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- This article was published as:
-
- "Alternative Marketing Methods:
- Self-Publishing via Shareware and Low-Cost Retail"
- Proceedings of the Eight Annual Computer Game Developers Conference
- Apr. 1994
-
- Note: Some of the information in this article is old and out of date.
-
-
- Alternative Marketing Methods:
- Self-publishing via Shareware and Low-Cost Retail
- copyright 1994 Diana Gruber
-
- So you want to be a game developer? Don't we all. Believe me, it's a
- rough business. You invest your youth and energy, you stay up all
- night programming, and you pour your heart into your creation, all
- the while hoping someday it will pay off.
-
- The problem is, while perfecting your game, and concentrating on
- every detail of optimizing your code and making your game beautiful
- and fun to play, you neglected to formulate a business plan. You
- don't know how to sell your game after you finish writing it. What do
- you do now? Do you pitch your game to a big publishing company and
- hope for the best? Do you send copies to hundreds of publishers and
- hope one of them will find it acceptable? Do you wait for weeks by
- your mailbox collecting rejection notices?
-
- I am here to tell you there is another way. You can self-publish your
- game. Self-publishing is not only within the realm of possibility, it
- is, an excellent idea. Many authors have found self-publishing games
- to be not only profitable in the long term, but highly satisfying. It
- makes you feel good to be your own boss, to control the destiny of
- your program, to make decisions yourself, and to gain respect in the
- industry as you grow and promote your products and yourself. With a
- little insight into the dynamics of the industry, it is possible to
- earn a living on games without surrendering your program to one of
- the big game publishers. It is possible to market your games
- yourself.
-
- The first, most obvious, way to self-market games is through
- shareware. In the beginning, it was not believed that shareware was
- a viable channel for marketing games. A few of the early popular
- games did well, such as Nels Anderson's Mahjongg, but without strong
- registration incentives, most games were played and discarded without
- generating much income for the authors. That all changed when Scott
- Miller of Apogee Software invented the trilogy concept of shareware
- games. In this genre, a game, usually an adventure-arcade game, is
- broken up into "episodes". An episode typically contains about 10
- levels. The first episode is freely distributed via shareware
- channels, and the player is required to send in money to get the
- other two episodes. Scott Miller has parlayed this idea into a
- multi-million dollar company.
-
- Other registration incentives have also been tried with Apogee games.
- Cheat codes are made available in the registered versions, but not
- documented in the shareware versions. Time delays between levels also
- improve registration rates. As Scott pioneered shareware registration
- incentive techniques, other companies have followed suit with similar
- schemes.
-
- Besides registration incentives, massive distribution is necessary
- for a shareware game to be a success. The best way to ensure massive
- distribution is to have an excellent game. If your game is really
- good, your users will distribute it for you. They will upload it to
- bulletin boards, give it to their friends, pass it out at user group
- meetings, etc. Shareware vendors supplement the efforts of users to
- distribute your software. There are many kinds of shareware vendors,
- and they distribute in many channels. Some publish catalogs, some
- distribute via on-disk catalogs, some sell on CD-ROMs, and some sell
- on racks in stores. Shareware vendors are always trying to think of
- new ways to sell shareware, and you will sometimes hear of shareware
- vending machines, shareware pre-installed on new computers, magazine
- cover disks, etc. As you can see, there is no shortage of
- distribution for shareware. All distribution is not equal, though,
- and we will discuss some of the controversy surrounding the various
- distribution methods in a few minutes.
-
- When designing a shareware game, think about your audience. First of
- all, you want your users to be able to play your game right away. If
- it takes them more than 5 minutes to figure it out and get started,
- they will give up and delete it. Second, your game must be addicting.
- You want them to start playing right away, and keep playing for
- hours. In some ways, this is a rougher standard than a retail game.
- When a customer buys a retail game, they have already invested money
- in it, and they are going to take a little longer to understand the
- game and learn to play it. When they are downloading a shareware
- game, they are evaluating it, and deciding not only whether they want
- to invest more money in it, but whether they want to invest more time
- in it. With the retail game, since the money is already invested, the
- time investment is a given.
-
- It is very important these days for a shareware game to have good
- graphics. While 16-color graphics are acceptable, they will not sell
- as well as 256-color graphics. Good art is important. Good music and
- sound effects, and sound card support are also important. Shareware,
- like retail, is a competitive market. If you want your program to be
- noticed, you must make it stand out.
-
- It is less important that a shareware game run on all platforms.
- Shareware allows plenty of room for innovation. If you want to write
- a game that supports only 1 meg SVGA cards and requires 8 meg of RAM,
- you can get away with it in shareware. You will have a smaller
- audience, but you will have an audience. It is more difficult to sell
- a game with restrictive hardware requirements to a publisher.
- Publishers have their own in-house standards, and will require that
- your game must be able to run on their chosen subset of computer
- hardware. With shareware, you have the freedom to experiment,
- understanding that you also have the freedom to fail.
-
- Traditional shareware is only one way to self-publish your games. In
- recent years we have seen the emergence of rack vendors and "Low Cost
- Retail" (LCR) vendors. These are distribution outfits that will take
- your game and put it in various chain stores at a low price and give
- you a small royalty. When I say small, I mean the typical royalty
- will range from 10 cents to 60 cents per disk. It doesn't sound
- like much, but the distribution is massive, and authors are reporting
- getting excellent royalty checks from LCR vendors.
-
- The primary difference between a LCR vendor and a traditional retail
- publisher is the LCR vendor is not involved in the development of the
- program. The LCR vendor collects submissions from authors, usually
- shareware authors, and builds a product line of 2 dozen to 4 dozen
- titles. These are then placed in stores and distributed through
- several channels. The goal is to get as many titles as possible in as
- many stores as possible, and this method of distribution is becoming
- increasingly effective.
-
- Another difference between LCR vendors and game publishers is the
- ownership of the program. With LCR vending, the programmer retains
- ownership of all the copyrights and trademarks. This works in the
- author's favor, as a game can be re-released in the future. The shelf
- life of a typical retail game is 6 months to 2 years, but an LCR game
- can continue producing income indefinitely.
-
- LCR contracts vary. Products can be shareware or non-shareware,
- exclusive or non-exclusive. Non-shareware, exclusive titles generate
- the highest royalties, non-exclusive shareware titles typically
- generate royalties in the range of 10 cents per disk.
-
- A list of some of my favorite royalty-paying rack vendors is included
- at the end of this article. If you want to submit your program to
- LCR vendors, I suggest you study the list and contact as many of them
- as possible. Try to find LCR vendors that are appropriate to your
- product.
-
- When designing your game, keep in mind the differences between an LCR
- product and a shareware product. The LCR customer, unlike the shareware
- user, is an impulse buyer. He is not interested in evaluating a
- product before buying it, he is interested in throwing a box in a
- shopping cart. He is more likely to buy a title that he quickly
- recognizes. In my case, I have found that solitaire card games and
- simple gambling games like slot machines sell well on the racks. Most
- impulse buyers recognize these games and won't hesitate to buy them
- for themselves, or perhaps for members of their families. Adventure
- games, puzzle games, and arcade games also sell well, but the more
- esoteric a game is, the smaller the audience it will attract.
-
- LCR games sell best when there is a screen shot of the game on the
- box. Design your games with excellent graphics, because the LCR
- vendor is going to want screen shots. It is one of the most important
- selling points of an LCR game.
-
- LCR games should not require printed manuals. They should be easy to
- play using only the online help. If your game requires a manual, you
- should either go straight retail, or you should stick with shareware.
- A printed manual is generally acknowledged to be an excellent
- registration incentive for a shareware product. Likewise, technical
- support will kill an LCR product. When you are selling a game in the
- $6 range, you are not allowing any money to cover technical support
- costs. If your game needs technical support, release it as shareware
- and make the technical support a registration incentive. Hints and
- cheats are an excellent way to get a player to register, especially
- if they are stuck half way through the 9th level of a 10 level game.
- Give them an 800 number to call to register the game, and when they
- register, tell them how to beat the level.
-
- LCR racks consist of exclusive and non-exclusive titles that are not
- shareware. That means, the author can not demand additional payment
- from the users who have bought the game in a store. However, you can
- still make money on after sales of related games. "If you liked
- Ping Pong, you are going to love Table Tennis Deluxe". Include a plug
- for your other games in your exit screen, or write a small on-disk
- catalog with a printable order form. Think in terms of maximizing
- your sales in all channels simultaneously.
-
- Since exclusive games generate the best royalties, write lots of
- these. Design your games in such a way that you can create multiple
- exclusive titles. If your game has levels, you can put 10 levels on
- one rack, and another 10 levels on a different rack. You can change
- the title and change the artwork and recycle the code to maximize
- rack coverage. Also popular are "game packs". If I write 6 solitaire
- card games, I can put 3 on one rack, and 3 on another rack, and then
- mix together one from each rack plus a new game for a third rack. The
- more games you have, the more room you have for this kind of
- marketing.
-
- Be careful with exclusive contracts. Insist on a performance
- guarantee. If a game doesn't sell, reserve the right to take it to a
- different vendor. Otherwise, an LCR vendor can tie up your game in a
- non-productive exclusive contract for years. If possible, reserve the
- right to market a program via shareware simultaneously with the LCR
- distribution. If the LCR vendor insists on no shareware version, then
- he should pay you a higher royalty. Keep in mind, whenever you give
- something away, you should get something in return. If you sign an
- exclusive contract, you deserve an advance against royalties. Do not
- sign away a right of first refusal on future program unless the
- vendor gives you a very, very large advance. If the vendor does not
- want to pay you an advance, then reserve the right to release the
- program in some other channel.
-
- Non-royalty shareware racks still exist, and some authors find them
- profitable. Some authors have programs which are so hot, they want
- any kind of distribution they can get, and will place their games on
- any kind of rack and CD-ROM. That works for some authors, but it
- doesn't work for all of us. Many authors report that their
- registration rates from non-royalty racks are as low as 1 in 3000, or
- even worse. The problem seems to be, when people buy software in
- stores, they are not in the habit of paying more money for it. It is
- less confusing to the public if they can buy the game outright and
- not owe additional money to the author. However, this issue is still
- the subject of much controversy, and results will vary for different
- companies and different games. It is best to go into this kind of
- situation with your eyes open, and study the issues before allowing
- distribution of your shareware program on non-royalty shareware
- racks.
-
- The CD-ROM market is also controversial. Some CD-ROM manufacturers
- put a dozen or so carefully-chosen games on a disk and pay a small
- royalty to the authors. Authors report being pleased with the
- results. They report being less pleased with CD-ROMs that contain a
- "gigabyte of shareware", or hundreds of titles downloaded
- indiscriminately from bulletin boards without regard to author
- distribution requirements, current version numbers, hacks or viruses.
- This type of CD-ROM is less effective at generating registrations for
- the author because individual programs tend to get lost in the huge
- volume of software available. Also, the trilogy method doesn't work
- well when there are so many games available. Instead of registering
- to get episode 2 of Commander Keen, the user will simply start
- playing episode 1 of Duke Nukum, for example.
-
- License agreements are very important for shareware programs. When
- you release a program, it will stay released. There is no way to call
- back a program once the shareware distribution has been started.
- Therefore, it is important that you get the license agreement right
- from the beginning. Do not give away any rights that may later be
- valuable to you. In particular, do not give blanket permission for
- shareware vendors to distribute your program. Require that vendors
- get written permission before distributing in stores. In general, you
- do not want shareware vendors to sell a non-royalty shareware version
- that will compete in the same store with your royalty LCR version.
- To avoid this kind of situation, take care to reserve your rights. If
- you have questions about copyrights and distribution restrictions,
- talk to a knowledgeable attorney.
-
- In conclusion, self-publishing games through shareware and low cost
- retail is profitable and satisfying, but requires a thorough
- understanding of the market to be successful. There is room for
- innovation, and there is also potential for disaster. Your program is
- valuable, and deserves to be marketed in an optimal manner. Design
- your program to fit your marketing strategy, and choose a marketing
- channel that fits your program. Protect your rights, study what the
- other authors are doing, and talk to as many vendors as possible.
- Good luck!
-
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