Selling your game to the Wii core gamer: a 5-step plan

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Thursday, January 07, 2010

Recently, much has been made of Wii's expanding audience and the obstacles that face publishers who attempt to sell core games to that consumer group. A few company spokespeople have recently gone on record with comments that blame a variety of factors for sluggish sales performance. There's some truth in those comments, but the ultimate conclusion (that Wii's audience doesn't care for core games), is troubling.

The many core gamers who read such reports know full well that there is a significant audience waiting to make future core titles a success, if only publishers give them reason and opportunity. Publishers truly can enjoy a pleasing Wii payday even without enormous marketing and development budgets, but they have to be ready and able to work for it.

Are you a publisher wondering how to break through to the core audience that lurks behind the grandmas and toddlers? If so, pay attention to the following five-step plan.

1) Don't skimp on the package design. Bad packaging screams "budget effort" and those words generally equate to a bad game. The consumers that you're trying to reach with your core game have been burned enough times that they know to be on their guard. Can you blame them?

2) Give your consumers a reason to purchase your game from day one. Include inexpensive but cool incentives, like soundtrack CDs and art books. Price your product appropriately. If you're releasing a $40 game, don't price at $50 in hopes of snagging a few early purchases. Start at $40 right from the start so that consumers never have a chance to grow accustomed to buying others games instead of yours while waiting for a price drop. That's a hard habit to break, so don't even allow it to form.

3) Use all of your available resources to spread the word, not just a few of the most obvious ones. Whether it's fair or not, many gamers hesitate to trust the established outlets and their mammoth advertising partnerships. Those outlets still matter and can't be overlooked, naturally, but be sure to budget enough review copies for niche sites, respected bloggers and even for prize drawings so that users can play your game and let all of their friends know all about it on social networks such as Twitter and Facebook.

4) Follow up on point #3 by advertising appropriately through more conventional channels. Don't blow most of your budget on a celebrity. Spend it on a marketing firm that can present your game's attributes in a manner that will resonate with consumers. Ads should show more of the game in action and less of the cute gimmicks that clutter too many commercials of every type for every product. If your commercial can't make someone want to play the game (not just smile at how cute the talking squirrel was), then it has failed. Choose publications and sites that your consumers actually read, as well.

5) Make sure that your game is worth owning. Spend the time and money to remove obvious flaws that core gamers are so quick to notice. Take the time to polish the hundred little things that add up to make or break an entire experience. Use your 'A' team, or give your 'B' team more time to grow into something better during the development process. The results will speak for themselves and positive word of mouth will keep things hopping.

The preceding tips aren't radical. Chances are good that you already put most or all of them into play when releasing projects on other platforms. The trick is to remember that the core audience on Wii doesn't deserve any less attention and resources than the core audience on any other platform. Reward those gamers for their dedication with the respect that they want (and deserve) and in response you'll receive the retail payday that you need.

 
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Comments (14)
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January 07, 2010
I think you bring up good points, but if you look at what games have used your suggestions and failed...It's a fair bit. The truth seems to be that it does not really matter what 3rd party developers do. Even the best Wii games are doomed to failure. The only way to potentially make a Wii game that sells well is to be sure it is A)Cheap B)A knockoff of something more popular and C)Make the cover simplistic and appealing to a very old or very young market. That seems to be the big secret.
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January 07, 2010
Very good ideas, Jason. But those ideas, while simple, are harder than they look. And Alex, the best way to make a Wii game sell is to make sure people know the game exists. Word of mouth sells Wii games. In fact, that's what sold the Wii itself. Mario Kart Wii sold a lot not because it was cheap (full priced game), knockoff of something more popular (Mario Kart was the real deal), and an appealing cover (it has one of the worst covers Nintendo has ever done). It sold because people who bought it, liked it, told others, bought it, liked it, told others, etc. It's a very different sales tactic from other consoles, but that's why it's so popular.
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January 07, 2010
@William Figueroa. Oh! I forgot D). D) is for you to be nintendo. Let me reiterate:Be A)Cheap B)A knockoff of something more popular C)Make the cover simplistic and appealing to a very old or very young market (ex. Mario Kart, Game Party, Price is Right) and D) Be Nintendo. There! That is how to make a successful Wii game.
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January 07, 2010
Thanks for the comments, guys! I realize that the ideas that I propose aren't perhaps as simple as I make them out to be, but at the same time, the main job that publishers have is to do this sort of thing. That's their specialty. Their livelihood depends on doing these things competently, which makes botched attempts all the more incredible. I'm going to have to disagree with you, Alex, about the many companies who have done all of these things and still failed. There aren't many companies that actually do the things I noted. If there were, there would be far fewer failures. Nintendo is certainly the most successful publisher on its own hardware, but the huge gap between its success and the success that third parties enjoy (or don't) isn't all just "because it's Nintendo." The third parties have been doing an extraordinarily poor job of promoting their Wii efforts for the hardcore gamer. If they start doing a better job and the games still aren't selling, then you and they both would have a point.
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January 07, 2010
I still have to disagree. Dead Space Extraction had a TON of advert's on some big hardcore gaming websites, and it was also one of the best Wii titles of last year. No one bought it.
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January 07, 2010
Alex, no one bought it because of one very simple issue: it was on-rails. DS:Extraction is a game that can't actually find itself a niche, since the on-rails gameplay does not resonate well with core gamers, while the amount of cut-scenes do not resonate well with short-burst arcade gameplay (this is what some people call "casual" gaming). Companies need to study what Wii owners really want before releasing such games, for example, looking at NSMB Wii and Mario Kart have in common, beyond the Mario skin.
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January 07, 2010
Great points, but needs one more step: 6) Create a game that gamers would actually [i]want[/i]. Let's look at Dead Space: Extraction, for example. It could have played exactly like the original; Resident Evil 4 inspired it, and that game worked incredibly well on the Wii. However, they opted to make it a rail shooter, and tried to pad it by calling it 'a guided first person shooter.' That killed all anticipation, as everyone saw it as a joke, just another lazy rail shooter, a genre that's flooding the Wii like FPSes are on the PS3 and 360.
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January 07, 2010
That still doesn't explain Mad World. That had a lot of buzz and I seem to remember some marketing for it as well. Did that sell well at all?
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January 07, 2010
Mad World is another niche game, and a bit of a shallow experience. When people say they want a hardcore game, they don't mean "a game with lots of blood", or "a very experimental game with a crazy color palette". Most people just mean very familiar things, like a well done FPS, or some polished arcade-y game that they can play online.
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January 08, 2010
What Raphael said. I can't imagine Madworld selling more on the 360 or PS3 as it is, especially if it cost $10 more. It's a good game, but incredibly short (about five hours) and very repetitive. Plus, a lot of the advertisements just showed gameplay footage of the main character killing people. It's hard to sell a $50 game when you're not promising any form of depth either in gameplay or storyline, especially considering the different genre Madworld belongs in. Look at most adverts of great selling 360/PS3 games and you'd see something other than gameplay.
Franksmall
January 08, 2010
Nintendo helped the Conduit with advertising, yet that game still didn't do well. I think these are great suggestions, but that sadly the Wii just seems like a platform third parties would be best to back away from. Great post!!
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January 08, 2010
Frank, The Conduit got really mediocre reviews all around. It's actually sitting in the 60s on Metacritic, just barely over games like Lair and Haze, two games that sold so poorly that their development companies were shut down. Besides, The Conduit was basically a carbon copy of Halo and Resistance. Chances are, if you like games like Halo and Resistance, you already have a PS3 or 360 and one of the two games, and you're not going to pay $50 (or $300 to buy it along with a Wii) to buy a cheap mimicry of the titles it's based on.
Franksmall
January 08, 2010
I don't disagree with those points, but I still contend thatcthe Wii audience has shown that they will not shoe up to buy core Wii games en mass. I am not opposed to core Wii titles, in fact in many cases I am one of the thousands whom have bought core Wii titles ( conduit, madworld, deadly creatures, house otd overkill, Zack and wiki, etc). I guess I am just sick of being one of the people that shows up to buy these games, while the rest were just being vocal about it online. I'm the end I feel sorry for the developers taking the time to make these games. I am sure they have to feel a bit duped by the mythical hardcore Wii owner.
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January 08, 2010
Thanks for the continued discussion, guys! Looking over things, I have to say that I still see nothing posted by those who disagree with me that effectively shows where a publisher has satisfied all five of my points (points that they would aggressively satisfy on other platforms) and met with retail apathy from the core gamer. The closest anyone got was The Conduit, but that has already been debunked effectively. Rail shooters don't really count, either, because rail shooters have consistently been sales disasters for longer than a lot of developers have even been making games. I love Panzer Dragoon Orta, but I don't even remember that one burning up the charts. Core gamers do tend to be the ones saying that Wii only has 2 or 3 good games, but those folks are often genuinely surprised a few times a year when someone points out another game that they're actually interested in playing. It's a pretty bad sign that I can easily surprise most core gamers with a few good titles they didn't know about. That's the job of the game's publisher and marketers, wouldn't you think?

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