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View Full Version : Sales decrease from multiple genres?


Mickey Crocker
03-25-2004, 10:06 AM
When I first decided to write a commercial game, I began designing an arcade game that would be marketed as a colorful, fast paced, knock out the cute enemies, fun for the whole family type of game.

However, i've always dreamed of designing an rpg, and I have an rpg project on the go at the moment, along with the arcade style game.

I've been wondering how I could promote both games on my website, under the same company. Would people find it very odd that a company designs both of these completely different genres? Would I lose sales, from people possibly thinking that the games can't be that great if the developer isn't devoted to a specific genre?

I have a feeling that the arcade market wouldn't mind, but I think the RPG fanatics are a little less forgiving.

What would your opinion be on the matter?

APE
03-25-2004, 10:15 AM
I plan on having some pretty different types of games too, and I expect this to be a benefit for me and my customers. My customers (shareware customers in general) are not the hardcore "Final Fantasy is the only game I play" type.. or so I would imagine. I'd bet they'd be more likely to classify games as simply "fun" or "not fun".. hopefully, I'll give them one "fun" game, of whatever genre, and they'll try my others because they see me as a source of "fun" games.

Perhaps the average customer draws lines between "word" games, "puzzle" games and "action" games. But I'd bet most of them don't even know what "RPG" means.

Roulette
03-25-2004, 10:25 AM
Originally posted by APE
But I'd bet most of them don't even know what "RPG" means.

Rocket propelled grenade? Heheh.

- Roulette
http://www.superluminal.us

Sirrus
03-25-2004, 10:54 AM
I think it is ideal to separate broad genre games atleast in some way.

For example, you could have both under the company name "XYZ" but divide them into subdomains:

rpgs.XYZ.com
and
arcade.XYZ.com

For even bigger stretches, its best to divide the companies completely (as we are doing for Dope Farmer and our family line of games) and simply dub one as a division of the other.

In any case, I do not think it is benefictial for customers to see a complex game like an rpg next to a quick to pick up family game. It will be confusing and will turn them off to other potential titles because they wont know the difference.

I think its best to always assume the consumer knows nothing and make it as easy as possible for them to get what they want.

Alex

Matthijs Hollemans
03-26-2004, 02:53 AM
How about setting up two different websites for these games. Then when people buy game #1, you send them an email with the download URL/unlock code, and also point them to game #2. You can also send the info about game #2 in a follow-up email a week or so later. Vice versa when people buy game #1. This way you still get to do cross-selling.

Carrot
03-26-2004, 03:37 AM
Unless the games are very diverse, isn't the potential gain in customer confidence from seeing a 'selection' of games better than having only a single game on each site?

I'd imagine that building up a collection of games is one of the main aims for a new indie team, just to make the site look more professional, and give the impression of being in the business for a while.

I suppose you have to weigh up the pros and cons: will the addition of a new game to a site add or detract from the customer confidence/opinion of that site, so I think it has to be judged on a game by game basis.

StAn
03-26-2004, 03:42 AM
I don't think it makes sense to cross-promote (?) completely different kind of games...

I read everywhere that it's better to target a niche market, because it helps marketing a lot and you earn more money that way. See for example http://www.yudkin.com/niche.htm .

I find this annoying, too :)... Because I've had enough difficulties making my first game, and now I'm told all the other games I make should target the same market segment! How boring. But I guess there's always the possibility to make 2 web sites, one for action games and one for puzzles, for example. (not that I'm making a puzzle game ;))

Chris_Evans
03-26-2004, 04:37 AM
I think it all depends on your style of games and how it carries over from game to game.

If your games have a distinct style that people like or recognize, your customers might not mind if you strike out into different genres as long as you preserve that style.

Style could be how you typically do your graphics (like Claymation for Anthony) or it could be gameplay style. Because Anthony's games have a distinct look, when he gets customers they may be more willing to try his games in different genres since they’re all done with clay. I'd definitely try to cross-promote Platypus and Cletus, even though one is a shooter and another is a platformer.

As for an example of gameplay style, I've always been a fan of Sega games for the past 15 years. I've bought games from them in all kinds of genres. This is because I typically like their gameplay style of their games. Many of their games are offbeat and don't always follow the current trends, which I like. I don't always buy them, but whenever a new Sega game is released regardless of the genre, I give it a look.

I hope to accomplish the same thing with my Indie game company. I don't want to be known for a single genre, instead I want to have a loyal fanbase, which appreciates the style of games we make across different genres. When we release a new game, ideally they’ll be eager to try it even if it’s not in their favorite genre.

Obviously far easier said than done, but I think it can be done.

However, if you're making a somewhat generic game and then decide to do another generic game in a different genre, then yeah you're going to have a hard-time cross promoting. There's nothing that really binds the two games and they're not really standout products.

Likewise, if Game A is unique humor-filled action/arcade game done with bright cheery watercolor graphics and then you turn around do Game B, which is a dark and bloody humor-less FPS, then yes even though they're great games, it will be almost impossible cross-promoting those two. Your design theme for your company is just all over the map and you'd be better off having two labels.

But I believe if you can establish a somewhat coherent theme with your games, you'll be able to cross-promote your titles even though they're in different genres. It just takes some serious thought on what you aim to do as a game company/Indie developer. Depending on your overall goals, cross-promoting your titles may or may not work.

Mickey Crocker
03-26-2004, 08:07 PM
this has really got me thinking. I have to say I am beginning to agree with the side that attempting to cross promote two completely seperate genre titles at the birth of a company would be a bad idea. I'll build my company around one genre and in the future I feel I'd be able to launch out into another genre once I have a few titles under my belt. I think after people get to know me and my games they would be more willing to try a sudden change of 'style' if I released a new genre game down the road.

thanks again :D