The Indie Developer's Guide To Selling Games
An Interview with Joe Lieberman and his many personality
defects:
Let's start with a little bit about yourself, who are
you and what makes you competent enough to write a
book?
Well, other than being Named Joseph Lieberman, which has it's
own game related political ramifications in the United
States, I have a number of other qualifications. My favorite
of which is that I have studied games since I was a kid. Not
just played them in my basement with friends, but actually
took time as a kid to understand the various game models and
watch the evolution of games. On a scale of 1-10 on obscure
game knowledge I would give myself an 8.5. I paid special
attention to the multiplayer world, which I had been
predicting as the future of games before I was even in high
school. Ok, so if being a kid who loved video games didn't
impress anyone: I also have a BSBA in Marketing from
University of Florida (Go Gators!) and founded my own
marketing company while I was still a Junior there. I
immediately began working with independent developers on
building contact networks and improving the marketability of
their titles. So ever since I was a junior at UF I have been
building and learning with each passing day what I hope is a
reputation that gets as near to impeccable as possible: So
much so that I am the only PR service which offers a 100%
money back guarantee! Given that I feel MOST PR companies
charge far more than they're worth (most, not all), that is
quite a boast.
What inspired you to start marketing indie
games?
Well, two things really. First, I didn't have enough
experience to market anything else. Second, I became involved
in a bustling community (now www.indiegamer.com) of indie developers who's
extreme level of innovation was only matched by the extreme
level of marketing ignorance. Thus I saw a wonderful
opportunity, and what I had intended to start as a part time
job while in college quickly turned into a fair paying full
time job before I even graduated, so much so that I
THANKFULLY quit my college job as a manager at Enterprise. I
still remember my first paid press release though, it was for
Winter Wolves Software (www.winterwolves.com)
to the tune of $35. Also my first paid PR work was for
Rampant Games' Void War- which I believe to date has paid
about $50 (despite getting world wide coverage in both
magazines and print- it just didn't sell so well).
What inspired you to write The Indie Developer's
Guide to Selling Games?
Well, as my popularity has grown so has the size of my
clients and the price they are willing to pay me for my
services. Because of this I began, over the last year or so,
to have to start turning away smaller indie developers.
Unfortunately I have bills to pay, a kid to feed, and a
limited amount of time to devote. While VGSmart still has the
policy that advice is ALWAYS free and I still take the time
to answer questions people e-mail me, I hate telling people
that advice is all I can give them. So, instead of just
leaving the small guys behind I decided to write a guide that
would help them on their way.
Who are these clients that have bid up your time so
much?
Well, they are primarily a mix between three major clients
and multiple smaller clients. The major clients are 'every
month' kind of deals, the smaller clients hire me frequently
on a 1-2 month basis; this makes it cost effective for a
company their size. I try not to have any conflicts between
clients interest, so you'll notice they all do different
things.
The three major ones are:
Matrix Games (Digital Strategy Publisher) www.matrixgames.com
Tri Synergy (Retail Publisher) www.trisynergy.com
ArcadeTown (Online Portal) www.arcadetown.com
My smaller clients are pretty diverse, but the most
consistent are:
Ninjabee Software / Wahoo Studios (www.ninjabee.com)
Caravel Games (www.caravelgames.com)
Amaranth Games (www.aveyond.com)
And multiple others who have hired me for a couple months at
a time and probably will again the next time their game is
ready J
Who is The Indie Developer's Guide to Selling Games
targeted at?
I would say this is a beginner - intermediate book for small
companies, all the way down to one man development teams who
are selling their game ONLINE primarily.. I put special
emphasis on non-casual independent games, because those have
more marketability (less reliance on pre-established traffic
streams, IE: Portals). If you've got a business degree and
several years experience in the game industry there's
probably nothing new in this book. However, I do go over one
advanced concept in the final chapter that is my take on what
causes online purchasing of games.
So, care to share with us what your take on what
causes online game purchases?
Well, not to spoil the surprise ending, but basically it all
boils down to this: Motivation. The theory I have, which I
named Joseph Lieberman's Motivational Pyramid in hopes of
someday being as famous as Maslow, is that game purchases
online are entirely emotion based. The key factor in
increasing sales is to uncover what is motivating them to
want to continue playing. I surmise that the higher their
motivation to want to continue after the demo ends, the more
likely they are to purchase and then break down what are the
possible motivational factors involved with games. This goes
directly against the idea that you can win over more sales
with a logical argument on why your game should be purchased.
I think logic in this sense is totally bunk. There's no more
logical reason people buy a game than people buy a 25 cent
pack of gum at the checkout line (I like Big Red myself). You
buy the pack of gum on impulse, with motivation that relates
to a variety of factors. I break down what factors those are
in games into three prime categories: Macro Motivations,
Micro Motivations, and Constant Motivations. Buy the book if
you want the whole scoop (See, I'm creating
motivation!).
That sounds very intriguing. What other concepts are
covered?
Well, you can see the entire Table of Contents at www.indiegameguide.com. In general the key
chapters are: Pre-Development Marketing (Finding a target
audience, defining what your game should have and shouldn't
have, what style of demo you intend to use), Developmental
Marketing (Building a website, creating traffic, garnering
interest), Release Marketing (Getting Press Coverage,
Advertising, Portals and Publishing), Post-Release Marketing
(Updates, Upgrades, Re-releases), and The Future (Some
silver-lining style thoughts on what the future of the online
industry is like. The final chapter is on advanced theories
like the one above, grass roots and viral marketing, and
others.
What is your goal with this book?
My goal for the readership is that people use
it to either learn or remind themselves of what steps they
should be taking at what times. It isn't a text book. I don't
intend for it to replace actually taking some marketing
classes. However, I tried to write it in a far more
entertaining and easy to read method than you would find in a
text book. My intention in doing so is that even the most
marketing adverse developers could use it and understand the
concepts without being bored to tears (as I was for four
years). My next phase after directly reaching current
developers is to shop this book around to some of the game
teachers out there as recommended reading.
My goal in sales is to sell a mere 300 copies, which is what
I need to repay me at a fair rate for the time it took to
write and edit it. I made a post on my blog
(vgsmart.blogspot.com) that 300 copies is about $6,000
profit- which is pretty slim. As of the day I am writing this
the book has finally broken even in sales, so its all
downhill from here.
Are you planning any other books?
Well, I have been asked to do a chapter in another book, but
I am unsure if I have the time to commit to that project.
Otherwise I plan to update this book every-so-often. Most
notably, every year I intend to update all the resource
sections with new contacts and contact information. The
resource sections are handy for anyone in the game industry.
They include the contact info for Artists, Musicians,
Sound-effect people, and online publishers, as well as a list
of "indie friendly press" and a list of power words (a
marketing thing). Each year I intend to put together an
updated list, removing any of the people who have vanished
and adding in anyone who is interested in taking part. I plan
on selling this updated resource as a PDF for a really low
price, probably $5-$10 depending on how long it takes me to
put it together.
What has been your crowning achievement so
far?
I've done a lot in a short time. My crowning achievement
could be considered this book! However, I don't think that is
what you meant. I think this year's showing at the
Independent Games Festival is a good one, in one fashion or
another I had worked with 6 of the games nominated as
finalists for the IGF to help promote them. Getting to go to
the GDC and shake hands with the people I helped (at least in
some small way) was really cool. Second to that, possibly, is
my first speaking appearance at a conference. Last year at
the Independent Games Conference in Eugene a guest speaker
didn't show (we would later learn his car exploded on the
freeway- but he's ok). Well, I just happened to be there and
made my first impromptu appearance at a conference as a guest
speaker- not surprisingly on the marketing panel. I just wish
I could have had my book done by then! Sadly it wasn't even
thought of at that time.
What would you say is the most common mistake of independent
developers?
Easy. Giving up. Look, the fact is very few people make any
money at all on their first game. Don't consider a game that
doesn't sell a failure. Learn as much as you can from it and
go make a better (selling) game. Use it to help build a
community, even if that means giving it away for free or for
free with any purchase of your next game (unless its so bad
it would hurt your reputation to have anyone play it). Don't
just give up on a product, and don't just give up on making
games. The games that are selling best on portals are doing
so because of extreme levels of quality in design, graphics,
and sound. However, there are many things that these games
aren't doing and many resources yet untapped. The key is
don't give up. Take a page from Outpost Kaloki from Ninajbee
(I mentioned them as a recurring client)- Outpost Kaloki by
all sales standards is a failure. They didn't give up though,
their game got recognized by all kinds of places. Not only
did it result in a slew of contract work, but it also got
noticed by Microsoft and is one of the top selling games on
Xbox 360 Live Arcade now. If they had just pulled out of
making games entirely none of these opportunities would have
opened for them- so keep at it even after failure!
Anything else to add?
Buy my book? www.indiegameguide.com - or at least read my blog:
http://vgsmart.blogspot.com
Thanks! All profit will go to feeding my gaming
addiction or at least feeding my daughter and HER
gaming addiction.