How Community Games creators can increase their exposure (with Microsoft’s help!)
May 31st, 2009This is a semi crosspost from what I told the XBox Live Creators earlier today. I thought it may be of interest to others, so I’m posting it here.
My profession, besides amateur game designer, is Advertising/Marketing/Design, and as such, I’m constantly looking at things here from a marketing angle. Here is a severly truncated version of the basic marketing report I have made for XBox Live Community Games, focused on the parts we as creators can do to increase exposure of the service. It’s no secret that XBLCG games do not really sell well, and the biggest problem is that not even 1/10 of the people that visit XBLA go to Community Games in the first place.
Now that Angry Barry has been released on Community Games, I’m essentially focusing strictly on marketing. As I do this, I wanted to share my thoughts on how this is going, and also what we can do as creators to help sell ALL of our game, and also what the XNA team at Microsoft can do to promote our games more internally.
After studying this around as in-depth as I could with the information I have available, my assumption is that our sale ratio is normal for a gaming portal - the problem being that we aren’t getting the pure numbers going to our portal to make the service as profitable for games as it could be. Games typically sell at 2-4% rates on portals, and that’s what we seem to be doing on average. Non traditional games and applications (Massagers, RC Plane sims, etc.) have a much better conversion rate probably because when people look at an application in particular it is easier at this point to fulfill what they want than to fulfill a specific intangible with “fun,” which makes it profitable at this point to make an application or non traditional game; not quite as much for a traditional game. Our goal, then, should be to increase exposure to the service, to raise everyone’s profits. In turn, raising profits will allow for better games on the service since it then makes sense to sped 6+ months on a game. Right now, a game taking more than a month to design will essentially automatically be a money loss, scaring away skilled developers, and lowering the average quality of game.
I know some people are in this strictly for fun and a hobby, which is fine, but we should make it a place where both the hobby guy and the businesses can both thrive.
What we can do as a Community
- TALK about our games.
One thing I noticed when googling around is that people are not talking about their own games, much less Community Games in general. If you don’t talk about it, other people probably wont - so why aren’t you guys on forums all across the Internet blabbing about your games and other people’s? Why aren’t you on Twitter; your own sites, supporting our review sites or talking/commenting in there/on XNA Roundup Videos, etc.? And when you do get an interview or something, don’t just mention your own game; raise awareness of the service in general. If you talk to the press, mention that there are a lot of gems on the service and that there are sites set up to find the good games, and thank them for providing exposure since nobody wants to cover our stuff in general. Talk, talk, talk. And not just BEFORE you release your game, afterwards. And then talk about other peoples’ games too. If you play a game that is actually good among the sea of crap - TELL people about it! Help others to help yourselves.
- Harrass the gaming media
I wouldn’t normally recommend doing this, but we’re essentially in ‘desperation mode’ when it comes to getting our games covered. I sent approximately 50 press releases out to the gaming media about Angry Barry a week ago, and I got around 3 responses based on that (one of them was Gamespot, surprisingly). The mainstream gaming media not wanting to cover a game with a fake-Obama beating up old ladies just shows that they don’t pay much attention to the “little guy,” when they have to devote so much space to the big guys to keep their advertising/exclusive looks coming in. Which is predictable, but sad.
However, just because they wouldn’t listen once doesn’t mean that they won’t do so, period. I’m waiting for the E3 newscycle to die down, and then, guess what, I’m going to send out 50 MORE “updated” press releases. Don’t give up; our games don’t go away, so there’s no reason that we can’t KEEP trying to get people talking about our games.
Also, google is your friend. Game reviewers have names, names have google trails. Don’t harass their facebooks or myspaces or anything, but see if those reviewers talk in forums or communities elsewhere, and then spark up discussion of your games in THOSE places.
- Make games that people want to talk about
It’s no secret that our game quality is low, which obviously doesn’t help general perception/sales at all. So working on the quality of our games is probably the major issue, and we don’t even really need to get into that as everyone knows about that elephant. But still, there’s more to it than that and that’s what I’ll focus on now.
We’re independent developers. Repeat that to yourself. Independent developers. That means we can make whatever game we please. So MAKE whatever game you please. You can’t program anything better than Breakout - that’s fine, make Breakout. But instead of making your Breakout with blocks and circles and calling it Blocks and Circles (with crappy box art), do something inventive with the premise. Make it about a dog hitting a cat into some poop or something; you may not be able to make the best game, but at least try to make something INTERESTING that people would talk about or actually want to spend 5 minutes playing.
My goal when designing Angry Barry was simply to make a fun game that would make people laugh and get people talking about the service in general. And while the fun quality is debateable, it does seem to get people talking, as my google searches are telling me. People are going on CG, seeing a game with a fakepresident beating up fakepoliticians, saying “WTF” and then telling other people on forums and their twitters and their blogs “WTF, you’ve gotta see, there’s a game about Obama on here!” And that was the plan. I could have made the exact same game with GENERIC BUFF GUY beating up GENERIC STREET PUNKS, but why do that when I could parody the election season instead and make people laugh while playing? Cold War Commander got a similar reaction on a smaller level. Weapon of Choice got that reaction from its art direction on release. If we keep making off the wall, crazy stuff, guess what - more and more people are going to keep coming just to see what new crazy games are coming out for the service instead of just seeing “what new apps are coming out” or not coming at all. So be creative, it only helps out everyone.
What Microsoft/XNA team can do
- We need better exposure. The “millions of Live users” only see what is thrown in front of their faces. And Community Games aren’t really thrown in their faces. We need better dashboard presence, we need to be talked about in general gaming interviews, we need Microsoft to send the gaming media more press releases about our games (while they won’t listen to us, they will listen to Microsoft), etc.
Also, looking at the main dashboard, Community Games needs a spot in the Game Marketplace ‘featured’ tab. I see one company spotlighted, one XBLA game, two downloadable games…why no Community Game? People often don’t go beyond their main dashboards, which is why they don’t know about CG - nothing on there ever features a Community Game. So feature something! There are some good games in there!
- Change the most popular = most featured thing. From what I can tell, on XBox.com and in other places they just feature the most popular games. Which typically means all/mostly apps because of what was mentioned earlier, and the general ease of checking them out. That doesn’t mean people only LIKE apps, it just means that they sell through very well. Which is fine, if you’re looking strictly at short term money, but long term, you need to bring more gamers in with the quality stuff and the “crazy” stuff that gets them talking. So pick more subjective choices to spotlight - focus on games that you think are well designed but don’t necessarily sell as well, or games that you know will get people talking strictly due to content.
- We need our quality rating system/better organization. Right now, this is how things work - you’re a New Release, you get in “Most Popular” for a while, maybe, and then you drop off, never to be heard of again if this happens at the wrong time or you don’t get high enough on the list. And the things that DO end up high on the list STAY there because the Most Popular list tends to self perpetuate itself. Angry Barry would up at #4 on its second day, so now I’m scouring/brainstorming ways to get it to the number 1 spot and sit there for a little while so it self perpetuates itself up there just because that’s how Community Games end up selling the best - not enough people check it out en-masse so we’re dependent too much on a long tail. If we had a better sorting system, we might not have to depend on the luck of the draw on when you’re released and how many people notice in that initial release.
- Give the gamers a little power. One of the reasons Youtube is so successful is that people can comment and rate the videos they see. by being able to rate things, they feel like a part of the process, so they keep coming back. Newgrounds - same deal, etc. So if Community Games is the only section on XBL where the users can interact to some degree, either by rating or commenting, or whatever, it will bring a contingent of users that come there just to do that. If gamers feel more involved, then they will want to BE more involved. So that’s something to look into.
I have more and a bunch of stastical data etc., but I’ll cut this here as I’ve been typing too long and you guys probably don’t care that much, and it’s time for some more excessive Google searching and forum scouring.





