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Building your brand as an independent developer. About Chris Charla. Portfolio Director for Connected Experiences at Microsoft Studios Worked as independent developer for 10 years Launch editor of IGN.com; game magazine editor for six years chris.charla@microsoft.com @ iocat on twitter
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About Chris Charla • Portfolio Director for Connected Experiences at Microsoft Studios • Worked as independent developer for 10 years • Launch editor of IGN.com; game magazine editor for six years • chris.charla@microsoft.com • @iocat on twitter • www.incrediblystrangegames.com
Being independent is great • Smaller • Faster • Cheaper • More agile • Freedom to make games you want to make
The problem: Standing out is hard! • There are tons of great games out there… • How can you make sure people see your game, and understand how awesome it is? • It takes a lot of work, but there are some sound, proven strategies you can implement that guarantee you have the best shot possible.
Why just being great isn’t enough • There is arguably more great content out there than there is time/money/consumers to experience it • Videogames are not a rational marketplace. • Discovery is hard; people are lazy
Building a brand is the solution • We know on XBLA games with “known IP” sell 23% better on average • This doesn’t mean established IP, such as sequels or licenses. • Building a brand around your game, your studio, and yourself can help that happen – turning an unknown project into a hotly anticipated game • Braid • Fez • Castle Crashers
Strategies: Focus Should you focus on a game, a studio, or yourself? Yes.
Strategy: Step One • First, have an awesome game. This is really important! • Be honest about whether or not your game is awesome • Be honest about whether or not it has a chance for the level of success you are hoping for • Listen for the feedback you don’t receive
Strategy: Be Active on Social Media (duh) • Twitter, Facebook, Blogs, etc. • Be active without being a shill for your project • Consider two accounts, one for your game, and on personally • Be real this is important • Evaluating social media ROI • Twitter is probably best for building personal brand • Twitter + Blogs is best for your game • Facebook is harder right now for independent games. Tough to update, tough to stand out in a crowd, tough to manage
Announce your game early and often • Games used to be announced late. That’s a terrible strategy • Old paradigm: • Similar to launching a film • Spend a ton of dough to saturate the market with awareness and generate tons of interest among target audience • Very expensive, needed to be timed closely to “peak” with product release • Realistically, no one can afford this type of saturation marketing for an independent game
Announce your game early and often • New paradigm: • Low intensity, long-lead time marketing • Target your interested consumers where they hang out • One tweet may not have the “reach” of a magazine ad, but if the right 1,000 people see it, it’s more than worth it • Goal: Create the purchase intent months or years before release, so the purchase becomes a foregone conclusion
Analysis: Does this work? • We’ve seen zero negative effects on XBLA for early announces • Braid, Castle Crashers, etc • We have seen correlation of late or surprise announces with low sales
Building Awareness Early • Social media • Big media, websites and magazines • Amplification by thought leaders • Shows and events (speaking and showing) • Build awareness • Get actionable product feedback • Network like crazy • PR, Marketing and outreach by the developer can be more impactful than outreach from a publisher.
Analysis of your brand building • Be disciplined: Use comps not instinct to evaluate your strategy’s performance • Compare stories / followers / etc with similar games. • If your game got 11 stories after PAX, and every other game got 25, you need to pause
What if this seems awfully hard? • Tough luck. Marketing and outreach is an intrinsic part of selling what you do • If you can’t do this, you must partner with someone who can. There is no alternative if you want to succeed.
Q&A • chris.charla@microsoft.com • @iocat on twitter • www.incrediblystrangegames.com