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I would really like to hear how other independents generally approach marketing their game with limited resources. I know how critical marketing is since I've seen it first hand on several fronts. I've been part of teams that didn't put an ounce of marketing into their project and didn't come close to meeting expectations. I've also poured a lot of time into visiting forums to discuss our previous title which resulted in minor bumps over time.

I really think Wolfire is doing some amazing grass roots marketing with the way they are managing their community around their Blog. They've massed a following that is willing to pay (far in advance) them for their game before they finish it to help support them. That's awesome.

But how many people are really willing to divulge such information that early? Should that be a concern? Should I start talking about my next project before I really have anything implemented?

What has worked for you? I would be particularly interested to hear how people approach Apple's iTunes store. I believe we're looking at around 33,000 games on the store these days.

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Good question! I'm more prepared to launch an app successfully thanks to the answers here... ... at least I hope so haha – Dream Lane Jan 23 '11 at 7:07
The answers will definitely help as long as you dedicate the time to it (this is time consuming stuff). I've read a lot of good stuff since my last project but by far the link I just recently posted below is the best. – David McGraw Jan 24 '11 at 3:01

3 Answers

up vote 20 down vote accepted

The Zero Budget Indie Marketing Guide is a great read. Besides that, definitely start building buzz as soon as you have anything to show, and do your best to keep the buzz up. Demos, trailers, articles, blog posts, whatever you can get to drive traffic and interest. From what I've heard, paid advertising is not very effective for indie games, so you may want to avoid it. Focus instead on building organic and genuine interest.

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+1 I can't thank you enough for linking that. – michael.bartnett Dec 8 '10 at 6:36

I don't know how effective this idea is (I haven't tried it yet) but for my current project I am going to advertise on Facebook. Let me explain.

Essentially I am going to create a fan page, and run an ad campaign on Facebook. What I figure is I can spend like $30/mo (or what ever you want) for advertising. As people become a "fan" of the page, a lot of other people will see that. So basically, if that $30/mo generates 5 fans directly, it could generate 50 fans indirectly. I figure I could also do some fun stuff with the fan page such as give away copies, solicit ideas, etc...

Like I said above, I haven't tried this so I don't know if it will work. However, I will let you know in the near future. :)

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Sounds like a good idea. Make a note to come back and share the results! :) – David McGraw Jul 15 '10 at 21:20
So how did it go? Share your results with us? – Click Upvote Dec 14 '10 at 3:39
going to launch it in Jan1...i'll let you know when it happens – Joe Dec 14 '10 at 6:13
Already any news on this? – Constantin Jan 11 '11 at 7:42
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I have started the process...we will see how it goes. Wish me luck! cdhrdr.com/ShoopFB – Joe Feb 21 '11 at 22:23
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Here is an outstanding checklist that somebody put together. This one is a keeper.

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Please don't use bit.ly links. This isn't Twitter. – Joe Wreschnig Jan 22 '11 at 23:26
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Joe, analytics are a key tool that you should be taking advantage of anywhere you can (including your games). It never hurts to see where your traffic is coming from. – David McGraw Jan 24 '11 at 2:46
Wouldn't it be easier to analyze where your traffic is coming from if it's NOT coming through bit.ly before it gets to you? – davr Jan 26 '11 at 0:24
@davr It would if it was my site. I was attempting to gather statistics for whoever owns that link. Whether they use it is on them. – David McGraw Jan 27 '11 at 3:26

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