Your Indie Game Needs To Be For Sale
Indie Game Con is no longer going to show indie games "in development." We think it's time for a change. Here's why.
Indie Game Con is now in its third year, and is bucking convention (no pun intended) by exhibiting games that people can purchase during the event. Specifically, we are not looking for games that are still in development. This is a huge pivot from the way game expos normally work, and people have understandably asked for an explanation.
Ultimately, this is about helping professional independent developers — people who are trying to make a living making games — reach their business goals. We are looking forward to seeing this conversation continue and grow, so please leave feedback in the comments below.
OUR MISSION
Indie Game Con exists to help independent developers reach mainstream audiences: people who know about games, but don’t follow news and trends. Originally a one-day event run by unpaid volunteers, it grew from from 18 games and 300 attendees in 2014, to 27 games and 450 attendees in 2015. Both were wonderful to be a part of. The raw, positive energy of unjaded people falling in love with new games they’ve discovered is powerful.
In 2015, I stood back and watched a group of kids play a game for the umpteenth time. Their moms were nearby, and I overheard something that haunted me:
“I want to buy this game, but I don’t know how."
This was both a revelation and a disappointment. We had succeeded in bringing together developers and new fans, but the crucial gulf between “fan” and “customer” had not been bridged. This felt like a failure to me. Any student of sales will tell you those people aren’t likely to come back, which hurts the developer. And those new fans won’t get to enjoy and evangelize the new thing they discovered, which is kind of sad.
Initially, I thought this was due to huge barriers to “casual” sales of digital products. I’ll talk about that in a bit, but after a few months of reflection, I realized the problem was deeper.
WHERE I USE THE WORD “INDIEPOCALYPSE"
Indie games will always be special, but they are no longer rare. The deluge of titles hitting mobile and digital storefronts has made it very difficult for new voices to be heard, even when they have something substantive or novel to say. If you are trying to make a living as a game developer, this is a serious problem. People can’t buy your game if they don’t know about it.
In 2013, I had the opportunity to sit down and show my own game to Jeff Tunnell. Jeff has a history of being ahead of the curve, and stepping off traditional paths long before others realize it’s going over a cliff. That summer, he had just removed himself from mobile entertainment development. I’ll never forget his reason why:
“The game industry is the music industry. Everybody can make music now. That means a game has about as much chance of success as a talented high school band getting a record deal."
I’ll admit, I didn’t agree with him at the time, but now I do (ding ding ding: indiepocalypse!). Still, it did make me wonder. In the music business, album sales aren’t what keep you going: it’s tours and merchandise. If there was a parallel, “games” are “albums,” but we don’t have tours or merchandise. And when games DO get in front of the public at cons and expos, it’s often in pre-release form. People get excited about a game, but usually can’t buy it: they are given a business card and a request to check back in a few months.
Think about this from a sales perspective: these indie studios are spending hundreds — sometimes thousands — of dollars to put themselves in front of potential new customers. These customers have their wallet out. And then they’re being told to come back later!
In my opinion, that’s bad business. It's a distant echo of the traditional AAA hype cycle, where people are inundated with advertising months before a game is released. But indie games don’t have multi-million dollar marketing budgets, so why are indie teams cribbing from the AAA playbook? It’s time we recognized that these smaller projects fit another business paradigm altogether.
AN OPPORTUNITY APPEARS
Another “geek culture” event made its debut in 2015: Eugene Comic Con. Their event was more traditional: comic book and toy resellers, an artist alley, famous people giving photos and signatures, cosplay competitions… the whole deal.
And they brought 10,000 people through the door. In a city with 150,000 people. In their first year.
What struck me — apart from the fact that everybody was positive, polite, and friendly, which always shocks people from big cities — was that this was basically a big geek mall. Almost everything was for sale, because one way people revel in geek culture is by buying things. And they were happy about it!
This is a serious point that needs to be underscored. People like to spend money on things a) they identify with b) that support an artist they have met or c) they can share with others. This makes people happy, and it supports artists who are trying to make a living. Everybody wins.
A purchase is a form of expression. It empowers the customer, it supports the creator, and brings both of them joy. We believe indie games don’t encourage this out of a misplaced loyalty to the traditional games marketplace, where sales are anonymous, fueled by focusing on a narrow subset of people who love games in general. It is its own, sinister “purity test” that confines indie games to a niche.
Indie Game Con is being hosted by Eugene Comic Con this year. We don’t want to be an expo where people discover things their information-overloaded brains will forget about the next day. We want to be an expo where new digital games are discovered, purchased, and shared with friends and family. Indie Game Con 2016 is going to be about finding new fans... and forging a lasting connection through sales.
WHAT ABOUT EXPOSURE AND FEEDBACK?
We recognize that sales are not the only reason to show an indie game at an event. Expos provide an excellent opportunity for exposure via social media, news articles, and feedback from game players.