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TIGSource ForumsDeveloperBusinessHow to market an indie game
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haaf
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« on: February 17, 2007, 05:28:05 AM »

In hardcore and casual markets it is known pretty well, who are your audience, what size it is, what it appreciates, where it dwells, how to reach it and what it takes. And lots of publisher / distributor entities exist who can do the marketing and selling for you for percentage of income.

In case of indie games it's not that obvious. Who are those people who would like to enjoy games as art, how many of them exist, and how to reach them? Is there any uniform audience at all or is it segmented into fans of different kind of games?

Please, share any experience / knowledge on how to reach an audience for indie games or their specific kinds: portals, archives, review sites, distirbutors, publishers and any other channels an indie developer may concern.

Also, if you've been successful with some kind of games or a specific game that may be referred as "indie" or "experimental", or happened to raise your own audience, please share your experience and business models if this will not hurt you.

If you're developing your game right now, share your plans and ideas on how you are going to sell it.
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PoV
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« Reply #1 on: February 17, 2007, 06:29:48 AM »

Sadly, I'd imagine the hardcore artful games crowd are developers and people that already follow sites like TIGSource, IndyGamer, GamesAreArt, Experimental Gameplay, etc.  There's a bit of crossover with freeware gaming, flash, compo's, and Japan centric games.

Your best bet is to either somehow make a big deal of your game (IGF, gamer mags, IGN, Gamespot, Kotaku, other gamer blogs, Penny Arcade, *ANY* big non gaming press (CNN), etc), get on Steam, or get on one of the consoles.  And rightfully, to make a big deal with your game, your game has to be a big deal.
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Mike Kasprzak | Sykhronics Entertainment - Smiles (HD), PuffBOMB, towlr, Ludum Dare - Blog
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« Reply #2 on: February 17, 2007, 06:30:28 AM »

Wave the american flag.
Use the Send our troop home and We don't friendly fire stickers
 :D
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BMcC
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« Reply #3 on: February 19, 2007, 10:07:15 AM »

There's always the route of pure deception, as described in this thread.

/desperatelytryingtorevivethisdiscussion
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Kornel Kisielewicz
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« Reply #4 on: February 19, 2007, 10:21:15 AM »

I can only tell you how to make a roguelike game popular(*) Tongue. As for the other kinds I have no idea... yet.


(*) Talk about useless knowledge ^_^
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Derek
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« Reply #5 on: February 20, 2007, 12:14:22 AM »

You can get your game mentioned on every site in the universe and people still won't by it if it's not a product that is worth their money.  So really, (imo) it's not a matter of finding a group of players that want to enjoy games as art so much as you should make an artful game that is appealing and fun and does what it's supposed to do incredibly well.
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Derek
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« Reply #6 on: February 20, 2007, 12:26:03 AM »

I can only tell you how to make a roguelike game popular(*) Tongue. As for the other kinds I have no idea... yet.

So how do you make a roguelike game popular? Wink
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ravuya
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« Reply #7 on: February 20, 2007, 12:38:53 AM »

Yeah, I'm kind of wondering myself. The obsessive-compulsive details in those games appeal to my inner collector, but I can't imagine them selling well without nicer graphics (which ruin the details).
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Derek
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« Reply #8 on: February 20, 2007, 02:05:47 PM »

Split Kornel's reply into its own thread HERE. Smiley
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