Marketing research-Are Indie games a type of game?
#1 Members - Reputation: 436
Posted 06 April 2011 - 10:45 AM
But for one looking for marketing statistics, for creating a profitable game(hipotetically), I mean, studying opportunities( who will buy game, what game will buy, whats the age of those buyers, witch frequence they play those games, witch frequence they buy those games, where they buy)..Theres a field for indie games exclusively? where you can gatter commom characteristics of ppl who play "indie" games?
The background of this is: For a indie developer, who cant compete with well know "will sell well for sure" types of games(AAA), how can he research on marketing, if theres no known types of games(known types are dominated by AAA companies) indies have to rely on innovation, on creating new types of games...How can one make a careful marketing study instead of betting all on a great idea( something that everyone says DONT do it) Where to look for info? what info look for? How can one know if ppl will want to play the game?
Those are 2 related questions, in the case you confuse with what Im asking about.
Another thing I think about is about(geez, sorry my english) what successful designers say, something like "you have to create a game that you will want to play, not thinking on money" resuming, witch in my oppinion go tottaly against the idea of developing a game aiming a marketing research..Maybe the super game you want to play doesnt have any market field, but it can open one..how the hell can you know that?
Kind random isnt it? I was just wandering about..
#2 Members - Reputation: 823
Posted 06 April 2011 - 11:30 AM
For your more specific question, I would say that I don't think that "indie" is its own genre of game. While there will be some similarities between indie games, that's not necessarily the highest level consideration.
For example, say you hae three indie teams. One makes a first-person shooter, one makes a role playing game, and one makes a puzzle game. There may be some (or even a lot) of similarities between these three games, but they still fall into categories that, for me, are vastly more important than the type of team that made them. If I don't like first-person shooters, I'm not likely to be attracted to such a game just because it was made by an indie team.
But indie games don't constantly invent new genres. Far more often, they fit snugly into existing game types. Although some games straddle different game types, and indie studios are probably more likely to experiment with new combinations and novel gameplay elements, my impression with indie games is not that they are generally groundbreaking or daring. Even in a case where an indie game really is very innovative, market projections would probably be based off of the most similar games to it that are already in the marketplace.
If I were to see a game anywhere, Steam, XLA, etc., where the only description of the game type is"indie", what I would immediately think is that the game is likely to be shallow and short, and therefore had better be cheap.
#3 Members - Reputation: 436
Posted 07 April 2011 - 01:55 PM
How a business man(one hired just for those things) find out about this stuff? Should one create pools on steam forum, post questionaries arround? I doubt those will reach good results..
#4 Moderators - Reputation: 8496
Posted 07 April 2011 - 04:40 PM
Would be awsome if steam provides more surveys(not only hardway software) about the users, like those I mentioned, like an average age for players of a title, players who play this, play also this one...
How a business man(one hired just for those things) find out about this stuff? Should one create pools on steam forum, post questionaries arround? I doubt those will reach good results..
In the simplest form, market research like those work just fine. You should have a lot of market research before starting a game company. That is stuff you can get with your own surveys, forum posts, and other direct investigation.
In the more complex form of accurate data it is business analytics. It requires years of data, but also needs to react to current trends. Big publishers have groups who keep the data from their historical sales. It is also accumulated by market research and by paying businesses for sales data; this is done by businesses like NPD. It is easy to find companies that provide business analytics for games, but the data is not cheap enough for most individuals.
The steam hardware/software data is a good resource, and one that companies usually charge for. If you want more data from them, contact Valve like a responsible business does and work out a deal to get additional data.
#5 Members - Reputation: 102
Posted 07 April 2011 - 04:52 PM
I'll happily stand down if it will get people what they need to develop softwares, but for the most part, its a very long haul till you start seeing returns unless you capitalize on every tool you make, and even if you make a tool of which there is a free version, put a dollar price on it, as the way I see it, unless it is specifically something your end-product can't do without, it is in itself, it's own product, and I don't know how many tools I've made mainly because I'm flat broke, and modern marketing is crazy.
One product I baught at v2.5 I have to buy again to get V2.6 - its not even a new version, but I still got to pay for the upgrade....
Edit
How can one know if ppl will want to play the game?
I wouldn't write a game I wouldn't play, simple as that....
#6 Members - Reputation: 3818
Posted 07 April 2011 - 07:41 PM
The voices in my head may not be real, but they have some good ideas!
#7 Members - Reputation: 101
Posted 12 October 2012 - 05:34 AM






