In this class we focus on making original, functional, meaningful games, but what happens afterwards? How do you release and promote a game?
Distribution
If you are working independently or in the industry there are plenty of platforms for digital download. From the player’s perspective they seem interchangeable but from a developer perspective they can be very different.
Steam
Epic Store
Itchio
Humble store
Kartridge
Discord
App Store
PSN, Switch, Xbox, ORIGIN etc
What are some things to consider?
User base: popularity/install base but also demographics
Openness: can you submit anything?
Revenue share/revenue model
Developers Fee
DRM – Digital Rights Management
Discoverability
Saturation/Newness
API/Services (badges, steam workshop, community tools, micropayments etc)
Exclusivity programs
Content limitation/guidelines
Alternative models
Selling units aka premium, subscriptions, or Free 2 play are the most popular models to make money with games (aside of commissions and working for a company with a salary). But there are some alternatives:
Oikospiel – pay what you want
Kickstarter – crowdfunding/preorder
Patreon – exclusive content to subscribers
Sokpop – porpentine – Alan Zucconi – 100 rabbits – Beware
Line Wobbler – custom physical games
NITW – merch
Cordial Minuet – grey area gambling?
Prompt: come up with an alternative strategy to make money through games.
Promotion
Promotion typically starts way before the release with teasers, announcements, trailers, etc.
Self promotion on social media via work in progress
#gamedev
#madewithunity
#ScreenshotSaturday
Performative game development
Ooblets, Mosh Pit Simulator
Reveal trailers
Narrative Trailers
“Gameplay” trailer
Press
There are several site that cover indie games, exclusively or not:
A good practice is imagining early on a headline, or a tweet length synopsis for your game. If you struggle to find one, it may need something more distinctive.
Can you imagine more than one paragraph written about it? If not, it may lack substance, lore, conceptual or mechanical depth.
Of course good authors can write excellent articles starting from the simplest games.
Presskit() is an easy webpage template that makes the journalists’ life easier. It’s useful for bigger releases, when a certain degree of attention is expected.
Festivals
IndieCade in Los Angeles, is a festival for indie developers and students. This event features a lot of non-digital and experimental games. Show, conference, and awards. http://www.indiecade.com/
IGF – International Games Festival – This is the award show at the GDC. Very competitive. Money prizes, expo floor and pass for nominees.
http://www.igf.com/
Amaze – Great medium sized indie festival in Berlin. Focus on edgy content and small developers.
https://www.amaze-berlin.de/
PAX Penny Arcade Expo ( Seattle, Boston, Melbourne ) – Popular consumer show. Costs money.
http://east.paxsite.com/
Indiemegabooth – helps indies to get into more crowded and expensive shows above.
http://indiemegabooth.com
More regional or specialized game events can be found here
https://www.zo-ii.com/events/
https://docs.google.com/spreadsheets/d/1AzXJtsGA_qxSsMBZ-rgn8SYAu8V41Hve3yYiWHVS_vc/edit#gid=0
Youtubers / Streamers / Influencers
They are certainly annoying, but are they good for getting the word out? How to get them cover your game? Is your game video/streaming friendly? Why are they doing this? What do they want?
I have no idea ask reddit or gamasutra
Publishers
Publishers can support developers from funding to promotion. In recent years a variety of indie publishers, labels and collectives emerged. Here are some examples:
Collectives and communities
Maybe the real treasure is the friends you made along the way!
Some collectives and entities creating contexts and communities around games:
Babycastles (New York)
Juegos Rancheros (Austin)
Hand Eye Society (Toronto, Canada)
Dames Making Games (Toronto)
The Wild Rumpus (London, UK)
Bit Bridge (Pittsburgh!)
IGDA International Game Developers Association (everywhere)
Online communities
Definitely not exhaustive
Reddit / R/ IndieGames http://www.reddit.com/r/indiegames/
Reddit / R/ GameDev http://www.reddit.com/r/gamedev/
TIG source http://www.tigsource.com/
Various resources:
Raw Fury – Publishing Resources
Liam Twose – Global Games Industry Guide
Chris Zukowski – How To Market A Game
Lizzie Killian – VgPR Newsletter
Alan Dang – Alan’s DevResources Sheet
Lars Doucet – GameDataCrunch
Simon Carless – GameDiscoverCo Newsletter
Amanda Farough/Mike Futter – Virtual Economy Podcast / F-Squared LLC