Game Development Community

Let's pretend i was crazy enough to self-publish my own game

by suddysud aka mrclean · in General Discussion · 02/23/2006 (11:04 am) · 14 replies

Hi let's pretend i was crazy enough to self-publish my own game in a box and try to get it in stores.

If I was so afflicted, what would be the best steps?


Where do you think would be the best manufacturer to get game boxes made?
What's the best kind of box to use? I like those plastic boxes they don't look like they'll break in transit.

I notice some games seem to have this encryption on it to prevent you from coyping it.

What are the best reviewers to send games to?

What else would a person do to promote the game?

Thanks

#1
02/23/2006 (11:42 am)
I'm not sure about the boxes and the such, but if you're wanting to get into the retail channel, it may be difficult starting out. Why not go the Internet route in the meantime?

Copy protection is based on SDKs and sometimes hardware. You'll have to contact manufactures of SafeDisc, eAlladin, and more and license their materials. Or get ballzy and make your own.

Reviewers wise, all of them are pretty good. There are a few that specialize in Indie games.

Promotion wise tell people about. Post screenshots here, put up a website, and so forth. If you have budget contact magazine publishers and see if you can buy ad space.
#2
02/23/2006 (12:24 pm)
I'm sure you've heard this a million times, but this is just not a good idea. Really. It's like someone who has never built a boat before saying they want to get into the cruise line industry and what's the best way to build a cruise ship.

You won't get an audience with any major retailer. You will have to fight tooth and nail to get into any retailer.

However, if you want to do it just to see your game in a box, you might consider just doing jewel cases. A lot of games are sold in that manner.

But in reality the best way to see your game in a box is to make a good game and a publisher will pick it up. Believe me, this is the better route.
#3
02/23/2006 (2:09 pm)
Andy knows his stuff--he's one of probably 3 indies that has actually gone through the process of getting a box retail deal done. I'd suggest listening to him for sure!
#4
02/23/2006 (2:14 pm)
... and then you have the buyers for retail. It goes on and on ...
#5
02/23/2006 (2:15 pm)
The flip answer is: With the millions you are going to be spending on inventory, warehousing, and shipping... not to mention manufacturing and development of the actual game, you'll be able to afford to hire someone to help you make those decisions and has the contacts to make it happen.

If you are gonna go at it all alone, you are gonna be stuck with grass-roots type stuff, knocking on doors and talking to locally-owned-and-operated stores. The independent "mom & pop" videogame stores are nearly extinct, so you will probably have to talk to places like local computer stores (also a dying breed), hobby shops, and book stores. Don't expect nearly as many sales as you'd get going international on the web, and expect your costs to be much higher.

What HAS been done is to offer both a downloadable version and a boxed version for sale via the web. I'd say that would be your first priority. Once you've actually got sales working online, you can start worrying about getting into stores.

As to getting BIG chains like GameStop and Wal*Mart... well, it ain't gonna happen without a distributor as a middleman. Those guys don't have the time or interest in dealing with individual manufacturers. MAYBE it could happen if you are golf buddies with a senior exec, or if you happen to invent the next Pet Rock, but I wouldn't build a business plan around it. And as far as securing a distribution deal... I really couldn't tell ya how to go about that.

Listen to Chip, Andy, Stephen, and Josh. They are wise men.
#6
02/23/2006 (5:33 pm)
Well it's good to hear from some old pros who have been at this for a while.

I normally like to prove people wrong - but not in this case and i don't have enough cash for that. and putting games in a jewel box is going to kill the pricing.


So what's the best way to go internet route-wise?

Where are some of the best places to advertise etc ?

Thanks again
#7
02/23/2006 (5:52 pm)
What do you mean best way to go internet wise? Selling your game? I'd check into Plimus if you do not want handle transactions yourself. (http://www.plimus.com)

Advertising, once again I'd at least make a website for your game. Advertise there. Post anywhere you can. I'm working on a community magazine and I'm going to have advertising in it, if you're interested email me at the address in my profile and we can talk about there.

Also if you do good enough with your game, there is always a chance GarageGames will pick it up. Don't be to worried about your sales right now. It'll distract you from the project. Focus first on getting your game finished and polished, then burn the bridge of distribution and marketing.
#8
02/23/2006 (6:07 pm)
Thanks for the advice.
I'm working on an interesting game with torque


any other advice about the best way to market games on the net is always appreciated
#9
07/01/2012 (2:14 pm)
Could I sell it online and have it in local shops?
#10
07/04/2012 (2:59 pm)
Ops wrong thread... Sorry.
#11
07/05/2012 (6:56 am)
Quote:
From and including: Thursday, February 23, 2006
To and including: Sunday, July 1, 2012

It is 2321 days from the start date to the end date, end date included

Or 6 years, 4 months, 9 days including the end date
Alternative time units
2321 days can be converted to one of these units:

200,534,400 seconds
3,342,240 minutes
55,704 hours
331 weeks (rounded down)
#12
07/05/2012 (8:14 am)
Quote:Could I sell it online and have it in local shops?
While retail selling is still very possible I wouldn't recommend it as the digital model is more welcoming to independents such as ourselves.

I've self published in retail packaging before, while obvious, many overlook that you need nice, shrink wrapped packaging ($) with a UPC label ($$) and possible ESRB labeling ($$) and then worry about distribution ($$$) of your goods. If you're missing any of these things, or if the store doesn't like what they see, then you can forget it.

After you have all of that then it comes to getting your game in the store. We've talked to small and medium sized locally owned stores and at the height talked to nationwide distributors. Each has its advantages and disadvantages. It was a long process that ended up costing way more than what came back.

You may think that by getting physical distribution will set you apart, but it really doesn't, there's just as much physical media glut for games in stores as there is online. The best thing would be to make the best game you can, hope for the best, keep your costs low and keep on pushing. Digital distribution ends up saving you money (over physical), you can work with most game sites on promotions/advertising directly and connect closer to your fan base. The investment you'd put into physical media distribution would be better suited for something else.
#13
07/17/2012 (4:46 am)
Marketing your game on the net will require more than a website. You will need to drive traffic to that website, develop interest, then form a conversion in the form of a sale.

Search engines crawl your site to index your pages based on keywords. This is where search engine optimization comes in. You want your website to be filed in the right category when someone searches your game or type of game. But how?

1st: Domain name
The domain name is weighed hevily in the search engine results both by keyword and length of domain name registration.
For instance, you have a game titled Super Gems.
Suppose supergems.com was available. (which it is not)
Keyword strings that include super or gems would reference your site.
Do you want traffic from people trying to find super mario? Maybe.
Do you want traffic from people trying to find precious gems? Not so much.

2nd: Page Rank
How far up on the results list will depend on the length of time your domain name has been registered as well. So, even if you managed to register the name videogame.com (which is not available), you still would not show up in the search results when someone searches -videogame-.
Other websites that have been around for much longer have had a chance to score higher in rank even though you exactly match that search keyword.

Your rank is based on how viable your information is. In other words, how closely the content resembles the keyword. It also is weighed on how much of an authority you are on the subject. If people see the information as valuable to the topic it will increase your rank. There are also weights placed on h1 tags and alt tags, but I won't get into the specifics. You should hire a web designer that knows the weighting. Just remember that search engines crawl text, not pictures. Do not use images to convey your message. Use images to support your message.

In addition, having people link to your website increases rank. If it is good enough to share, it is good for rank. These are inbound links, and are helpful. This is where facebook and social media help by allowing inbound links with share buttons and like boxes.

Some websites offer link exchanges, or offer you access to link rings. Do not participate. These will negatively affect your rank. Search engines have come a long way and learned how to sniff out cheats and hacks such a these link exchanges and deep inner linking.

Redundancy in your content is also bad for rank. Keep the material fresh and do not repeat your message.

Pay attention to your page titles to make them unique for each page, and avoid spamming meta data in the header of web pages.

A web designer worth his merit should know this as SEO 101, and I suggest using a web designer that can explain ways to improve search optimization for your game. Avoid a designer who guarantees top ranks on search engines, as they do not have the power to place you in top ranks. Only the search engine companies can do that. They can only optimize the site so it fits in the right category.

Even with good optimization you will need to consider a marketing budget to advertise your site, which advertises the game. You essentailly buy rank by using pay per click ads. The more you are willing to pay for a keyword, the higher you show up on the list.

Research shows users spend less than 3 seconds to determine whether to stay on a page, and users start at the top left of the screen and rarely follow to the lower right before making a decision. So being placed 6 versus 7 is not worth the extra marketing dollar. You will want to spend the extra dollars if it means 1st versus 3rd however.

If you are looking for graphic design that will grab your audience's attention I suggest posting up a project on our website here:
logodesignwave.com

We have projects for more than just logo design. If you would like to talk about the specifics of a web design for your game, contact us at contact@ambientwave.com

We provide web design and web hosting for clients.

Take care and good luck.

#14
07/22/2012 (4:00 pm)
I would say getting game websites to review your finished game would be a good way to drive traffic to your goods. Using blogs in GG will help as well. Exposure is key, positive exposure. Steam may be an option as well and it will definitely help with exposure.