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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Have we already reached everyone?  (Read 3042 times)
lumpley
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« on: November 03, 2008, 02:00:55 PM »

Here's Jesse from another thread:

...what I've observed is a general attitude that "everyone who can be reached, has been reached." 

...just last con I ran a game of Primetime Adventures and had 5 people who had never played before.  About half had heard of the game and owned it but just hadn't played.  That game generated at least one highly enthusiastic sale from someone who hadn't ever heard of the game and wandered in on curiosity from the description I put in the con book.

That happens about once a con for me.  By no means am I reaching people by the droves.  However, I continue to do this is the face of growing resistance.  I am repeatedly told that I'm fighting a losing battle.  That's there's no one left to reach.  That I'm opening myself up to disappointing play for no good reason.   It's very disheartening.

My observation is that over the past 5 years, as long as I've been involved in this little slice of the hobby, the audience for our games has been growing steadily and substantially, with no real sign of falling off. Certainly my games' sales point to that. Also my local indie rpg scene, which just grows and grows. In fact, our audience has grown about just as fast as we can logistically support. We have to keep inventing new ways to keep up with demand!

But I hear this too, sometimes, that we've reached everyone we're going to reach, that now we're just selling to each other instead of reaching outward. Am I living in happyland, la la la, out of touch with reality, that I think this is nonsense?

I do. I think it's crazy nonsense. I don't understand why people say it.

Hell, I've heard people say it who first heard of our games less than six months ago. What on earth?

-Vincent
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Seth M. Drebitko
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« Reply #1 on: November 03, 2008, 03:08:26 PM »

I think the problem is not who the movement is able to reach but who the movement is trying to reach. Look at most threads regarding marketing the number one and some times only thing pushed is get active with the indie community itself. It's mostly just a mixture of people being to lazy to aggresivley market to non gamers or "traditional" gamers to instead choose a smaller sure thing. This is just the opinion of a casual observoir though. 
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MicroLite20 at www.KoboldEnterprise.com
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Cynthia Celeste Miller
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« Reply #2 on: November 03, 2008, 03:12:12 PM »

I've heard people spouting off this manner of nonsense too. Often, the ones saying it are the kind of people who only play games made by White Wolf, Wizards of the Coast, Palladium, etc. and that more or less makes up their mindset about games. If a game isn't a high-budget book sold in all the book chains, then it mustn't be that great a game. So, obviously, small press indie games aren't going to reach new audiences because people want all the flash (with or without substance). At least that's my experience.

But to answer the original question, there will always be new gamers to reach. As long as gaming hobby exists, new people will be attracted to it... many of which will gravitate toward cool niche games that the big companies wouldn't touch. It's like with music. As long as there is underground music (death metal, punk in the '70s, etc.), it will appeal to a certain portion of the masses. The same thing goes with indie gaming.
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Cynthia Celeste Miller
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Cynthia Celeste Miller
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« Reply #3 on: November 03, 2008, 03:19:12 PM »

I think the problem is not who the movement is able to reach but who the movement is trying to reach. Look at most threads regarding marketing the number one and some times only thing pushed is get active with the indie community itself. It's mostly just a mixture of people being to lazy to aggresivley market to non gamers or "traditional" gamers to instead choose a smaller sure thing. This is just the opinion of a casual observoir though. 

To be fair, it's not always easy to market to non-gamers, primarily due to the costs involved. Aside from going to non-gaming forums and hyping your product or utilizing banner ads, there's really not many ways to reach other audiences affordably.
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Cynthia Celeste Miller
President, Spectrum Games
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iago
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« Reply #4 on: November 03, 2008, 04:07:38 PM »

I think it's worth at least acknowledging the idea that the RPG market is not infinite in size.  That's just common sense.

That said, it might be effectively infinite for a reasonably solid, successful, intrinsically sales-generating property like Dogs in the Vineyard, et al.

To draw first from my own data, Spirit of the Century has sold less than 4,000 copies so far (print and PDF combined).  Given the likely "cap" size of the market can best be gauged in terms of how many copies of D&D sells, 4,000 copies may well be a fairly small percentage of potential already-existing RPG buyers -- and it's taking us over 2 years to hit that mark. 

For the sake of discussion, let's estimate the real size at, say, 40,000 customers (this could be wildly off, but it's solid enough for discussion purposes).  If I've got another 18 years to reach the other 36,000, I'm probably going to feel like the market's infinitely sized, at least in a practical sense.  If I had a kid today, that kid would be in college before the product "saturated"!

I seem to recall Vincent saying that Dogs in the Vineyard consistently sold around 700 copies a year for four years, so similar math could be inflicted upon that product.

But to get a little understanding of the guys "spouting off this manner of nonsense", if they're doing initial print runs sized at 8,000 to 20,000 (I don't know if they are, but let's suppose they do to get a sense of that perspective), their single print runs and expectation of sales represent a significant percentage of the market.  For them, the market would be a lot more palpably finite.

But to us folks in micro-press land, I just don't expect we'll feel the same as them.

I'm not sure it makes either party "wrong". It just means they're feeling different parts of the elephant.
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Seth M. Drebitko
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« Reply #5 on: November 03, 2008, 04:39:18 PM »

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MicroLite20 at www.KoboldEnterprise.com
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Pelgrane
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« Reply #6 on: November 05, 2008, 04:43:21 PM »

Hell, I've had game designers contact me in the past couple of months who hadn't heard of any indie games! Also, a  large proportion of IPR's customers are new customers every time, which might mean something.
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Jake Richmond
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« Reply #7 on: November 30, 2008, 08:22:26 PM »

I've had a lot of luck finding new audiences by making games that do not focus on rpg layers as their target audience. Panty Explosion is very successful because it appeals to (or at least tries to appeal to) manga readers and anime fans, horror and suspense fans (or alternatively, fans of absurd comedy) and (I think most importantly) young women. I've ad similar success with my other games. It's obvious to me that someone who isn't into manga, anime or j-horror might not ever be interested in Panty Explosion. But since there are a huge, huge number of people who are interested in those things, making a game that targets that audience seemed like a really good idea.

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greyorm
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« Reply #8 on: December 01, 2008, 03:18:39 AM »

No, we haven't.

We haven't reached everyone yet. I say this because there has been some talk that the indie scene has reached everyone interested at this point, and that there's no room to grow or new people out there who can or wish to benefit from what we've learned. This is nonsense.

I say it is nonsense because you can still find this sort of thing on the internet:

Quote
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Rev. Ravenscrye Grey Daegmorgan
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guildofblades
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« Reply #9 on: December 01, 2008, 12:25:12 PM »

The existing games marketing is darn near infinitly large in relation to the marketing power that most any small press or indie company can wield.

Here is an example. Our leading board game, The War to End All Wars has now topped 8,000 sales (over several editions) since 1998 and all the games of the Empires of History game line are collectively hovering at about 80,000 sales. That's not shabby. Now, having opened the new retail store, right here in the Guild's virtual backyard, of all the customers who have wondered into the store, about 3 of them had even heard of the Guild of Blades previously and only 1 of them was familiar with the Empires of History line.

So at 80,000 sales collectively for games in that line, we've penetrated so little of the overall player base for games that only 1 customer who has walked in our store in over 6 weeks had any familiarity with the line. And we opened up in a metro area that has something like 4+ million people within a 30-45 minute drive.

That means 80,000 sales is barely scatching the surface of the overall active player base for games and the overall active player base for games has barely scratched the surface of the overal potential player base for games amng the broader populace.

Reached everyone that could be reached? I would bet every penny I own that would be impossible. But one might have to conceed that its possible a majority of people that could be reached easily may have been reached for a particular single venue. Which simply means its time to broaden the venues for marketing said product.

Ryan S. Johnson
Guild of Blades Retail Group - http://www.guildofblades.com/retailgroup.php
Guild of Blades Publishing Group - http://www.guildofblades.com
1483 Online - http://www.1483online.com
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Ryan S. Johnson
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Jake Richmond
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« Reply #10 on: December 01, 2008, 04:16:48 PM »

Quote
But one might have to conceed that its possible a majority of people that could be reached easily may have been reached for a particular single venue.

I think that's true. I think that just publishing a game, talking about it on your blog, hanging out at a few different community sites and going to a few conventions can only get you so many customers. If you want to move beyond that then you must try a new approach to find a new audience.

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greyorm
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« Reply #11 on: December 01, 2008, 05:41:11 PM »

I think that's true. I think that just publishing a game, talking about it on your blog, hanging out at a few different community sites and going to a few conventions can only get you so many customers. If you want to move beyond that then you must try a new approach to find a new audience.

While that is true, I don't think it is true in this case. That is, I don't think we've completely tapped the venue. Especially small presses such as the one I indicated above, who think the market has dried up when they haven't even penetrated the existing small-press gamer market (let alone the larger gamer hobbyist market).

I think "moving beyond" is a slippery slope that should be avoided in the "we've reached everyone" discussion, because it is too easy to say, "we aren't selling well, so we must have reached everyone in the current market, we should expand" when that is likely not the problem.
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Rev. Ravenscrye Grey Daegmorgan
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« Reply #12 on: December 01, 2008, 08:59:17 PM »

I don't think the current "indie-market" has been saturated.  But I do think its become more discrimenating.

I've been saying for the last few years that the "If you build it they will come" era of indie design is over.

The "holy cow I've never seen that before" effect now requires something a hell of a lot more than it did back when Universalis, Dust Devils, and My Life with Master were new.

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guildofblades
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« Reply #13 on: December 01, 2008, 09:09:25 PM »

>>I think "moving beyond" is a slippery slope that should be avoided in the "we've reached everyone" discussion, because it is too easy to say, "we aren't selling well, so we must have reached everyone in the current market, we should expand" when that is likely not the problem.<<

I'm not so sure its a matter of "expanding" per se, but rather trying to market to a "different" group of people or venue instead. For instance, when we first began our Empires of History line of games we marketed them aggresively at players of Axis & Allies, since the games were essentially A&A variants. In reality, the games were sort of a mixture of games like A&A and more traditional hex and counter wargames. They made some in roads to the A&A player base, sure, and they made some inroads to the hex and counter players as well, but they never did a whole lot more than scratch the surface of either consumer group. Not crunchy enough for the hex and counter group, no fun plastic minis and toys for the A&A crowd. Was there a market there within each group for the games? Sure. But was it the most fertile ground for them. No. That proved to be a broader base of consumers who were interested enough in history to be interested in historically themed games, yet not yet wedded to either of the above mentioned formats.

So, a "different" venue proved the better venue for us. That is not to say we now ignore the wargamers or Axis & Allies players, but we know where to focus the bulk of our energies for continued growth. It could very well be the publisher in question made some inroads with the indie consumer base, but to really hit their stride they might have to keep searching a bit to find a different venue they may be both more fertile ground and a larger park to play in.

Going to sell your product where all the other small companies have trodded before might seem like good common sense on the surface and it likely is, at the start. Its tried and true. But if all 500-800 companies are hitting that same target, as you might imagine, no matter how fertile ground, that's a lot of noise in the pipe to compete with.

Ryan S. Johnson
Guild of Blades Retail Group - http://www.guildofblades.com/retailgroup.php
Guild of Blades Publishing Group - http://www.guildofblades.com
1483 Online - http://www.1483online.com
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Ryan S. Johnson
Guild of Blades Publishing Group
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Jake Richmond
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« Reply #14 on: December 01, 2008, 11:54:46 PM »

Quote
While that is true, I don't think it is true in this case. That is, I don't think we've completely tapped the venue.

Of course. And we all do a lot more then what I described to promote our games.

Quote
I think "moving beyond" is a slippery slope that should be avoided in the "we've reached everyone" discussion, because it is too easy to say, "we aren't selling well, so we must have reached everyone in the current market, we should expand" when that is likely not the problem.

I think what I'm trying to say is the opposite. Not  "we aren't selling well, so we must have reached everyone in the current market, we should expand", but " the current market is a great place to sell our games, but it's not where our target audience lives. We need to find our audience and market to them directly". This is truer for some games (mine for example) then others. Matt and I never really tried to market Panty Explosion to gamers. We focused all our energy on pushing the game to anime, manga and j-cinema fans. And that payed off. Panty Explosion sells really well. It sells well in the traditional gaming market as well, but that was never our priority. This wasn't a case of Matt and I trying to break into a mainstream market (or, I guess, a different hobby market). Instead we identified where our customers where and went directly after them from the beginning. If we had just stuck to the gaming market Panty Explosion would have never been more then a marginal success.

Now what you're sayiong is that the gaming market definitely has sales in it, and it's foolish for us to think there's nothing hear and try to move on to greener pastures, right? I agree with that. Totally. But there are plenty of games which are going to find a much larger potential audience outside the traditional gaming market then in it.
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