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Plan for Jeff Tunnell
Plan for Jeff Tunnell
| Name: | Jeff Tunnell | |
|---|---|---|
| Date Posted: | Feb 06, 2005 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jeff Tunnell |
Blog post
Indie promotion.
So, I'm surfing around at 11:12PM on Saturday night (what?, you're telling me you are doing something better?) when I am attracted to a blog with an article about making a RAID array with four iPod Shuffles (OK, so it is kind of sad). Anyway, the coolest thing about the article was the Lore ad in the right column. All Indies need this kind of bottom up marketing and self promotion. Here is the site: www.wrightthisway.com/
Recent Blog Posts
| List: | 10/17/08 - Don't Fear the Economy 06/13/08 - The "Better Assholes" Clause 06/09/08 - Working For Big Publishers 06/02/08 - First Day Of The Rest Of My Life 05/29/08 - Make It Big In Games Call For Help 05/15/08 - An Itch That Can't Be Scratched 12/20/07 - Blog O Fix 10/09/07 - Acquisition Fun! |
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Submit your own resources!| Charlie Malbaurn (Feb 06, 2005 at 07:30 GMT) |
I have actually been doing a lot of research on low end advertising. One of the cooler, and surprisingly not so compicated, things being affiliate programs.
I'll put my findings up in a resource soon
| Joshua Dallman (Feb 06, 2005 at 08:38 GMT) |
For starters, have some banners and image buttons of various sizes on your website, like Lore is doing:
http://www.darkhorizons-lore.com/download.php?view.45
Second, don't bury them four screens deep ;) Third, make sure people know you're "indy" and encourage them to support you by linking to your site if they like your game. People are often more motivated/encouraged by feeling like they did a good thing than by monetary gain. Fourth, I don't know. It's late and I'm going to bed now. But I saw "The Incredibles" tonight and it was great :)
Edited on Feb 06, 2005 08:50 GMT
| Phil Carlisle (Feb 06, 2005 at 11:24 GMT) |
Jeff: Yeah, thats nice to see. But there are far more things we need to do to promote our games. Its a huge battle and something Ive not seen done well very often.
Something to concern ourselves with for sure.
| Prairie Games (Feb 06, 2005 at 14:32 GMT) |
| Anthony Rosenbaum (Feb 06, 2005 at 15:52 GMT) |
| Stephen Zepp (Feb 06, 2005 at 17:47 GMT) |
Unless you mean the reference to "The Incredibles"?
| Jeremy Alessi (Feb 06, 2005 at 19:01 GMT) |
| Joshua Dallman (Feb 06, 2005 at 21:01 GMT) |
| Jeff Tunnell (Feb 06, 2005 at 21:50 GMT) |
I don't think I was saying this was going to be the ultimate method of marketing. It was just a cool thing to be down in the depths of the blogsphere and see the Lore ad. Nothing more.
There will not be some "magic bullet" that automatically sells your game. I do see people that should be good at making games worrying a LOT more about marketing the game they have not even made than actually MAKING the game. I still submit that if you make a fun game, it WILL get sales. In addition, it will open up opportunities for your company. However, no game = no sales.
-Jeff Tunnell GG
| Joshua Dallman (Feb 06, 2005 at 22:08 GMT) |
One of the IGF finalists (Lux) draws heavily from the game Risk, and I was talking to the game's creator at IGC asking him how people find his game. He said the #1 way people find his game is by using the keyword "risk." I'm glad he told me that. My first game draws heavily from Scorched Earth, so I plan to be unabashed about that fact and try to get traffic by using that comparison.
However, my second game (actually my first, but on hold) has no such comparison, but it DOES have a very specific niche market, so that'll take a completely different marketing approach.
In both cases, I have the highest confidence that my games will find their audiences.
| Matthew Langley (Feb 06, 2005 at 23:32 GMT) |
| Phil Carlisle (Feb 07, 2005 at 14:59 GMT) |
But I think we cant ignore the fact that most indie games are making bugger all sales. Thats something that you cant live with for very long.
The fact is Jeff, GG sells games because of YOU :) and the dynamix link. I'm fully in agreement that making great games is the whole point of it.
But in order to turn a great game into a great bunch of sales takes a huge effort as well. For those of us without Jay and Ben that means we have to at least learn a bit of thier job as well :)
Stephen and Josh: I wasnt having a go at josh, It probably came over a bit like that, I just read the incredibles line and kinda read it strangely like josh was kind of rambling, much as I'm doing here :)
Phil.
| Phil Carlisle (Feb 07, 2005 at 14:59 GMT) |
| Nick Zafiris (Feb 07, 2005 at 15:19 GMT) |
Nick
| Edward Gardner (Feb 07, 2005 at 16:29 GMT) |
At least I think that's Jimbo :)
Edited on Feb 07, 2005 16:32 GMT
| Edward Gardner (Feb 07, 2005 at 17:58 GMT) |
Some of this has been official, some hasn't. Expect some more print press as IGF approaches and as we release the next version of Lore :)
| Jeff Tunnell (Feb 07, 2005 at 18:12 GMT) |
| Phil Carlisle (Feb 07, 2005 at 18:18 GMT) |
I'm not suggesting in any way that making great games isnt the core of it. What I'm suggesting is that we could all do well to learn the principles of marketing and selling the games too. Because the marketing (positioning etc) feeds into the design decisions. Some people (like yourself) make those decisions intuitively. Others have to learn it by example (like me I guess).
But I dont think anyone would disagree that the key to it all is the core "make great games" :)
| Paul Dana (Feb 07, 2005 at 19:33 GMT) |
So much advice he gave me essentially went wizzing over my head that it took me a few years to even fully understand the advice he gave me in that one phone call.
On the other hand...how else can you learn this stuff but by doing it?
That being said I do agree with your advice Phil and I feel I've been on that same journey with you.
| Jeff Tunnell (Feb 08, 2005 at 07:16 GMT) |
| Edward Gardner (Feb 08, 2005 at 12:18 GMT) |
That website, complete with Lore ad, was on Screensavers last night, and in talking with Jim, he mentioned some 27 thousand new hits on the site since that article went up :)
Fun stuff :)
| Joe Maruschak (Feb 08, 2005 at 16:53 GMT) |
marketing research can be valuable about giving you additional insight into your audience, but it is my feeling that this is useful only after you have your idea, and then can be useful in deciding when and where to spend the marketing time/money in trying to reach your audience. If you make a game to cater specifically to a marketing study, it will probably fall flat.. as it won't be a work of passion.. it is just a bland tradeoff of half formed impressions.. that nobody really gets or can get behind (in the development sense) and leads to design mud.
marketing is a tool.. and I see (and have seen) it used at the wrong time for the wrong reasons (my opinion)..
The best (or worst) example of marketing as of late is the move Catwoman.. proof positive that no matter how hard you try, you can't shove crap down people's throats.
Make the game first, and then, if it shows promise to sell well, start looking in to ways to intelligently get the word out to as many people as possible. For ThinkTanks, we did not do a ton of marketing, and we are doing ok, using pretty much positive word of mouth... and we are looking for smart, low cost ways to get 'out there' more.
| Phil Carlisle (Feb 08, 2005 at 19:04 GMT) |
I'll post the full version in our associates forum, but I'll try and re-write the version later tonight or tommorow, because it kind of leads to what I was trying to get across.
| Jay (Feb 16, 2005 at 21:43 GMT) |
Please let me know if you got my email okay ;^)
Best,
Jay
jaytando@hotmail
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