Table Top Versus Video Games - Part 3: Reaching Your Audience
by Andrew Douglas · 06/21/2006 (12:06 pm) · 4 comments
So you've finished your game, and if you've nailed the game play, and you've made it easy for people to play with their friends... the only thing left to do is sell the game, right? Okay, not the only thing. But in order to keep making more video games, it would sure help to sell a few copies of the game you already finished, wouldn't it? Actually getting sales is a mind numbingly big problem for any video game, and it's even more challenging for tabletop games. Oh, what to do!?
While the casual games market might embrace some tabletop games, many games don't really fit well along side brick smashing and the latest match 3 craze. Heck, there isn't even a "strategy" section on many portals, and if there is, it usually only has a handful of tycoon games. Nothin' wrong with a good tycoon game, mind you. But a portal is not a sure-fire way to get your tabletop game into the hands of your adoring fans. Ah, the fans... Who are your fans? Where do your fans hang out? What can you do to reach them there?
Retail publication might be an option. While some people will inevitably pick up your game while strolling through the isles of their local Walmart, it's more because nearly everyone ends up finding themselves, at one time or another, strolling through the isles of their local Walmart. But rarely do tabletop conversion games "reach out to me" there. If anything starts reaching to me there, I usually run away... very quickly. So where do fans of collectible card games, miniatures, role playing games and such hang out? Where oh where can they be? Yep, that's right. At the local comic book shop. Sure, they hang out online in various niche web forums, and those aren't bad places to market either. But I think the real gold mine of untapped potential is right there in the local mom and pop comic book shop.
They aren't without problems though. The most obvious of them being that, by-in-large, they don't stock video games. Well, that is a problem. If you're up for it, you can try something like the affiliate route. That would imply that you give them coupons/fliers that include their affiliate number as a code that your customer would need to enter to get, say, 5 bucks off the game. Another 5 bucks goes to the affiliate for the hard work of passing out the coupon (paid out via paypal or whatever), and you pocket nearly half of the retail value. While it might work, there are definitely some serious logistical issues to work out such as Why in the World Would Someone Want To Buy a Video Game They Can't Even See? Demo cd's or other paraphernalia are going to be too costly... hmmm. How do you make a video game that is a hit in a store that doesn't sell your game?
Some of you, who were paying attention in the last post, probably caught it...
The answer is: You Don't.
What you need to do is give your paying customers the ability to invite and play online with anyone they want to, even if they haven't bought the game yet. We'll call it the Invite Model.
I'm not trying to go all new age open source communal living on you. I'm not even going all Shareware on you. What I'm saying is that the cards are stacked against you. While a couple hundred people may think that $20 dollars for a fun tabletop game is a good bang for their buck, there are thousands of people who will disagree. Something is very wrong with this picture. We're not bringing enough to the table anymore. With the Invite Model, you are promising the player more than just their own enjoyment. You're letting them share the enjoyment of your game with all their friends. With that kind of viral marketing, then you may just be able to reach into the one place your video game wouldn't have been able before. The comic book shop.
See, it's the perfect setup. You have a game that appeals to a bunch of guys who are all sitting around playing Friday Night Magic in the comic book shops all around the country. One guy says "hey, have you played X yet". Another guy will say "never heard of it", and then the first guy'll say, "oh it's this cool game that's kind alike Y, but it does A, B and C". Now, normally, that's about as far as the conversation goes, and a great, potential sale is lost. But now the conversation will add... "and if you buy it, all your friends get to play with you online for free anytime". Which will be followed shortly by "what's your IM account?".
I know what you're thinking. That if it's that simple, then why don't games that are completely free become more popular. We've got shareware, do we really need an Invite Model? Because society is clear - you get what you pay for. I love talking about open source projects like Mozilla, but free games are different. It's like going out with an "easy" date. You may be willing to try it out (if you're willing to risk getting an infection), but you certainly aren't about to tell your friends about it. Shareware has gotten to the point where it's more like "cripple-ware", and the consumer isn't an idiot. Look, why are sell through rates for video games so abysmal? People want something for nothing or else they wouldn't have downloaded it, but they also need to see the value in shelling out $20 bucks.
The Invite Model. Letting Friends Play Free. It's about value. It's about building communities of people who play your game. It's about reaching your audience. It's a movement (like "Alice's Restaurant"). Tell me what you think?
-------------------------------------------------------------------------------------------
Stay tuned next time where I show off our game. I know you can't wait!
-Andrew
While the casual games market might embrace some tabletop games, many games don't really fit well along side brick smashing and the latest match 3 craze. Heck, there isn't even a "strategy" section on many portals, and if there is, it usually only has a handful of tycoon games. Nothin' wrong with a good tycoon game, mind you. But a portal is not a sure-fire way to get your tabletop game into the hands of your adoring fans. Ah, the fans... Who are your fans? Where do your fans hang out? What can you do to reach them there?
Retail publication might be an option. While some people will inevitably pick up your game while strolling through the isles of their local Walmart, it's more because nearly everyone ends up finding themselves, at one time or another, strolling through the isles of their local Walmart. But rarely do tabletop conversion games "reach out to me" there. If anything starts reaching to me there, I usually run away... very quickly. So where do fans of collectible card games, miniatures, role playing games and such hang out? Where oh where can they be? Yep, that's right. At the local comic book shop. Sure, they hang out online in various niche web forums, and those aren't bad places to market either. But I think the real gold mine of untapped potential is right there in the local mom and pop comic book shop.
They aren't without problems though. The most obvious of them being that, by-in-large, they don't stock video games. Well, that is a problem. If you're up for it, you can try something like the affiliate route. That would imply that you give them coupons/fliers that include their affiliate number as a code that your customer would need to enter to get, say, 5 bucks off the game. Another 5 bucks goes to the affiliate for the hard work of passing out the coupon (paid out via paypal or whatever), and you pocket nearly half of the retail value. While it might work, there are definitely some serious logistical issues to work out such as Why in the World Would Someone Want To Buy a Video Game They Can't Even See? Demo cd's or other paraphernalia are going to be too costly... hmmm. How do you make a video game that is a hit in a store that doesn't sell your game?
Some of you, who were paying attention in the last post, probably caught it...
The answer is: You Don't.
What you need to do is give your paying customers the ability to invite and play online with anyone they want to, even if they haven't bought the game yet. We'll call it the Invite Model.
I'm not trying to go all new age open source communal living on you. I'm not even going all Shareware on you. What I'm saying is that the cards are stacked against you. While a couple hundred people may think that $20 dollars for a fun tabletop game is a good bang for their buck, there are thousands of people who will disagree. Something is very wrong with this picture. We're not bringing enough to the table anymore. With the Invite Model, you are promising the player more than just their own enjoyment. You're letting them share the enjoyment of your game with all their friends. With that kind of viral marketing, then you may just be able to reach into the one place your video game wouldn't have been able before. The comic book shop.
See, it's the perfect setup. You have a game that appeals to a bunch of guys who are all sitting around playing Friday Night Magic in the comic book shops all around the country. One guy says "hey, have you played X yet". Another guy will say "never heard of it", and then the first guy'll say, "oh it's this cool game that's kind alike Y, but it does A, B and C". Now, normally, that's about as far as the conversation goes, and a great, potential sale is lost. But now the conversation will add... "and if you buy it, all your friends get to play with you online for free anytime". Which will be followed shortly by "what's your IM account?".
I know what you're thinking. That if it's that simple, then why don't games that are completely free become more popular. We've got shareware, do we really need an Invite Model? Because society is clear - you get what you pay for. I love talking about open source projects like Mozilla, but free games are different. It's like going out with an "easy" date. You may be willing to try it out (if you're willing to risk getting an infection), but you certainly aren't about to tell your friends about it. Shareware has gotten to the point where it's more like "cripple-ware", and the consumer isn't an idiot. Look, why are sell through rates for video games so abysmal? People want something for nothing or else they wouldn't have downloaded it, but they also need to see the value in shelling out $20 bucks.
The Invite Model. Letting Friends Play Free. It's about value. It's about building communities of people who play your game. It's about reaching your audience. It's a movement (like "Alice's Restaurant"). Tell me what you think?
-------------------------------------------------------------------------------------------
Stay tuned next time where I show off our game. I know you can't wait!
-Andrew
About the author
#2
06/21/2006 (4:33 pm)
Great series of articles Andrews. Whereas I'm not much of a fan of tabletop games this series has given me a lot to think about - keep this kind of content coming!
#3
I don't mean to be critical of games with time limited demos, but when there are whole discussions on "is 30 minutes too little?", or "is an hour too much?" ... well, it sometimes feels like it's all just a hustle. "Weren't those 30 minutes great. We'll keep giving you great gaming experiences.. trust us.. just give us $20!" It feels like, even if it's not true at all, that the developer knows that the game gets boring before long and there's not much more to see or do compared to what you got to do for free. Regardless, if you can play around with the time limit in your demo and get a conversion rate of 1.25% instead of 1.0%... you are still only convincing 1.25% of the people who bothered to download your demo that you're being honest with them. Something is terribly wrong with that model. Higher conversion rates are certainly possibly - just look at Xbox Live Arcade. We have to change the model for PC's. Edit: I'm not saying this is the perfect model to do that, but it may be one way.
With "Friends Free" or the "Invite Model", I think my personal goal is to give the whole online experience to your friends that are playing with you. Game modes, maps, characters, whatever. Things like persistence, leaderboards, maybe experience/unlockables, and obviously off-line features are going to be fairly "crippled" for people who don't buy the game. If that's not enough to cause people to want to buy the game, I guess I'll jump off that bridge when I get to it. Tracking game invites and games played off of invites will be really interesting. If the invitations are flying, even if the cash isn't, then I'll consider it a success. At that point it's just finding a balance between fun and money. That's a much more pleasant thought for me than accepting the current demo model that, to me, doesn't really start your relationship with your customer off on a very good note.
I'm certainly open to suggestions. One thing I haven't heard yet is a good reason NOT to do it. Anyone??
-Andrew
06/21/2006 (5:11 pm)
@Eric: I think that's certainly feasible, especially for certain types of games... like I said, you want to provide incentives for them to buy, but just being able to play the game whenever you want, with whomever you want to is a pretty good incentive if the game is fun. The more "game" you can give your friends, the fewer caveats and "buts", the better. You lose cred. with the consumer when you "cheat" them out of too much and then the whole word of mouth thing goes right out the window.I don't mean to be critical of games with time limited demos, but when there are whole discussions on "is 30 minutes too little?", or "is an hour too much?" ... well, it sometimes feels like it's all just a hustle. "Weren't those 30 minutes great. We'll keep giving you great gaming experiences.. trust us.. just give us $20!" It feels like, even if it's not true at all, that the developer knows that the game gets boring before long and there's not much more to see or do compared to what you got to do for free. Regardless, if you can play around with the time limit in your demo and get a conversion rate of 1.25% instead of 1.0%... you are still only convincing 1.25% of the people who bothered to download your demo that you're being honest with them. Something is terribly wrong with that model. Higher conversion rates are certainly possibly - just look at Xbox Live Arcade. We have to change the model for PC's. Edit: I'm not saying this is the perfect model to do that, but it may be one way.
With "Friends Free" or the "Invite Model", I think my personal goal is to give the whole online experience to your friends that are playing with you. Game modes, maps, characters, whatever. Things like persistence, leaderboards, maybe experience/unlockables, and obviously off-line features are going to be fairly "crippled" for people who don't buy the game. If that's not enough to cause people to want to buy the game, I guess I'll jump off that bridge when I get to it. Tracking game invites and games played off of invites will be really interesting. If the invitations are flying, even if the cash isn't, then I'll consider it a success. At that point it's just finding a balance between fun and money. That's a much more pleasant thought for me than accepting the current demo model that, to me, doesn't really start your relationship with your customer off on a very good note.
I'm certainly open to suggestions. One thing I haven't heard yet is a good reason NOT to do it. Anyone??
-Andrew
#4
-Andrew
06/21/2006 (5:18 pm)
@Michael: Thanks! We've got some things planned that should really be fun. I don't want to give too much away in case it doesn't work out, but let's just say it goes outside the blog lines. :)-Andrew

Torque Owner Eric C. Tomlinson