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Why Don't Indie Game Creators Market... Themselves?

- Last weekend, the New York Times published an excellent article by Clive Thompson called 'Sex, Drugs and Updating Your Blog', which deals with how the web is allowing musicians to connect with fans and make a living via altogether different promotional means than simply booking a gig, posting some flyers, and turning up to it.

Thompson explains how "...fame can come instead through viral word-of-mouth, when a friend forwards a Web-site address, swaps an MP3, e-mails a link to a fan blog or posts a cellphone concert video on YouTube. So musicians dive into the fray — posting confessional notes on their blogs, reading their fans’ comments and carefully replying."

So my question is - why don't more indie game creators make sure that they have blogs that talk about themselves, how they make games, day-to-day musings, and hints about what they're working on? If your audience connects with you and gets to know you, then they will be even more loyal and happy to interact with you. Since you can simply subscribe to an RSS feed to keep tabs on creators nowadays, I think all indie game makers should do this.

A couple of random examples - Cave Story creator Pixel has (or had) a development diary which was pretty simple, but even got translated into English because his fans are so rabid. On the other hand, Armadillo Run creator Peter Stock has a fascinating story behind his title, but his homepage doesn't even give a hint that a single person created the entire game, let alone the quite probably interesting trials and tribulations behind it.

Of course, it's your own choice - and anyone is welcome to be private, there's no mandate to be self-exposing. But don't underestimate the advantages of letting your potential audience know about you, and not just in the form of a playable demo - rather, in the form of humanizing info, pictures, and remarks. More people just might buy your game because of it!

Comments

Jeff Minter has done so for years, as have some others to varying degrees. Some companies even tried to tap into the power of blogging about development life for certain games.

Maybe an obstacle is the time and effort difference between music and games. Checking out a new band can take only minutes. Find their page, download and listen to an mp3, and you've already got an idea how you feel about them.

For a game, you go to the page. Maybe there is a demo or freebie to try. Want to download a 200MB demo on dial-up? You download it and then might have to try to get it to run on your system. Then you spend an unknown amount of time playing it (versus simply listening,) just to decide whether you should have hope in this developer.

No demo? Maybe you spend your time downloading videos that may be bigger than the final game executable. And how long until the game is released? Months? Years? Maybe never. In the meantime, you have only promises and hope that it will be worth the wait. After all, hearing a new song from a band isn't quite the same as seeing the render for the new monster on level 3 of a new game. The time stretch can weaken general interest as well.

Does a forum count?

Well I think it's because when you're working on your blog, you could be working on your game.

It's the trade off I make and it's why I only blog once or twice a month; although I expect to be blogging more when I get closer to debuting my next game.

http://blog.hanfordlemoore.com

I've been blogging about the development of my new indie game, Brainiversity, on www.gamemusings.com. The game is due for release in the next few weeks and I'm starting to get more people drop by my blog.

I think these things just take time to build up - and of course you have to have something that people can be fans of :-)

We've been making Indie and casual games for years, and we recently realized that no one really knows who we are or what we do. We started a site to cover exactly what you describe above here: http://www.8bitrocket.com

It's a sad fact that most of the *hundreds* of indie game dev blogs which already exist are horrible - I include our own at Mode 7 to some extent. It's also telling that the author here is so misinformed as to call for more of the things - the indies with blogs haven't done a good enough job of reaching him. His real question should be, "Why don't indies market their blogs more?" Making a blog good and then getting people to read it is yet another full-time job that indies without PR resources don't have time to do, and this is one of the reasons that so many fail. Creating content is not enough - games and blogs alike. Indies need to understand that marketing is just as vital as development and invest in it more in general.

To be fair, Paul, I am the Chairman of the Independent Games Festival in my 'copious spare time', and I have at least a couple of hundred sites, including plenty of indies, on my blogroll.

I guess I was thinking of creators that I particularly know about, like the Chronic Logic guys, Jon Blow, Jon Mak, etc - a lot of the most interesting creators have very poor insight into their lives and/or creative processes via the Web, which is a shame, I think.

But I am also trying to learn and communicate on about everyone's journey here, so have added you guys to my blogroll!

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