Categories
Geek / Technical Marketing/Business

How to Use PayPal to Pay for a Flickr Pro Account

Head Desk

If you’re experiencing the frustration of not knowing why Yahoo! is being so obtuse about what’s wrong with using PayPal to pay for a Flickr Pro Account, I hope this article helps.

I have a Flickr Pro Account that I used for my business, especially for this blog. Since it is a business expense, I wanted to use my business checking account to pay for it. The easiest way to do so was through PayPal, which Flickr claims is available as a payment option.

I go through the steps, log into Flickr twice, log into PayPal once, and finally I can click on the button to submit my order.

Then I get this error message:

Yahoo Error
Click to see the full message

For those of you who can’t see the image, the error reads as follows:

An Error has Occurred.
There is an error with the payment method information. Please check the information and re-enter it or use another payment method. If the problem persists, please contact Yahoo! Customer Care.

There is no link to the Yahoo! Customer Care page. There is a link that takes you to Yahoo!’s main website, but why would I want to go there from this page? There is a link to go to the help page, and from there, it’s a mess.

In the end, I found “Product and Service Specific Help” under Yahoo! Wallet Help Topics, and then I found a section titled Why am I seeing errors when ordering with PayPal?. It says to check that you have enough funds in your account, that your funds are tied to a funding source, and that your account information is up-to-date. The other suggestion was to essentially reboot by deleting PayPal from your Yahoo! wallet and entering it in again. If none of those options work, Yahoo! suggests you contact PayPal. “Since the errors are with their system they will have the best information.”

PayPal’s message boards have a few people who are experiencing the same frustration I am, and there was no resolution for any of them, so I called PayPal. If you are wondering, on your main account page, at the bottom you’ll find a Contact Us link, and then you’ll need to go to a different link for contacting them by phone, which gives you a network PIN you’ll need when you call. When I did get through to an agent after a few phone menu items, I was told that the error message on their end is that a Flickr Pro Account requires immediate payment.

My PayPal account isn’t tied to my bank’s debit card, and my expectation was that a $24.95 Flickr Pro Account payment would take the $12 I had in my PayPal account and then pull the remaining amount from my checking account. I had this expectation because when I set up the PayPal account in the wallet, I was able to specify that order of operations. Also, it’s how it works when I make eBay purchases. It turns out, however, that Flickr wants the payment immediately, which means I need all of the money in my PayPal account or a credit or debit card that the funds can be pulled out of.

The solution: transfer the remaining money to my PayPal account, wait for it to get there, then pay for the Flickr Pro Account.

Alternatively, I could pay for it using a credit or debit card, but I’m still waiting for a new one from my bank, so it’s not an option for me currently.

When Yahoo! claims that the “errors are with” PayPal, apparently they mean that the error messages are secret and they have no way to tell you what’s happening. When they say that you need to ensure you have enough funds, they mean in your PayPal account NOW.

What’s frustrating is that their help and error messages don’t tell you any of that. At no point in the regular transaction did I learn that PayPal payments must be immediate. I had to talk to a PayPal representative to learn this information. Why wouldn’t Yahoo! tell me since I’m making a payment for their service? Also, normally when I make a payment with PayPal, the other person gets a message saying that the payment is processing, and it might take a few days. I don’t use PayPal for much, so the idea that I had to have enough money right now in order to make a payment was foreign to me. PayPal usually makes the process pretty easy since they’ll pull the funds from my bank account if I don’t have enough readily available.

Lesson learned: This situation with Flickr wouldn’t be so frustrating if expectations were set properly. Just tell me up front that I needed to ensure I could pay immediately! And in my own business dealings, I hope I also do well to set expectations appropriately to avoid needless frustration.

Have you had frustrations with Flickr, Yahoo!, and PayPal? Do you find that the error messages and explanations are too vague and useless? Did this article help?

Categories
Game Development Marketing/Business

Owning Your Own Indie Studio

Entering Startup

Richard Yale of Vortex Games Inc. kicked off a series of posts with Owning an Indie Studio – Part 1. It provides some great insight into another indie’s ambitions, hopes, and dreams, as well as some specifics when it comes to how he runs his company.

Startup costs? Hiring and managing employees and contractors? Income and expense predictions? It’s all there. He talks about being persistent and patient when searching for good contractors available within his budget, what kind of work he expects to do himself, and how long he expects his first two projects to take.

He finishes this first article with advice for other indies. He advises you to be strong in the face of adversity, plan your finances well, and shop your game ideas around to friends and family to see what appeals to people other than yourself. My favorite part:

I have learned so much from just jumping in head first and I’ve learned that it isn’t as horrible as some people make it. You learn, you live, you try, and you adapt. Make the most out of it! Sure it is stressful, frustrating and hard, but in the end it’s worth it every day I lay down to go to sleep.

And this post was only part 1 of the series! I look forward to reading the rest.

(Photo: Modified from Entering startup by dierken | CC-BY-2.0)

Categories
Game Development Marketing/Business Personal Development

My 16 Answers

In my post You’re an Indie. Now What?, I linked to Seth Godin’s 16 Questions for Free Agents. Below are my answers.

1.Who are you trying to please?

The short answer: my customers. But I think this question is really about identifying who your customers are. After all, you can’t please everyone, and if you try, you’re probably making something watered-down that pleases no one.

So who do I want to please? One, I’ve always wanted to make sure that I make games that I can also play, so cross-platform compatibility is very important to me. I use GNU/Linux at home, and I am frustrated when a game is released that is Windows-only. It’s even more frustrating for a game to be ported to the Mac but to hear that the developer refuses to support GNU/Linux. That’s like finding out that an old high school buddy traveled across the country to visit a mutual friend but refused to visit you because “it’s too far” even though you live just two blocks away. Web games are usually better at cross-platform support, but when they rely on Windows and Mac-only plugins, again, it shuts out people like me.

Two, even though I’ve quit my day job and no longer have to be there for 40-60 hours a week, I remember not having a lot of time to play games, at least not as I used to when I was younger. Years ago, playing 4+ hours per day after school was easy. Today, I don’t think I even WANT to dedicate that much time when I have so many other things I want to do. But I don’t want to play Bejeweled for 10 minutes. I want to play bigger, more complex games. Thinking games. Involved games. I just don’t want to need to dedicate hours upon hours to playing them in order to get satisfaction. So if I make a game, I would like to appeal to the gamers who wish they could game more often but find it difficult to do so. There are casual games, but sometimes they’re too simple for our tastes.

A perfect example of a game that allows you to get involved without needing to spend inordinate amounts of time to do so is Neptune’s Pride by Iron Helmet. It’s a real-time strategy that doesn’t require quick reflexes or quick thinking to do well. In fact, the faster you are, the less you’ll have to do since most of the time you’re waiting to see how your strategies play out. While it has a fun social element, allowing you to trade and backstab and do all sorts of diplomacy-related things, I like that you can log in only once a day or every 5 minutes and not gain or lose much over your opponents, and yet it is deep.

So the customer I’m trying to please right now is someone who wants to play deeper, more intricate games but have the same time commitment as he/she would with more casual games, and he/she wants to do so on the platform of his/her choice without absurd arbitrary limits.

2.Are you trying to make a living, make a difference, or leave a legacy?

I don’t believe these are mutually-exclusive. In fact, I have a hard time seeing how you can make a sustainable living without trying to make a difference or make your mark on the world. That said, the question of “what are you trying to do” is an important one to answer.

I won’t be satisfied with merely getting by. Granted, my income is nearly nonexistent at the moment, and there is definitely a desire to change that, but I don’t want to make bad long-term decisions just to make a quick buck now. I want to be creative and encourage others to be creative. I want to pursue curiosity and support others in their own pursuits. I want to make something that gives people a reason to think and talk about it.

3.How will the world be different when you’ve succeeded?

Earlier this year, I thought long and hard about how I wanted my life to turn out. I knew I was in charge of making decisions that would impact my quality of life, and if I didn’t become more self-aware and more conscious, then life would impact me instead.

In an earlier post, I mentioned going through some exercises in the book Life on Purpose: Six Passages to an Inspired Life. If you want some great advice for getting some guidance in your life, I’d highly recommend reading that book and actually running through the exercises yourself.

My current identified life on purpose is a joyful life of freedom, continuous learning, encouraged and supported creativity, insatiable curiosity, and prolific creation, all driven by passion and a desire for excellence, powered by a healthy body and soul.

The thing about a life on purpose is that it isn’t just about me. It’s about everyone else, too. I want my life to be a joyful life of freedom, and I want others to experience that, too. I hope I’m always learning in my life, and as important as it is, I hope the same is true for you.

While I anticipate my life on purpose will change as I grow, currently the above statement indicates how I hope the world would be changed when I’m through.

4.Is it more important to add new customers or to increase your interactions with existing ones?

It’s a question I’m wrestling with. There are only three ways to increase your business, according to Jay Abraham’s book Getting Everything You Can Out of All You’ve Got: 21 Ways You Can Out-Think, Out-Perform, and Out-Earn the Competition: increase the number of clients, increase the average size of the sale from a client, and increase the number of times a client returns to buy again.

So clearly adding new customers is important, but increasing interactions with customers is also important. Of course, just starting out, I have no customers. Having one customer is more important than giving great service to no customers, at least if I want to see revenue.

But there are two speeds when it comes to adding new customers to your business: fast and slow. Amazon.com needed to get big fast and gave very little thought to company culture. Ben & Jerry’s wanted a certain culture and built up slowly.

As an indie, I’m not interested in producing five or 10 games a quarter in the hopes that one of them becomes a hit and makes up for the investment in all of them. I’ll leave that business model to the major publishers. I’d rather have customers that are willing to talk to me about what they like and what bothers them.

So while it is more important to add customers, I don’t want to try to “get customers” at the expense of the longer-term relationship I could have. I don’t want people feeling ripped-off. I want to know that the people playing my games are satisfied, that they have no problem telling their friends and family about my games, and that they look forward to my games.

5.Do you want a team? How big? (I know, that’s two questions)

No. Ideally my team would be just me.

I’ve realized over the years that I can’t do everything myself, though. While I’ll take advantage of contractors and freelancers, I’d still prefer to keep my “team” small. I am not interested in turning GBGames into a massive company.

6.Would you rather have an open-ended project that’s never done, or one where you hit natural end points? (How high is high enough?)

Open-ended project that’s never done? I’m pretty sure Duke Nukem Forever covers that. B-)

Joking aside, I’m making games, and I’d rather have projects I can say are finished. While I could see making social MMOs requiring updates throughout the life of the game, there will still be a 1.0 version released.

7.Are you prepared to actively sell your stuff, or are you expecting that buyers will walk in the door and ask for it?

“If you build it, they will come” is widely regarded as a lie, and so if I expect to sell anything, I need to be prepared to actively do so. I won’t last long if I am sitting back and waiting for the customer to do the hard work of discovering my game, determining whether or not he/she wants to play it, and paying for it.

8.Which: to invent a category or to be just like Bob/Sue, but better?

While creating innovative and unique games sounds more creatively satisfying, I don’t want to make them so foreign that people don’t know what they’re playing and therefore won’t. At the same time, I don’t want to merely clone other successful games. Even if they could be financially successful, I wouldn’t be happy with it.

9.If you take someone else’s investment, are you prepared to sell out to pay it back?

Yes? By taking someone else’s investment, don’t I have an obligation to do things with the expectation that I will pay it back? If someone gives me $10,000, I’m going to want to do something that makes back at least $10,000, and I suppose that could be seen as “selling out.”

As of now, the only person’s investment I need to worry about is my own. Of course, I’d still like to be able to pay myself back (and then some!), so my behavior will still be geared toward getting my business profitable. It is a business, after all.

10.Are you done personally growing, or is this project going to force you to change and develop yourself?

Is anyone ever done personally growing? My business will definitely force me to change and grow much more quickly than I ever had to before.

11.Choose: teach and lead and challenge your customers, or do what they ask…

While I’ve been writing about having customers who are willing to tell me what they want, I am not going to be bending over backwards to make games that appeal to all customer requests. I’m the game designer, after all.

Also, part of my life on purpose includes continuous learning, and again it applies to everyone, not just me. And so I choose to teach, lead, and challenge my customers. What I choose to teach, however, is a different question.

12.How long can you wait before it feels as though you’re succeeding?

Before I quit my day job, I determined how much my burn rate was based on my current savings. I figured that the worst-case was that I had only a year before my savings ran out, but if I had to, I had even more time if I didn’t mind dipping into retirement savings.

And even if my savings did run out, I would find a way. I’m indie now, and I don’t see myself going back. At the moment, I feel that, if I had to, I could wait indefinitely.

13.Is perfect important? (Do you feel the need to fail privately, not in public?)

Heck, no! I’m planning on blogging about my failings. B-)

14.Do you want your customers to know each other (a tribe) or is it better they be anonymous and separate?

I’d love for my customers to interact with each other if they choose to. Going along with my answer to #4, I want these people to enjoy being customers. I don’t want them to be one-off cash register chimes.

15.How close to failure, wipe out and humiliation are you willing to fly? (And while we’re on the topic, how open to criticism are you willing to be?)

I’m all in as far as quitting my day job and relying on myself to earn a living goes, but per project? I don’t think I would try to spend everything I have on my first project. While it might result in higher quality art and sound as well better quality work (I’m not so arrogant as to think that I couldn’t hire someone to do a better job of programming than I), that’s it. If the game doesn’t earn me a living, it’s over for me.

So realistically, I’m going to be more cautious and less willing to spend money when I don’t need to. I need to be careful that I’m being too cautious. After all, if I can pay someone to do something in 30 minutes that would take me weeks to do a poorer job of, I should pay the money. But if I wipe out, I’m not going to do it in one big expensive effort in the first month of being indie.

Humiliation and criticism? I’m open to the possibility that people will laugh at my efforts, but I’m not going to let them discourage me. Cynics do not create.

16.What does busy look like?

I’m going to assume the use of the word busy here does not imply that you’re spinning wheels as opposed to moving forward.

I think there won’t be any one activity that I can point to and say, “If I’m working, this is what I’m doing.” I can’t expect to do well if I focus exclusively on product development because there won’t be any marketing or sales efforts. People won’t know what I’m offering or why they should pay for it. If I only do market research, then nothing is ever going to be produced. And if I only sell, then I’m not going to be creating anything, either.

But, if I can identify goals I want to accomplish, and if I make sure to do those activities that will help me accomplish those goals, then I can know whether I’m being busy or wasting time.

What are your 16 answers?

Some answers were harder to answer than I anticipated, while others were questions I’ve never thought about before.

If you’re an indie, have you taken the time to answer those 16 questions? Care to share them?

Categories
Marketing/Business

Shareware is Dead

ASP

In case you haven’t heard, the Association of Shareware Professionals has changed its name to the Association of Software Professionals.

For more information on the name change, read Shareware is dead – long live shareware!

Shareware, essentially try-before-you-buy, is alive and well today. Almost any software in distribution offers a demo these days. Decades ago, shareware was revolutionary as a concept, but it was a great way to get your software in front of potential customers. In a time when the most people could expect was a brochure or ad, being able to actually USE the software before you paid for it helped spread software to a wider audience.

Unfortunately, as time went on, there was a negative association between “shareware” and “amateur”, or “freeware”, or “crippleware”.

That isn’t to say that the ASP isn’t still a useful organization. Shareware was always about marketing, and marketing changes. Getting assistance, information, and business advice from a professional organization? That’s a constant.

Categories
Marketing/Business

Are You Going to ProductCamp Chicago?

ProductCamp Chicago

This Saturday, I’ll be at ProductCamp Chicago, an un-conference about product management.

What is product management? Don’t ask me. I just learned about the role!

But to get an idea, think about it like this:

Project managers focus on the day-to-day activities that will get a single project done on time and within budget. They concern themselves with how to best handle the resources they have to move a single project forward efficiently.

Product managers, on the other hand, concern themselves with the long-term activities of the company as a whole. They act as ambassadors for the customer and determine what products and services a company should create, both now and in the future, and how to inform customers about those products and services.

So product management is closely tied to development, marketing, and sales.

To learn more about it, I’d suggest checking out The Strategic Role of Product Management as well as PragmaticMarketing.com and The Accidental Product Manager.

Clearly if my business is going to be a success, I’m going to need to put on another hat: product manager.

And so I’m going to a conference to connect with others and learn more about it.

Are you going to the conference? How have you, as an indie, internalized the product management role?

Categories
Marketing/Business

You’re an Indie. Now What?

Mediocrity is Sin

If you’re like me and just quit your day job to run your independent video game business full-time, you might be thinking, “What do I do now?”

That isn’t to say you aren’t prepared. You’ve done your homework. You know how to make games. You know business models. You know who you might need to know.

But you still need to know what you are specifically going to do. I don’t necessarily mean what specific game you want to work on or what sales system you’re going to build. I mean what do you want to make of yourself and your time? Who is it that you’re trying to impress? What is your end goal in this endeavor?

Some indies specifically want to hone game development into an art. See Jason Rohrer’s games Passage or Gravitation for excellent examples. John Carmack is an applied mathematician and 3D game engine wizard. Corvus Elrod is a storyteller.

Each of these people focused on excelling in some area, and the result is advancing games in a very specific way. If you want to have discussions about games as art, you’d do well to know about Jason Rohrer’s games as well as his life. If you want to make the best 3D game engine, Carmack was the pioneer for many techniques and methods for doing so. And if you’re interested in how games can tell stories in their own unique way, you would do well to have discussions with Elrod.

Some indies want to create fun for as many people as possible. Others want to focus on using games as a means to inform. Some want to make something to enjoy with their friends and family, while others just want to tinker. There are many paths to take. In their respective circles, they’ve made a name for themselves.

But what are you going to do? What do you want to be known for?

Seth Godin wrote 16 Questions for Free Agents, which can help you make that decision.

In my experience, people skip all of these questions and ask instead: “What can I do that will be sure to work?” The problem, of course, is that there is no sure, and even worse, that you and I have no agreement at all on what it means for something to work.

It’s easy to do what you see others are doing. Make that clone. It sold well, and you might sell well, too. Maybe. More likely, probably not.

Perhaps fame or legacy isn’t what you are looking for.

But if you only have one life to live, why settle for a cloned life of mediocrity?

(Photo: Mediocrity | CC BY-SA 2.0)

Categories
Game Development Marketing/Business Personal Development

Going Full-Time Indie

Empty Cube

Last Monday, I gave my two weeks’ notice to my day job. I’m going to run GBGames, LLC full-time.

After 5 years of part-time development and not much to show for it, I was frustrated. I had no urgency. I found myself losing focus often, even after I admonished myself for doing so. Week after week, I’d get disappointed in my lack of productivity. I’d identify the problem as a lack of seriousness or a lack of clarity or a lack of efficiency, and I’d claim, “No more! This time, it’s for real!”, but then I’d find myself at the end of another week with little to no forward progress and hardly any change to my work habits.

Well, no more! This time, it’s for real! B-)

I’m cutting myself off from the peace of mind of a regular income from a salaried position, with nice benefits, at a really good company, with great coworkers. I could work in much worse environments. I was able to spend money on food, clothes, utilities, and toys without generally worrying if I had enough money to cover it. The people were great, and the company policies were what you thought of when you thought of best-practices.

So why walk away from that? Because I’m also cutting myself off from an obligation to be anywhere for 40-60 hours a week. Those hours are mine now. I have the freedom to use them however I want. Instead of being a cog in an otherwise pretty great wheel, I’m making my own wheel.

Of course, with that freedom comes great responsibility. I’m solely responsible for the success or failure of my business. My future income depends more on my marketing, sales, creativity, and productive output than the time I spend sitting at a desk. It’s going to be hard work, and I’ll encounter challenges the likes of which I’ve never seen.

But it’s time. I have an opportunity to make a mark on the world. I am done with feeling like the lion’s share of my attention is being given to what I should to be doing to the detriment of what I want to be doing. I’m only going to get older. I turn 29 in a couple of months, and before I know it, I’ll be 30. And then 40. And 50. And so on. If I’m going to run my business full-time, it might as well be now, when I have less responsibilities and obligations. I’ve prepared for years to do it. I’m as ready as I’m going to be.

Let’s go, World. I’m ready to rock.

(Photo: Empty Cube | CC BY 2.0)

Categories
Marketing/Business

Happy Anniversary, GBGames!

Today is the 4th anniversary of GBGames, LLC!

To celebrate, I wish I could offer a sale, but any games I’ve released are free.

So on that note, if you have a Facebook account, you can play Sea Friends!

Sea Friends

Feed the fish while avoiding the growing algae, and while you play, you can make a difference in the world by saving real coral reef!

On the other hand, if you don’t have Facebook, you can play Walls, either online or downloaded to your computer.

You may have noticed that these games were available last year. Where are the new games?

Well, last year was a tough year for me as a part-time indie game developer. I haven’t been happy with the progress I’ve made over the past four years, in fact. I’ve had trouble keeping focus on any plans I’ve made, and as a result, there are only two finished and released games I can point to. And if you’ve been paying attention, you’ll note that they are pretty much the same exact game.

So before GBGames has its 5th anniversary next year, I intend to make a huge difference in my approach. I have a new business plan that I intend to follow, updating it as appropriate, and I’m going to ensure that I have an easier time focusing on my business goals.

And unfortunately, that’s all I can say at this time.

Categories
Marketing/Business

How to Compete with Playfish and Zynga on Facebook

If you read the previous post about Zynga’s “ghetto testing” market research and listened to the podcast in which the CEO talked about how every aspect of the game is thoroughly tested, allowing Zynga to identify what customers want and what changes will bring in more revenue and fans, you might have had a scary thought: how the heck can you compete with a company that has such an infrastructure?

You may be only one person, a lone wolf indie. You don’t want to hire full-time staff, let alone hundreds of employees. If you make a game, what stops Zynga, Playfish/EA, or any other game developers from essentially stealing your ideas and applying their vast resources towards making something similar, or worse, better? Are you doomed to always lose out to the bigger, better financed game companies?

Also, in the time it takes for you to create ONE game, there are hundreds of others being made. Is it realistic to think that your game has a chance to stand out?

The idea that someone will rip off your game and quickly release their own, possibly improved, version is a common one. Look at the casual game space, and you’ll see hundreds of Tetris, Zuma, and Bejeweled clones. There have been stories of developers iteratively working for months to put together a great game, only to see perfect clones with different graphics getting sold by other developers. It can be demotivating, demoralizing, and downright frustrating, especially when it feels like your livelihood can be threatened by someone with a few hours and a will to reproduce your work.

Which is why it was a pleasure to read an article at GeekStack called Why Zynga Is Unstoppable, and Why It Doesn’t Matter. The article addresses three concerns/complaints about the success of Zynga. One is that Zynga simply copies games, another is that Zynga’s games are simplistic and appeal to the lowest-common-denominator, and the last is that Zynga dominates the social gaming landscape and so you’re doomed as an indie developer.

Bottom line: Yes, Zynga is huge, good at what they do, and makes games that appeal to a large number of players, but that doesn’t mean that there aren’t opportunities for an indie to fulfill neglected market desires.

Being an indie, your ability to focus on a niche and satisfy it thoroughly is a strength. Very large companies such as Zynga can’t afford to go after every opportunity, even if it were profitable. It wouldn’t be an efficient use of their resources. Microsoft, for example, spends millions of dollars on research and development, but very rarely will they produce full products out of it because the return on investment is too low to justify it. Earning $100,000 in revenue for otherwise useful and popular software just isn’t going to be enough for them, even though that money for the same product made by a small, one-person start-up might be a fantastic ROI.

Similarly, Zynga needs to appeal to a broad, general market of players to ensure that they maximize the revenue they can get.

But that doesn’t mean you need to appeal to the same players, nor do you need to appeal to the same number of players to run a profitable MMO. It’s possible that Farmville has left some people wishing they could play a heavier, more serious farm simulation. Since most people aren’t interested, Zynga is not going to satisfy these players, but maybe you can. In the end, it goes back to identifying a niche and being the best at it.

What concerns do you have about your ability to compete as an indie game developer? Are you worried about larger companies taking away potential business, or do you see their interest in the market as a good thing?

(Photo: http://www.flickr.com/photos/pierrelaphoto/ | CC BY-SA 2.0)

Categories
Game Development Marketing/Business

Quick and Dirty Market Research: A Better Way Than Build & Pray

If you want to create a failing indie game development business, you need to create a product or service that no one will care about, and it’s easy to do so. Just follow these steps:

  1. Get inspired to create a game.
  2. Create the game.
  3. Release the game.
  4. Start figuring out how to market the game.
  5. Start again from step 1.

If you follow the above steps, you’ll spend time creating and releasing games that you may or may not find enjoyable with features that you love. By the time these games hit the market, they will probably sell badly. Note that the marketing step doesn’t happen until after you’ve released the game.

Anyone who knows anything about business will tell you that those steps are backwards. If you want to be successful at business, the marketing comes first. Maybe you’ve heard this advice before, but it’s easy to dismiss or misunderstand. How do you market something that doesn’t exist yet?

That first step above says you get inspired to create a game. The problem is that most amateur game developers will do so in a vacuum. They’ll come up with ideas that appeal to their own desires, ignoring what anyone else, specifically customers, might want.

For example, if you love playing games such as Bejeweled, you might want to create your own match-3 game. Naturally, if you love playing a certain type of game, you will probably enjoy making one, so this new project feels like a good fit. Bejeweled is simple, fun, and popular. You could probably make a better game, right?

What you shouldn’t do is start building a game immediately. You may be able to crank out something “just like Bejeweled but with better [insert feature here]”. Maybe your version of the game uses high quality 3D graphics. Or maybe you provided joystick input with force feedback support. Or maybe you simply made the playing field bigger. In any case, you have this feature that makes your game unique. You liked it and wanted it enough to put it in the game.

So here’s a question: when you finally ask someone to part with his/her money in exchange for the game, do you know if that customer even cares about what you are going to offer?

Amateur game developers will work for possibly months to years on a game before releasing it, and then they hope that customers like it enough to pay for it. That’s the Build and Pray model. And while it might provide some success, there’s a better way.

Market Research

Market research should be the first step in your product development plan. It is another term that can be misunderstood and dismissed too easily. A lot of indie game developers might like the idea of market research (or at least the idea of the benefits of market research!), but they have no idea how to do it. What is actually involved?

If you want to see a great example of a company successfully leverages market research to create popular products that customers love, look at Zynga, one of the largest Facebook game developers. While some of their monetization practices have been controversial, there is no getting around how large of an audience their games are receiving. It’s no accident, of course. Zynga doesn’t just put out games and get surprised by success.

See the article How Zynga Uses Minimum Viable Products at Grattisfaction.com for some insight into their quick and dirty market research, or what Zynga CEO Mark Pincus calls “ghetto testing”.

The basics:

  1. Find out if there is interest in the market for what you want to create. You can do so using low-cost ads on high traffic sites. Tim Ferriss did something similar to come up with the title for his book, “The 4 Hour Work Week”.
  2. If you have a decent interest level in your idea, build a simple version of it.
  3. Test and measure to see if what you built is doing what you want. Are people responding favorably? What metrics will tell you the answer?
  4. Iterate. Do more tests. Repeat.

With the amateur Build and Pray approach, you are taking on a lot of risk. You get no feedback from customers until after you’ve expended a lot of energy and spent a lot of money. Once the game is released, you’re scrambling to let people know it even exists, and then hoping they like it enough to make it all worth the effort.

With market research, whether you do “ghetto testing” or something else, you’re minimizing your risks. Throughout development, you feel fairly confident that you’re building something that someone will actually want. You don’t haphazardly work on random features you think of because you’re focused on only those features you need to satisfy your customers. Market research helps you identify what you need to focus on and what you can ignore safely.

There is a lot more to marketing and product development outside the scope of this article, but if you do decide to create a new game, hopefully you can see that there are many benefits to putting your marketing efforts up front instead of waiting until after a game is finished.

Besides the “ghetto testing” method, what market research do you prefer to use to learn what your target market wants to play? Have you found it fairly easy or difficult to identify potential customers before your game has been created?

(Photo: http://www.flickr.com/photos/x-ray_delta_one/3935419035/ | CC BY-SA 2.0)