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Stealing Farmville's thunder one player at a time. 1 down, 80 million to go.

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January 21st, 12:57pm 1 comment

Your Plain English, 4 Step, 5 Minute Game Marketing Plan

Just answer these four questions about your players and your game. Write them down somewhere, expand them over time. Keep it simple but take it seriously.

1. How do they find it?

What's going to get your players aware of your game in the first place? Are the techniques you have powerful enough to alert enough potential players about your game?

Most people need to hear about something several times before they try it, so watch out!

2. Why do they try it?

What's going to get somebody who hears about your game to download it to their device, try it out on Kongregate, or give it permission on Facebook? Are there enough reasons to convince somebody who hears about your game that they really should try it out? Is there anything that will make them feel confused or doubtful about it?

3. Why do they stick at it?

After they've tried it, what's going to keep them coming back for a 2nd, 3rd, 4th, 5th play? "It's fun" on its own is not enough. There are millions other fun things people could do instead of revisiting your game. Make sure they're not doing them.

4. Why do they buy it?

What's going to motivate them to switch from Lite to Full, or to make purchases inside your freemium game? How can you make sure there's enough resistance in the free version that they are motivated to buy, but not so much that they stay with free for ever?

Answering these 4 questions is not the most thorough marketing plan in the world. But plenty of game developers don't seem to even answer these simple questions properly. Now you have a head start on them.

Posted by David Barnes