase. Creating a good free version of your iPhone game, and then a paid version with a good reason for the user to upgrade, should be a key consideration when designing. Getting the feature balance right between the two versions is an art. The simplistic way is to build the full game and then disable some features (or limit the pay time or number of levels), but this might not give you a good free version (or a paid version with enough added benefit). Take some time and consider this before you start programming. Ideally you would create your initial design document, then rough out your marketing plan, and see if the marketing plan could benefit from some additional features in the design.

3) Don't neglect the basics. The basics like having a marketing plan. A marketing budget. A web page for the game. A good title that's not tromping on someone's trademark. A good one-sentence description of your game that includes the key feature and creates a desire to buy it. (That should be a short sentence.) All that implies spending some time thinking about marketing, so budget time for that even if (or especially if) you don't plan to spend much money on marketing.

4) Start with an audience. It sure helps if you already have a fan club, because if there's a group of people that already like your work, hopefully they'll be interested in buying your latest magnum opus. Oh, this is your first title and no one knows who you are? Then perhaps in creating a background for your game you can acquire an audience. It's a game about squirrels vs. birds? Maybe you can find a way to interest birders (put in lots of interesting species, or maybe extra points for naming birds correctly). Or plug into the community of squirrel fans (hey, there are web sites devoted to selling squirrel-related products!) If you can find a way to grab an existing fan base of some kind, that makes it easier to attract an initial set of buyers.

5) Work at it. Don't put your heart and soul into building a game and then figure you're done. If you expect to sell enough copies to make back all the time you invested, your odds will improve if you spend some time and effort on marketing. Sometimes, perhaps, somebody gets lucky and sells a bunch of copies because Oprah decided it was cool and featured it on her show. Good luck waiting for that to happen. Most of the time that luck happens to the person who worked really, really hard to make it happen. As Samuel Goldwyn said, "The harder I work, the luckier I get."

6) Persevere. Keep working at the marketing of your game. One of the great things about the iPhone market is you can overcome a bad launch mistake (usually not true for games sold in retail stores). You can always release a new improved version of your game. Or even just a new improved version of your slogan, or your web page, or your ad. Or even just changing the price... one game went from dozens of sales per day to hundreds by dropping the price from $2.99 to 99 cents. Figure out what works for your product and do more of it; figure out what isn't working and try something else.

7) Be creative. Finally, try to be as creative with your marketing as you were in creating your game. Maybe a crazy stunt will get you a headline or two. Maybe that whacky package of oddly connected items you mailed to some key web sites will get you a great article. Maybe a quickie revision of the software to include a scenario ripped from the headlines will get you some mainstream press. Remember, iPhone games don't come in boxes, so your marketing has to be outside the box, right?