This isn’t something really specific to games but just in general. It’s all about raising awareness among the people who might be likely to download, play, purchase, talk about, share etc.
*** If people do not know your game exists, it is not going to sell, period, no matter how good it is. ***
There is an approach called “publish and pray” where you just make the thing and cross your fingers that people will find it. Or similarly, “build it and they will come”. Well, that might’ve been more true in pre-internet days of retail sales and such where finding product was much more a matter of being local to where it is distributed and advertised. Now when people shop online or on any device app store, they’re basically bypassing that and going “national”, so it doesn’t matter where you are located. So no longer can you say, I’m going to build my gaming outlet in the middle of a neighborhood where really game-oriented people live. It’s no longer “location location location”. Now it’s a matter of you having to find ways to create awareness in people who could be scattered all over the place.
Now, you could be passive about this, and you could say well, my game is good - “a good product sells itself”. There is something to that. Sometimes good stuff is self evident. And IF that product gets in front of the right people they might lap it up and get all excited about it and share about it and build a community around it and get into third-party add-ons and all sorts of ecosystem stuff. BUT the core product or service has to be pretty good or appeal in some way for that to happen. I think if you rely ONLY on word of mouth that way, it means you are letting people discover your game somewhat ‘by accident’. That might not be a terrible strategy. I mean, lets say you put it on Apple’s app store and somehow someone finds it and features it, or it gets a lot of reviews, or whatever, suddenly it springs into notoriety. Ok so you got sort of lucky. Or you happen to make it available on a game console and there’s a game app store and somehow enough people stumble upon it and gradually it grows a “reputation”. Ok, fair enough. Sometimes things “go viral” quite organically and not even necessarily for intended reasons. And maybe that is enough to really make your game a success, or what you consider a success. I mean, look at e.g. flappy bird and others, probably zero marketing, relied purely on being sorted from the massive competition but people stumbling upon it and developing word of mouth or social proof (reviews etc).
But, there is also a way to go about this that is PROACTIVE, where you are being somewhat more smart about getting sales. You don’t WAIT for people to stumble upon your game, you MAKE them aware of it. You’re actually using your smarts to figure out who the people are that might be receptive to your product, where they hang out, how they might become aware your product exists, what needs they might have that you address, etc. So this requires some research and finding out who your audience is, or potentially is. So maybe you find out there’s a cool youtube channel that features your kind of game and they’d lap it up and share it with their audience, or maybe there’s a blogger somewhere you write about this stuff and would love to do a feature, or maybe there’s a news website for indie games, or whatever… where would people hang out/live. This is you taking it back to finding the right ‘neighborhood’ where relevant, hungry gameplayers or influencers are hanging out and then asking yourself how you can get in front of either them or their audience. And there’s a whole level of marketing strategy to appealing to those who have their own audience - e.g. guest blogging, or being reviewed by a hot gaming channel or whatever, which can be more powerful than just trying to appeal to the final end user directly. That’s because you’re tapping into loyalty and trust that’s already developed among a refined audience who is already specifically interested in your niche.
Then also maybe you figure that having your own website might be a way to get ‘traffic’. See either you need to GO TO where the people are and put your game in front of them, OR you need to have them come to where your game is. The passive method with zero marketing is where you just let people come to you - you attract them, and you rely on third parties to basically ‘sell’ your product for you. This is sort of the publish-and-pray approach of just dumping something on an app store and crossing your fingers. But then there’s the go to
approach which has you FIND where the people are lurking and shoving your product in front of their faces. Either way, or both ways, you have to raise awareness otherwise if people don’t know your game even exists at all, or there is no buzz about it, you’re basically dead from the start. You could build your own website and try to attract organic or social or referral traffic for example and then direct those people to buy/download a trial or go to an app store of their choice. It’s all about casting a net and moving people forward in a ‘sales funnel’… starting with “I don’t even know you exist” and going through “I know your game exists but I don’t know if I need it” to “I know more about your game but I don’t know if I want to buy it” to “I think I’ll buy it but I’m not sure” to “I’m going to buy it” to “I bought it and now I’m part of the community.”
While some products can really take off with pure word of mouth and social referrals and sharing and all that, organically, passively, I think it would be most powerful to include proactive marketing regardless… for games that have no buzz or games with buzz… it can only help. The more people you can find to know about your game and become interested in it the better.
This is why for example, not long ago on TV there was this period of time where the Black Eyed Peas kept having this annoying song that they kept performing in all kinds of different places… I didn’t personally like the song, but the song showed up in countless places, multiple shows, tv ads, commercials, whatever… all over the place… raising awareness that it exists, and I bet they sold a shit-ton more copies simply because people couldn’t ignore that they existed… versus other better songs which were just simmering under the radar. If people don’t know that your thing exists, they are not going to become customers no matter what. So if you have this game you spent a year making and you dump it on an app store and cross your fingers, you’re really relying on the app store itself to function in such a way that you end up with some sales.
But you’re in a huge store with hundreds of thousands of competing products and you’re starting out from NOTHING, with no reputation and no ratings or reviews or exposure. And you’re relying totally on the ‘magic’ of the store to just bestow its benevolence upon your game in hopes that it will somehow just magically start to sell. That’s seriously a load of wishful thinking hooey. You can’t run a business like that. If you had to run any other business selling products with NO sales tactics, no marketing, no advertising, no sales folk to get your game noticed, no market research, no raising of awareness, not getting your product in front of anyone remotely relevant, you can be sure you are going to be OUT of business pronto. Get ready to be poor. Having absolutely no business sense and no DESIRE to do anything remotely business-like with your game seems like the app-store dream come true - just throw it out there and it will sell itself. Well… good luck with that. You want sales, you need to be a business and act like one, OR you need a really appealing/engaging game that gets lucky and spreads on its own (often unintentionally).
App stores barely do anything to boost your game unless you’re either lucky and/or have a really good or interesting/ground-breaking game. And then they feature it for THEIR benefit because they think it will help them make more money. They don’t really give a dam about you and your game. Do you want them to be your public relations person? Your sales team? You just want the ease of handing your game over and letting the marketplace crap all over your game like it doesn’t matter? You’ll be joining the flocks of near-death games if you do that.
So its kind of like, you spend all this time working on your super game and putting all this effort and money and time and passion into it, you release it, you basically dangle it out the window and hope that someone might walk past and inquire about it… and it goes nowhere. Like, is that what you want for your game? To just sit like a duck? In todays ecommerce economy you really have to compete to get heard and noticed by the right people at the right time in the right places, otherwise you’re just going to get filtered out. People are becoming more discerning and screening. You have to stand out, as a product, but you also have to stand out in terms of getting NOTICED by people. You can’t whine about the game not selling if you have done absolutely nothing to bring it to the attention of the people who might actually listen and be interesting, hoping that you get ‘lucky’ by some fluke that enough total strangers stumble upon it and lift it to a higher place. It’s like leaving your game in the hands of fate rather than actually choosing and creating the future experience you want to have. Why be a victim about it and end up disappointed? Leaving your game sitting on an app store is like leaving it sitting on a dusty shelf at the back of some retail store. Who is going to find it or want it - hardly anyone. It’s not just about how you get front-row seats or a window display (ie top of charts), it’s also about how you get people to come to it from OUTSIDE of the store. Cus people no longer just live inside the store, they are socially connected and internet capable and are browsing and shopping and googling all over the place on billions of websites.
Your odds have to be far better doing some proactive marketing than none at all, even if your game is already successful. Why do you think Clash of Clans had tv ads even after it was massively popular?
(I can’t believe I just made so many business lingo references, lol)
I think overall what this boils down to is, game developers don’t want to run a business and don’t know how to. They want to just develop some game, send it off in a file and let someone else deal with selling it. Then they hope that the store it’s on will just magically send a ton of hungry shoppers along (you know, because your ego is so amazingly attractive that everyone is just going to love you all day long). There is just NO WAY that is going to produce sales unless you get really lucky. And it will be luck, because it’ll be totally out of your hands as to what happens. It seems so easy and appealing to just publish and I'm done
… you know, lovely passive income, no more effort required. Ok… but, that means you’re in the hands of lady luck and its likely to be bad luck. There is a lot you can do to have some influence over who finds your game and how they find it and where and what they do next. You have NO POWER in an app store, but you do have power outside of it to help direct people there. Take your power back, people and quit whining about failure and unfairness.