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?
-Andrew