My Name is Daniel and I am a Genre Addict
Marketing LessonsFirst, I'm assuming that if you are already making king-of-the-genre titles, you don't need my help. What saddens me is the multitude of games on the market that don't heed the basic lessons of catering to genre addicts. Lesson #1: Always claim that you made a king-of-the-genre title
Also, reviewers are almost always jaded genre addicts. They live to catch a glimmer of the joy that playing a particular genre once brought them. Only a king-of-the-genre game is worth their attention and adoration. Lesson #2: If you have an innovative game, don't tell anyone!
Instead promote your game as the best of the best of a particular popular genre. Casually mention innovative features as support for your argument that this, indeed, is the best game ever. A master of this marketing strategy is Peter Molyneux. The titles he is associated with are some of the most innovative games released on the market. Yet he took great pains initially to promote Fable as 'The best RPG ever'. He then listed its supporting innovative features as evidence. Eventually he retracted some of his statement, but I believe his ability to tap into a genre addict feeding frenzy heavily contributed to Fable's success in the market. Lesson #3: If your amazing game is innovative, plan on poor initial sales
Indy developers are particularly in a bind since they are additionally hampered by a very poorly developed channel and marketing apparatus. There are no pre-existing genre addicts to spread the word of mouth about your title. Such titles rarely gain the critical mass necessary to become financially successful. Wik & The Fable Of Souls has received wide critical acclaim, with rave reviews, warm letters from happy purchasers, and now having made the finals of the Independent Games Festival competition, it is difficult to imagine being happier about the way people have received Wik. And yet to date, the product has underperformed commercially. The history of gaming is littered with games that are interesting, different and complete commercial flops. Lesson #4: If you are an indie developer, focus on dead genres if you desire financial success
Here is a quote by Stardock, a great company that makes a cookie cutter 4X turn-based title called Galactic Civilizations. This genre has been ignored by big publishers for years, but the addicts never went away. Even better, under the rallying banner of persecution, the genre addicts have organized and there is a home grown web of fansites and forums that will inform the brethren about new and exciting games in their genre. "We'd been told for years that the turn-based strategy market was bad, so when we made Galactic Civilizations we budgeted for it to only sell 30,000 units. That's a fairly typical number for indie games that manage to get into retail. The game actually ended up selling something like 120,000 copies at retail world wide, and that's not counting the 10 to 15 thousand we sold electronically off our Web site." From the perspective of genre addiction, it is hardly surprising that the top performing indie games are Mahjong titles. Lesson #5: Tap into existing interests to slip your customers an innovation mickey.
As long as you play lip service to the basic theme, you can often get players to try out wildly innovative game mechanics. Existing genre addicts will inevitably see through your ploy and dismiss your game. Many are reacting as much to the fact that you didn't make a great FPS as they are to the fact that you are using a license as a hook. Be forewarned though. If you do your job well, you'll inevitably create a new genre and in turn more genre addicts. That is a great thing financially if you can maintain creative leadership of the new game genre. Be sure to get exclusive rights to the license that got you this far. The winnersTop Publishers
Mainstream Hardcore Gamers
The losersGamers addicted to smaller gaming genres
Developers who want to try something new
Market growth
When publishers reduce risk by focusing on proven genres they end up selling to the same people over and over again. The result is slower than expected growth due to a lack of investment in the development and promotion of innovative games. Look on the bright side though. Even if the industry is growing at a sub-optimal rate, it is still managing to grow at 14.3% CAGR 2003 through 2005. That is a drop from the industry average of 20% CAGR in previous years, but it is still better than the stock market. When you sell a highly addictive substance to a large market, you don't have to have great management to make a decent profit. |