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Entries in promotion (2)

Saturday
Jul302011

Doing what you (might) already know -- the fine balance of making and promoting your work

We’ve recently been ramping up the attention we pay to promoting ourselves, our work and our upcoming games titles for iOS and the web. In a few short steps (writing up a launch task list, attending Develop and preparing for a couple of conference speaking engagements in September) we’ve come to realize this: all we need to do is exactly what we already know.

To clarify: we know how to market ourselves and our games, we just need to get on with doing it. In order to remind ourselves (and yourselves) of a couple of those basics (because this stuff is basic) we’ve brought them together in this semi-glorified bullet-point list. 

General promotion

 

  • Ensure you can balance sustainability (cash flow, sanity); development effort; profile promotion and title promotion. Without each of these playing its part (you can merge the latter two if  it’s absolutely necessary and done incredibly carefully) you’re not going to see any significant forward progress – and in fact, you’ll likely fall apart or end up going backwards.
  • Pay attention to everything. This is targeted primarily at other indies, but relevant to all, because: you should pay attention to what everyone is doing. AAA marketing budgets don’t come easily, but neither does the inventiveness and passion seen in the marketing and promotional efforts of indies.
  • Talk to everybody. Network. Targeting individuals is fine, but talking to everybody is better – you don’t know where the pivotal conversations will happen until after they happen.
  • Tell people about what you are doing. This is the most important thing. If no one knows what you’ve done, it doesn’t matter how great it is. Your blog, other people’ s blogs, Twitter, Facebook, Google+, forums, mailing lists, traditional media – anyone who’ll listen.
  • Get involved. Enter your stuff into competitions. Participate in game jams. Not only do they bring exposure to your work, but they also help you refine your processes around specific points in time and force you to show what you do best: create stuff.

 

Operational stuff

 

  • Plan what you plan to do. If nothing else it holds you to account and gives you some method by which to assess your progress. Make sure you set yourself lists of forward moving actions – and make sure you review them to make sure they stay relevant and reflect the iteration of your plans as you progress through specific tasks.
  • Do everything as cheaply as possible, but no cheaper. It’s astonishing what you can get for little or no money – whether it’s products and services or the time and commitment of others. Just because other people are paying through the nose for something, doesn’t mean it’s the only way.
  • Invest in tools. Yes, yes – as per above – but it’s a worth remembering that great tools can make several orders of magnitude’s difference in your most valuable resource: your time.
  • Get your commercial and legal bits in order. Legal incorporation and shareholding, banking, insurance, payroll, taxes, copyrights and trademarks. All of these can and will screw you if you don’t get them sorted early on.

 

Getting better

 

  • Get stuff out there. Putting something out there is better than putting nothing out there. Especially in games development. Getting anything to the point of distribution is hard – regardless of the complexity of the title itself. Once you’ve done this, you can concentrate of improving the core product.
  • Sunk costs. Understand the core principle of sunk costs. Make decisions based on what happens next, not what went before. Costs to date should not sway the balance of an otherwise clear decision.
  • Analytics and metrics. For your promotional activities as well as for the games themselves. There are a wealth of services out there to help you with this (e.g. Google Analytics, Flurry). It’s amazing what you find out when you start measuring stuff. There’s no better way to challenge and improve your assumptions than with data.
  • Take a look at the services others are using. See what they can do for you (can they meet needs you don’t know you have). We’ve seen value beyond solving our initial problems from Skype, Google Docs, Dropbox, BitBucket/Github, Bitly etc.
  • Do all of this, then do it again. There is always scope for doing more.

 

Specifics on – conferences

 

  • Do not dismiss conferences. There’s a reason why pretty much everybody in the industry (AAA, indie and otherwise) treat them as pivotal points in the year.
  • It’s surprising what you can learn from others. Whether it’s an introduction to a new topic or reinforcing an existing one, giving yourself the opportunity to absorb information and reflect on your work is incredibly valuable.
  • It’s very hard not to network. People want to talk to other people.  Talk to them about their stuff; tell them about yours. It’s the whole fucking point.
  • Present your stuff. There’s a wealth of interesting material in what we do – and for sure someone will be interested in what you’ve done. If you’ve ambitions on presenting at GDC you’re going to have to start somewhere.

 

Specifics on – funding

 

  • Always think about getting paid. No one else is going to do this for you, but no one minds if you make this the most important thing – 9 times out of 10 they’re thinking about the same thing.
  • Funding means everything that gets  you paid. Everything from revenue based on past successes, self funding (subsidizing) and borrowing through to angel and VC investment falls into the same category.
  • Learn from the pros. VCs and angel investors generally look at you & your team, your competition, their (and your) exit strategy, user acquisition, results to date and transformational potential – you should too.
  • Look at yourself from the perspective of others. Regardless of whether you’re seeking funding or not, viewing your work (and more specifically your actions) from the perspective of an outsider can highlight stuff you might not otherwise have seen. If you wouldn’t invest in yourself (or your idea, current plan etc), why would anybody else?

 

Thursday
Jul282011

An iOS (iPad) app launch marketing and promotion task list template

We just finished up an outline launch task list for our soon-to-be-announced iPad debut title – this post contains that list, effectively a draft iOS marketing plan. It’s pretty generic, so we figured it might be useful to everyone else out there.

We’ll be revisiting this over the coming weeks – if you’ve got input, questions or whatever let us know – we’ll update this post and report back as we fill out the gaps.

Where are we at right now?

Right now – July 28th – we’ve got a mostly-finished game, a name and this list.

This is our first _proper_ release on the App Store – we’ve put a few things out there before, but this is the first time we’re doing a launch proper. We don’t expect everything to magically go in our favor – but we do know that if we do everything we can this time round we can only make positive iterations from there on out (we’ll have other stuff launching this year as well).

Required Assets (things we’ve got to make):

1. The game itself (full/paid version) – see list below of new/related features

2. Additional SKUs/version (lite/ad supported etc) – TBD

3. Various videos (launch trailer, full trailer, gameplay footage etc)

4. App assets (app description, screenshots, icon, press release/launch text etc)

5. Game website

  • Cross-site stuff with this site
  • Leaderboard integration with OpenFeint stuff
  • (post v1) level/map sharing

Things we need to decide:

6. Decide on launch price

7. Decide on free version (lite or ad supported)

  • (lite) launch date
  • (lite) what features
  • (ad supported) launch date – presuming same as full version at this point
  • (ad supported) ad location / integration
  • (ad supported) future feature set – will it get all post-v1 features?

8. Confirm app name

  • Current use (revisit this since originally deciding on name)
  • Trademarks in relevant regions (at least US & UK)

9. Game website URL (dedicated domain or sub-site to this one)

Features required in app (that relate directly to this list)

A good chunk of these are specific to the game we’re launching – though all are specifically launch/promotion related so completely relevant to other games, just need some adaptation.

10. News and updates pull RSS feed for front page with optional links (to other parts of app; to external URLs)

11. Separate feed (or filter for full/free apps) such that in-app cross-promo news items make sense

12. Finish “challenge” levels design – including having 4-8+ weeks worth of challenges

13. Figure out challenges integration for OpenFeint (if possible) and pushing of leaderboards to game website

14. Decide on final stats and analytics (just Flurry or our own stuff as well)

15. Decide on & implement final version of level sharing – particularly external services and iOS protocol handlers for twitter, facebook, google+ etc

Other things to think about / research

16. Do we need to think about readying App Store promo / feature assets in case we get one?

Launch schedule critical path

Fill gaps, estimate time scales and update/re-sequence this launch sequence list:

17. Announce game

  • 36peas blog
  • Dedicated game site
  • TA forum post (initial launch post) + announcement trailer
  • Media host locations (youtube, vimeo)
  • Offer limited number of public beta test spots

18. Release full trailer

19. Announce to iOS press

20. Distribute promo versions

21. Submit for approval

22. (update, resubmit, required)

23. Announce launch date (decide on best day of week)

24. Release v1 (at promo price)

25. End promo period

26. Announce v1.1 features

27. Launch v1.1 + promo price

Launch activities (not on critical path)

Plan and prepare for other launch-related activities (that are not on above critical path:

28. Solicit media requests for promo material

29. Identify “target” list of game biz people, iOS people, developers, media etc and do direct notifications where known or relationship exists

30. Cross-posting elsewhere of dev- or launch-related contents (inc #idevblogaday, The Cocoa Mag)

31. Speaking engagements and other public events (360idev – we’ll be speaking there and at iOS Dev UK)

32. Identify other timely launch-time events (game jams?)

33. Complete schedule of development content (blog posts etc) related to the game’s development

34. Get in touch with Mike Berg to update last year’s 360idev game jam site – this title is based on a prototype that originated in Austin 2011. Also give Jon Wilker a shout to encourage a mention – timing should be close to this year’s game jam

35. Identify and schedule other promo opportunities and offers – are “freeappaday” promos still worthwhile?

36. Release soundtrack via iTunes & some form of (free?) direct download

Post v1 features

37. Sort out development time scale such that we know when a v1.1 is released (presuming point releases – 1.1, 1.2 etc are feature-full, others 1.0.1 etc will be fix releases)

38. Decide on known likely post-v1 features (multiplayer, map editor + sharing)

Post v1 activities

39. Update this plan with an ongoing retrospective analysis / results

40. Release gameplay stats

41. Release commercial stats

42. Announce next version

43. Release next version

44. Identify competitions, summits etc -- anything applicable to enter title into

Your input wanted

Did we miss something? Is there an area you'd like us to expand on? Let us know in the comments -- we'll update this as we go.

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Updates

28th July -- Added #44 -- re competitions and summits