This is as much me arranging the jumble of ideas around marketing in my head into something more coherent, but I'd very much appreciate any feedback on my marketing strategy
TL:DR summary is at the bottom.. of the second post
Don't hold back with criticism (I know you won't anyway
)
Product"The best thing you can do to market your game is to have a great game"
Premise
The game is a managerial / business simulator set in space. Imagine Transport Tycoon had used the Homeworld engine. It is for Android only
AspirationalArguably, a game is a mass market, consumer product, so it can at best imitate the techniques used by aspirational branding
Art Style
The art style comprises of several parts
Minimalism
Clean, clinical, uncluttered, small colour palette. This taps into the vision of the future presented in science fiction. Minimalist architecture and interior design has an association with high-quality and affluent living. This style also helps the UI design
Financial Aesthetic
Graphs, numbers and figures of the stock market. An indication of a 'higher plane' of business where success is measured in millions and billions. Intricate geometric patterns, guilloches and shiny metal holograms on paper bank notes represent value and authority
Sound & Music
Non-frenetic, chilled, relaxed, cool and stylish. Musical style and sound effects should reflect the overall aesthetic. Electronica fits best, incorporating synthetic instruments often used or associated with science fiction and the future
User Interface
The user interface must not only look stylish and be functional, it must flow. The movement must look and feel as good as when static
It must work with and not against the platform, taking advantage of touchscreen capabilities of swipe and movement, whilst still considering the limitations (variable and small screen size)
MechanicsThe game mechanics are what keeps the player playing, so rightfully constitute the most important part of the game.
There should be a single core mechanic, that is intuitive to understand. It must be easy to learn, but hard to master.
Additionally, the mechanics must allow skillful players to advance, but maintain an element of luck
Core Mechanic
Programming spaceships' activities (Go here, buy this, go there, mine that)
Emergence and Exploration
The functions players can program into their spaceships are on the surface, simple enough, but have hidden complexities. When multiplied over many ships, they create a huge diversity of combinations leading to unexpected results
The game world is dynamic, reacting to players actions, and endlessly creating new challenges (skill)
The game world is sufficiently large, and mostly-procedurally generated; enough to allow players to explore many different locations and discover new phenomenon (luck)
Pacing
The game has no twitch reaction mechanics or those that rely on precise accuracy of movement. This fits with a more cerebral type of game that ties in with the aspirational image ("work smarter, not harder").
Variable speeds also allow players with limited time to 'skip forward' or slow down or even pause when conducting complex, time sensitive operations. The player can control how much pressure they wish to put themselves under, and "skip the boring bits"
PriceGive the player as many ways to pay as possible, but don't force them into one model. See also Monetisation
PremiumThe product is a quality product, and should have a price that reflects that. At the same time, market rates for similar games must be considered. Current thinking is $5 - $10
There are two dangers however
Fans of the game may resent developers charging above market rates, knowing they will still pay.
Pirates may be particularly attracted to try and crack an 'expensive' game
Elasticity
Any sort of price drop seems to cause a temporary spike in sales. People like a bargain. Starting with a high price allows the price to fall and still be relatively high.
However, the idea of a 'bargain' does not fit with a premium, aspirational product. Those that buy into the original dream may feel their exclusive experience has been devalued. Typically price-cuts in isolation generate a spike in sales, rather than a long term trend, so should be used only as part of a wider, considered campaign
FreemiumOr a demo as I like to call it, allows the player to get a taster or sample of the game. This may lead some to decide they like the game enough to buy the premium version, but it acts more to reduce casual piracy
IAP CapMany players resent the way some F2P (Free-to-play) games feel like dressed up slot machines, designed to milk them of their money ad infinitum
A price cap will help alleviate that. In essence, once the player has spent the same amount on IAP (in-app-purchases) as they would have spent to buy the game at the premium price, all further content will be unlocked and they will be upgraded to a premium version of the game
The danger is that it destroys the ability for the 0.5% of fans for whom the game is basically their hobby (the so called "whales") to spend as much as they want (or can afford) on the game.
However, I personally believe this can be picked up in other ways/areas, whilst not frustrating the far larger number of players who aren't willing to "pay to win"
DistributionPlayers can get the game through many different markets and websites. The aim is to make cost in time+effort to get it from pirates > time+effort+money to get it legitimately
Market Distortion and Volatility
The android market in particular, amongst app markets, has been subject to poor visibility/discoverability and product differentiation spiraling the average price to "Free". It has likewise suffered from frequent changes both to the platform, devices and the market app itself. Not to mention the pace of change in the wider tech and games industry. In short, it is not stable
Payment Systems
From a business perspective, the payment process is the most important experience to get right.
The player must trust (and feel comfortable with) the payment method/system. At the same time, the systems must be streamlined to stop players being lost (i.e. as few steps as possible between player deciding to pay and transaction being completed).
The solution is be to provide as many quality options as possible. Large established companies (paypal, amazon, google, telcos) have trust by their brand and understand streamlining payment
Intelligent awareness of context can also help (e.g. identifying the phone sim carrier and not displaying payment options for other carriers)
Platform Holders
Visibility / discoverability is poor on most app stores. Appealing to the platform holder's own interests may increase the chance of a coveted 'feature slot'
i.e. Make a game for the players, market it at Google or Amazon or Samsung or whoever has an android app market
The danger of doing this more than once or twice is the loss of exclusivity that cheapens the aspirational image of the game
Hard to PirateForcing paying players to register may put some off playing or resent the extra effort paying customers are put through compared to their freemium-using counterparts.
Requiring an internet connection (to authenticate) adds an extra permission to the list required (and displayed in the app store). Equally, getting the device's unique ID adds some permissions that are not instantly obvious why they are needed, and may discourage players from making a purchase
Finally, there is an overhead cost to running authentication servers, as well as extra development time to implement said servers as well as obfuscate code
Giving Soft Pirates a Way Out
The game should give players who are detected as pirates an easy way out, so as to soften the feeling of being cheated out of the full game (e.g. still letting them play the freemium parts of the game)
Importantly, the game should be up-front with the would-be pirate, and encouraging them to play rather than chastise them and have them throw the whole thing in.
Localisation
It takes a lot of effort to play a game in a language that isn't your native tongue. Providing a legitimate localised version removes an incentive many pirates have for cracking the game
The downside here is the cost, which is significant, plus the multitude of languages in the world, and finally the expectation that a localised game will provide localised support
Pre-LaunchPrivate BetaThis overlaps the latter half of development. It allows some marketing activities to happen whilst allowing useful feedback for developers
It reduces risk by identifying features or aspects of the game that may be mistakes and hurt sales. It helps improve existing features, ensuring they are of the highest quality
Some beta testers will gain a feeling of exclusivity (being specially selected) in participating in the private beta, which should mean some become eventual evangelists for the game.
It also allows the start of a fan base to grow that can be built on as the game progresses
Social Media MarketingThis is when there is something substantial to the game to show off, far enough away from launch that it allows some time for hype to build, but not so far that fans lose interest in the meantime
Blog
This adds an intellectual level to the game development, helping flesh out some of the ideas around the game's art style, back story, development history and mechanics that may otherwise constitute data overload elsewhere
It helps give a sense that the game is part of a greater community and world beyond (when blogging on events and trends in the industry and wider world)
It also adds to the human touch and gives players a feeling of having exclusive knowledge of the game "straight from the horses mouth"
Facebook/Twitter
These are for evening out the peaks and troughs in excitement generated by blogs and new screenshots/trailers/info on the game being released
It adds to the human touch and also can link into other networks of people to spread the game's marketing messages (though this is very much hit and miss and shouldn't be relied on).
Community Outreach
A horrible way to say using existing online communities to find additional customers. In reality, posting on forums here and there and plugging the game in signatures or in 'announcement' sections of forums is a waste of time. The exchange must be mutual, and developers must contribute to a community in meaningful ways to be a part of it, rather than just talking to it
The danger is getting the balance right. Too much helping and it starts to suck up time for not so much benefit (and makes people more suspicious. "Why is this person trying overly hard to be helpful?")
Equally, too little and communities see through it as a cynical attempt to get a foot in the door and sell you something (which can turn whole groups of people against you! Far worse than having done nothing at all).
Commitment and sincerity is the big healer here. Don't pick communities where developers and marketeers don't really have a personal interest as they will lose enthusiasm and it will become an ineffectual a waste of time
KickstarterThis acts as a sort of 'practice' for the actual launch, and will be a useful way of measuring whether marketing messages are effective or not
It will solve some of the problems with financing the game (particularly the art side, as I can only afford so much per month to pay artists. I can do the coding myself on my free time). It also gives a nice way to give the new fans of the game a way to directly see their contributions and also give something back to those fans
Finally it is a good way of generating extra interest from those people who accidentally stumble across it.
Public BetaThis is where modules needed to make the game a commercial success (In-game support, store etc) are integrated into the game
Making a beta public dampens the feeling of being special and exclusive that private beta members have had, but is balanced against the feeling of resentment felt by those who discovered the game a bit later and still want to "get in on the action" early
Promo-codes
Different websites or sources will give different promo-codes, that when used give players a reward (e.g. a free, limited edition item)
This is a good way of identifying which marketing channels are most effective
Post Launch Support Preparation
After public beta, it should be possible to gauge the likely volume of sales post launch and thus the probably support needs
Post Launch Sales Preparation
Setting up the in-game / in-app store (see Monetisation and Price)
Conventions
These provide the final element of human touch prior to launch. They will help identify any potential marketing channels (forums, blogs, websites etc) that might be aimed at the target demographic but have previously been missed.
They also act as a channel in themselves, allowing reach to potential players who's use of the web is limited
Finally, there is the possibility of creating free, positive PR
LaunchAs the game is not aimed at the mass market, and so does not rely on chart rankings and the visibility (or lack thereof) of the app stores, the launch is about converting the potential players into playing/paying players
Announcements
These serve to remind players of the upcoming event. They should ramp up to the actual launch rather than simply declare the event as having happened to maximise anticipation.
The danger is players will lose interest again or forget if the build-up period is too long . I think 5 days is good (start announcing Monday, release Friday)
Backup Plan
In case there is some problem with the market(s), have a backup plan that lets players get hold of the app or otherwise not be disappointed
Timing
There should be consideration of other events both in the games industry and wider world. E.g. a week before any major conferences or conventions, but not during or after.
Avoid big AAA-title launches and Holiday seasons (i.e. Christmas, Thanksgiving, Golden Weeks (China), Eid etc).
Also avoid major news events (some websites list all the events in the near future likely to generate news stories (e.g. court dates for high-profile cases, elections) unless they fit with the game (e.g. Space rocket launch)
(continues below...)