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May 29th, 12:39pm 1 comment

Marketing Basics for Game Developers: The 4 Ps

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The 4 Ps are the most basic of marketing basics but many game developers only give much thought to the first: product. A successful game will need to get the other 3 Ps right too so it makes sense to have some idea of what each of them will be before you embark on building the damn thing or even designing it in too much detail.

The 4 Ps don't just give you a way to market a game you've written. Instead they encourage you to think of the "product" as part of the marketing -- design a product that you know you can market, rather than build a product and then worry about marketing.

Before you plan or start coding your next game, take some time to think about the other three Ps. Even if you just jot down a few notes on a piece of paper.

These are the 4 Ps:

Product
This is the actual game. What features it will have, what it will look like, how many levels, how hard it will be. A lot of game developers build their game and then try to figure out how to "market" it. It's much more efficient to design a game that you know is marketable -- that's why it makes sense to plan all 4 Ps in a little bit of detail. It might be that you have a promotional or pricing idea that you can incorporate into the product.

Price
This is how much you're going to charge for your game and also how you're going to charge for it. Will the game have a fixed price? Will players have to pay for certain levels or power ups?

You might not choose your exact price before you've built the game but you should choose your price position. For mobile games the following are common price positions:

- Free, funded by advertising
- Cheap: 99c
- Not-so-cheap: $1.99-$2.99
- Premium: $3.99+
- Free-to-play, payments in game

There aren't many people in the world who own an iPhone and can't afford $3.99 so price isn't about what people can afford but rather how you want to position your game. There are thousands of 99c games available so players will need some special reason to pay more. Can you find it? If you can you should.

Your price and product need to be consistent: it's crazy to have a complex, cutting edge, stand out game priced at 99c. Conversely it's rare that you can charge $9.99 for a game that is undifferentiated from a whole bunch of 99c wonders.

This doesn't mean 99c = low quality. Angry Birds is the classic example of a 99c game that is "right" for 99c in that it is simple and casual, despite having a lot of complexity and investment in quality under the surface.

Place (or Platform)
Where are you going to make your game available? This P could easily be "platform" when it comes to games. Your game needs to be appropriate for the platform or place where you'll sell it.

Common places for indy games are: iTunes, Facebook, Steam, paid download from a web site, Flash portals.

Your product design and price needs to fit with your platform. It's worth looking at what sort of games tend to do well on the platform you're targeting. Almost all Facebook games have simple gameplay and a free-to-play model for example: an intensive 3D Facebook game that requires a monthly subscription is risky territoty, for example.

Promotion
Your game is only as good as the number of people you can persuade to play it. Promoting your game involves two main issues:
  1. Getting your promotional material in front of lots of people
  2. Making your promotional material persuasive
If you are developing an iPhone game then your icon, screenshots, and description are the cornerstone of your promotion. If you don't get these right then even people who visit your game's iTunes page won't buy it.

Once you have that right you need to look at ways to drive people to that page. Your strategy might involve getting reviews, building an audience through social media, or perhaps targetting a niche that's especially likely to love your game.

Your product, price, and platform need to be consistent with your promotional approach. For example you might have a really fun iPhone game but if you can't describe the in 20 words and a couple of screen shots then your game will not work as a business.

Common mistakes
Here's what can happen if you forget the 4 Ps...

Boxing yourself into the 99c corner
You have a game with lots of levels and advanced features that offers tens of hours of varied game play. But the screenshots and description make it sound like a 99c game, so you have no choice but to price it at 99c.

This happens because you didn't match your price and product at the design stage. If you had, you could have either built a more beefy first few minutes, or far fewer features and levels.

So good I can't explain it...
You have a tremendously innovative iPhone game with lots of interesting features that can't be captured in a 20 word description.

This happens because your product and promotional strategy didn't match up. You should have planned your game so that it could fit a pithy, 20-word description -- or had an alternative promotional model that didn't rely on convincing players with a short description (e.g. Minecraft).

The Flash portal black hole
An excellent, involved game that people will play over a period of months but the Flash portals aren't interested: you can't get sponsorship and/or nobody's playing.

This happens because your product and platform don't match. Flash portals are not for involved, deep games. If you have an involved deep game in Flash you should look for a platform with better retention -- perhaps Facebook or even build your own hub for the game and promote it yourself.

I hope you enjoyed this post. If you did please say "thank you" by Tweeting it or Liking it using the buttons below, posting a comment, or best of all follow my new Twitter account @packtexplorer -- where we tweet about game development, Flash, iOS, Android, and more. Thanks!
Posted by David Barnes
May 25th, 12:08pm 0 comments

Exclusive: Zynga About to File for IPO – AllThingsD

Zynga is filing for an IPO. You will be able to buy the first few shares for free, but to get any dividends you will need to pay.

The filing with the Securities and Exchange Commission could come as early as this week, or next week at the latest.

The move is not entirely unexpected, given how well the recent IPOs of several Internet companies have done recently, including business networking site LinkedIn last week and Russian search giant Yandex today.

http://allthingsd.com/20110524/exclusive-zynga-about-to-file-for-ipo/

Posted by David Barnes
May 13th, 5:04am 7 comments

Minimum specifications on a Facebook game? Are NOVA mad? (via @gamesbrief)

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Nicholas Lovell at Games Brief is in a twist over a new Facebook game called N.O.V.A. Elite. Its crimes:

  1. Playing loud music as soon as you start playing it. Great way to get your players sacked.
  2. A stupid name that requires searchers to type full stops between every letter.
  3. Requiring a 3D graphics card, 1GB hard drive space, and a bunch of stuff that even I -- as a technical person -- don't know if I have

You can imagine the reasoning behind this ridiculous game: Facebook games are hot right now but they're crap games. Let's do a PROPER game for Facebook. It can't fail!

We'll see...

Meanwhile, the basic concepts of Facebook game design: simple controls, low requirements, discrete play, and cartoon graphics are well established and it's a fool who tries to bet against all of these factors.

Read it all at Games Brief.

Posted by David Barnes
May 11th, 8:14am 1 comment

iFarm: A Fairy Story, Part 1

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Once upon a time there was a rich man who owned a lot of land. But he hated farming and didn't want to do it himself. His land was very beautiful and things grew there very well. He knew lots of farmers would love to have a farm like his.

The rich land owner said: "If you pay me rent you can set up a farm on my land. You must give me a third of all the food you grow. If you can feed your family with what's left and you pay your rents you can stay as long as you like. Otherwise you can leave any time and your farm will be destroyed."

And the farmers said: "Your farm is so exciting and wonderful and we are so excited about having our own farm. We can't wait to start."

The rich land owner was very pleased. Now he had farmers to work his land and he didn't need to pay them anything at all. They were paying him! But he wanted to be sure this would work... it seemed to good to be true! So the rich land owner said: "There is a catch. You can only grow special kinds of crops on this farm ... crops that won't grow on any other kind of land."

The farmers said: "That is not a catch to us! The land here is so wonderful we never want to have a farm anywhere else!"

The rich land owner said: "Very well... but do you agree that I can send people to come and burn all of your crops any time I like?"

And the farmers said: "We trust you, for you are wise and handsome and your land is green and lush. You will not burn our crops unless we really deserve it".

Some of the farmers did very well on their little patch of land. They grew strong crops and made a lot of money. News of this wonderful farm spread far and wide. Soon there were so many farmers that every space was full. The rich landowner tried to make the farm bigger but by now other land owners were setting up their own farms and there was not much spare land left in the whole kingdom. So he made everybody's plot a little smaller and squeezed more farmers into the space.

The rich landowner saw that some farmers were growing a lot of delicious food. He wanted more than one third of what they grew, so he hired servants to grow those kinds of crops for him. He could produce the crops cheaper than the farmers who had to pay rent and one third of their money to the rich landowner. Eventually these farmers could not make enough money anymore. They wanted to leave but they had no seeds left that would grow on any other farm so they had to stay until they rand out of food and died.

What happens in Part 2? Make predictions in the comments or write your own Part 2 and blog it yourself!

Posted by David Barnes
May 11th, 6:21am 2 comments

Warning! If you are an iOS developer this quote will upset you... DIVERSIFY NOW!

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iFlowReader today announces that it's closing its doors. They built their ebook business on Apple. They thought they were friends... but then Apple decided to get into the ebook business itself.

The killer sentence:

We bet everything on Apple and iOS and then Apple killed us by changing the rules in the middle of the game.

Translation: we were a good friend to Apple and Apple stabbed us in the back.

If you are an iOS developer then no matter how much money you're making diversify now. If iFlowReader had put out HTML5, Flash, and Android apps while times were good they may be in a different position now. Still painful but at least sustainable. Longer quote:

We put our faith in Apple and they screwed us. This happened even though we went to great lengths to clear our plans with Apple because we did not want to make this substantial investment of time and money blindly. Apple's response to our detailed inquiries was to tell us that our plans did not infringe their rules in any way, which was true at the time, but there is one little catch. Apple can change the rules at any time and they did. Sadly they must have known full well that they were going to do this.   Apple's iBooks was already in development when we talked to them and they certainly must have known that their future plans would doom us to failure no matter how good our product was. We never really had a chance.

Read the whole sad tale at iFlowReader.com, if you can stand it.
Posted by David Barnes
May 5th, 7:08am 0 comments

Be Al Gore! Tools for developing your own interactive iPad books...

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Who doesn't want to be Al Gore? You get to fly around the world telling everybody else to stop driving their cars to work. It's a dream. And now he claims to have written the first ever full length interactive book.

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I'll leave it to you to decide whether "full length interactive books" are an apt description for most of the CD Rom content published 15 years ago, and instead direct you to some tools you might use for developing your own interactive books:

Adobe Digital Publishing Suite: you can try it for $10,000. Serious stuff with some serious big name users.
Demibooks Composer: develop interactive books right on the iPad itself. In private beta now. The creators of this app have previously developed interactive childrens books on behalf of Penguin.
Interact Builder: another company that develops interactive books themselves and has decided to start selling its own dev tools. It's also "coming soon". No sign of a price.
Al Gore's book is actually the first book developed by and with "push pop press", a self publishing platform for interactive books.
On Stackoverflow some advocate Cocos2d for interactive books. Alternatively you have the Baker Framework for doing interactive books in HTML5, currently limited to deployment on iPhone and iPad.

Are you developing interactive books? If so, what frameworks or languages are you considering?

Posted by David Barnes