Might be worth asking the publishers for examples of what levers and strategies they use differently to one another and differently to indie developers, that way even if you don't end up with a publisher, you might be in a better position to build your own campaign for release.
Funny that you should post this video. This was EXACTLY the same conclusion I had when I realised that unless you have a good track record, attracting a publisher is going to be very difficult so that me stop and think about my current project. “Can I do EVERYTHING needed to make this game succesful without a publisher or even as a solo developer? The answer was “possibly” but only with far more time. ALOT more time. It was at that point I had to then circle back. What are my goals? Because if my goal os to self-publish only. This game is going to triple developmet time. The only feasable option. Park the game. The VERY next day (yesterday) I recalled a game idea that met all the needed criteria. This game has a short development cycle. and simple yet apealing hook and can be solo developed and published in 6 months. Wish me luck!
Commenting for le algorythm. Honestly on my end i'll probably self-publish, feels like they dont do much of the hard work expected compared to what you gotta bring to the table. heard my country can give refunds on business travels so since im an autonomous worker on my game, ill probably save money to do conventions to get booths and stuff. probably way more to do so i'll check on what to do for that, but since i have my day job and not in a massive rush, i feel i can do that for now. Will see once i get the demo to a satisfying taste, thanks for sharing (again? i think i seen it before) the demo time recommendations, its a good landmark.
At this point, it is time to turn back to the crowd funding option. The only deals publishers are signing are the games that will already be successful without them. You can just take that same game to Kickstarter and end up with a way bigger rev share when it releases. There are a couple decent publishers left out there, but generally speaking you are just signing away your paycheck for nothing.
So, funny thing here btw, having a kickstarter campaign actually makes you less attractive to publishers, since they'll be responsible for the kickstarter campaign goals being delivered, which they may never have agreed to. Contrary to its name, publishers now prefer doing a kickstarter to finish the game, after they've already signed the publishing deal, and can help with creating the entire campaign. -M
@@bitemegames But that's exactly what I mean. They are only looking for proven successes. If you are successful on Kickstarter, why bother with the publishers? You already have a hit without the excessive rev share.
You don't need a publisher if you're focusing on the PC platform. However, if you're aiming to release your game on consoles, particularly PS or Xbox, having a publisher is essential. Unfortunately, both companies prefer not to work directly with small indie studios (despite their claims to the contrary). On the other hand, they become much more supportive and cooperative when a reputable publisher is involved.
Yes. But the difference is that you have to do all the marketing on your dime, at least until you get enough funding for marketing. But then you're still putting in all the work for marketing, social media management, playtesting, etc.
I would love to hear more about publishing where you aren't all that interested in the money, but rather the other support they can give you like marketing, legal, connections etc. Is a publisher worth it in those cases?
Yes I would say so, all depending on your situation. If you find yourself not needing funding, most publishers still have far more experience and connections in marketing, networking, copyright laws/legalese than most individual people. In fact there are publishers that ONLY do this kind of thing, but most still have connections to investors and sources of funding, should you need it. Many indie devs search for a publisher not for the money (though that almost always helps), but for help with marketing, playtesting and QA, PR, networking, and all of the peripheral but vital aspects of successfully producing a product.
I don't know why any indie dev would want a publisher. Why would you want some company owning part of your future revenue. Just build your game, release it, send free keys to influencers. Done.
You could ask them if they would buy a finished but yet unreleased game including the IP. Its a gamble on their side, but they would own all rights to it for a fixed sum.
I dont know about the evidence thing... I've heard others saying that a publisher wants some control over important moments like announcement and demo release
Demo release yeah, but initial wishlists, hell no. Announce the game on your own, assuming you'd be doing it self-published. But don't believe that a publisher will want to use everything as a press beat, they can think of 10+ other reasons (playtest, new trailer, wave of influencers playing the game,...). -M
Funny story - if you didn't ran away during the Q&A of the key note, maybe I could have connected you to a publisher, who does games exactly like Guild Architect with extremly fair conditions and a lot of cross promotion potential. Quite ironic, you do this video now...
I need to know more about marketing as an indie, thus thinking of asking a "publisher" to do the marketing for me, as a paid service. What are your thoughts on that? Thx in advance :D
@@bitemegames Thx for the reply! I was thinking, that a "normal marketing company" might not know the games market as well as using a publisher, that has already connections etc. But basically yes, you take a PR company :)
Typically, the benefit of having a publisher is that they will already plan on marketing the game for you. Not that every publisher does this, or does this well, but if they have much experience in marketing, they know your success is their success so it usually comes as part of the deal.
Philosophically speaking, if you depend on someone else's money, You're not an independent developer... My Impression is that the idea of getting funded and having the freedom of following your dreams is a bit of a childish illusion that internet is Perpetrating because it very romantic and a fantastic excuse for making content and selling courses. The truth is that if you want to go indie you have to save money for ten years while making experience in developing and publishing and marketing. Then you take your year of romantic freedom and try your best to publish a hit or miss game that can change your life.. everything comes with sacrifices..
The Steam page is a bit of a tricky one. Don't put it up unless it represents the idea of your game well. If all you can put up is a bad thumbnail and a demo full of grey boxes, dont do it. No one that comes aross it will see "your vision" for the game and give it a try. They will give it 3 seconds, be turned off and move on. Then the Steam algorithm will bury your game before its even prototyped.
If that's the game you're pitching though, grey boxes, no publisher will sign it regardless. Expectations currently are a vertical slice, which means a 10-30min demo, with the polish level expected for the fnial game. -M
@@bitemegames Agreed, you definitely shouldn't approach a publisher with something like that. Use that gas money to buy an asset pack and a cheap Fiverr trailer lol.
Would you launch a game on your own if you believed it would fail, would you give someone a loan to make a planned failure on repayment conditions of it's success?
@@bitemegames use visibility and opinions as currency, you'll have more power as a publisher because there are many whom would just take only these to publish their games under your name. But you gotta think properly about the cut since you're offering stuffs other than money. While it's unlikely that these games gonna sell that much, but they'd ended up giving you some power to walk into publisher circle and gain some limelight on mainstream medias. It seems stupid, but if you're willing to represent indies then people would be willing to give you their voices. Vote BiteMeGames as our publishing house, WE NEED YOU!
@bitemegames you guys dont need money. You have clout! You can team up with promising indie developers and take a portion of their revenue for helping them market their games. I would totally hire you guys to do promotion.
Why do you need publishers in the first place? Cant you just upload it on Steam? And wouldn't publishers ruin the game? Like if they give you money then they will also start demanding profit and with that force you to add microtransactions, online only and other customer-hostile practises?
Might be worth asking the publishers for examples of what levers and strategies they use differently to one another and differently to indie developers, that way even if you don't end up with a publisher, you might be in a better position to build your own campaign for release.
Funny that you should post this video. This was EXACTLY the same conclusion I had when I realised that unless you have a good track record, attracting a publisher is going to be very difficult so that me stop and think about my current project. “Can I do EVERYTHING needed to make this game succesful without a publisher or even as a solo developer? The answer was “possibly” but only with far more time. ALOT more time. It was at that point I had to then circle back. What are my goals? Because if my goal os to self-publish only. This game is going to triple developmet time. The only feasable option. Park the game. The VERY next day (yesterday) I recalled a game idea that met all the needed criteria. This game has a short development cycle. and simple yet apealing hook and can be solo developed and published in 6 months. Wish me luck!
Commenting for le algorythm.
Honestly on my end i'll probably self-publish, feels like they dont do much of the hard work expected compared to what you gotta bring to the table. heard my country can give refunds on business travels so since im an autonomous worker on my game, ill probably save money to do conventions to get booths and stuff. probably way more to do so i'll check on what to do for that, but since i have my day job and not in a massive rush, i feel i can do that for now. Will see once i get the demo to a satisfying taste, thanks for sharing (again? i think i seen it before) the demo time recommendations, its a good landmark.
13:29 The most relatable part of this video when the lady tried to open the door.
Love the 6figures buy my course joke xd
Another helpful video!
Smart idea recording it right next to a door XD
Imagine Marnix just open lemonade stand to gather fund instead of walking to publishers
Thanks for solving my problem
of what to eat.
Sauerkraut it is.
fermented cabbage my beloved
At this point, it is time to turn back to the crowd funding option. The only deals publishers are signing are the games that will already be successful without them. You can just take that same game to Kickstarter and end up with a way bigger rev share when it releases. There are a couple decent publishers left out there, but generally speaking you are just signing away your paycheck for nothing.
So, funny thing here btw, having a kickstarter campaign actually makes you less attractive to publishers, since they'll be responsible for the kickstarter campaign goals being delivered, which they may never have agreed to.
Contrary to its name, publishers now prefer doing a kickstarter to finish the game, after they've already signed the publishing deal, and can help with creating the entire campaign. -M
@@bitemegames But that's exactly what I mean. They are only looking for proven successes. If you are successful on Kickstarter, why bother with the publishers? You already have a hit without the excessive rev share.
10:19 Where can I get that whole document/website?
howtomarketagame.com/benchmarks/ -M
You don't need a publisher if you're focusing on the PC platform. However, if you're aiming to release your game on consoles, particularly PS or Xbox, having a publisher is essential. Unfortunately, both companies prefer not to work directly with small indie studios (despite their claims to the contrary). On the other hand, they become much more supportive and cooperative when a reputable publisher is involved.
Sorry if this is a stupid question, but can't you just run a Kickstarter campaign to fund your game?
Yes. But the difference is that you have to do all the marketing on your dime, at least until you get enough funding for marketing. But then you're still putting in all the work for marketing, social media management, playtesting, etc.
Easier said then done and I would guess thatt would take a lot of extra overhead.
I would love to hear more about publishing where you aren't all that interested in the money, but rather the other support they can give you like marketing, legal, connections etc. Is a publisher worth it in those cases?
Yes I would say so, all depending on your situation. If you find yourself not needing funding, most publishers still have far more experience and connections in marketing, networking, copyright laws/legalese than most individual people. In fact there are publishers that ONLY do this kind of thing, but most still have connections to investors and sources of funding, should you need it. Many indie devs search for a publisher not for the money (though that almost always helps), but for help with marketing, playtesting and QA, PR, networking, and all of the peripheral but vital aspects of successfully producing a product.
I don't know why any indie dev would want a publisher. Why would you want some company owning part of your future revenue. Just build your game, release it, send free keys to influencers. Done.
You could ask them if they would buy a finished but yet unreleased game including the IP. Its a gamble on their side, but they would own all rights to it for a fixed sum.
I dont know about the evidence thing... I've heard others saying that a publisher wants some control over important moments like announcement and demo release
Demo release yeah, but initial wishlists, hell no. Announce the game on your own, assuming you'd be doing it self-published. But don't believe that a publisher will want to use everything as a press beat, they can think of 10+ other reasons (playtest, new trailer, wave of influencers playing the game,...). -M
Based as always Marnie
Funny story - if you didn't ran away during the Q&A of the key note, maybe I could have connected you to a publisher, who does games exactly like Guild Architect with extremly fair conditions and a lot of cross promotion potential. Quite ironic, you do this video now...
I need to know more about marketing as an indie, thus thinking of asking a "publisher" to do the marketing for me, as a paid service. What are your thoughts on that?
Thx in advance :D
You pay the publisher? You know marketing/PR companies exist as well right, you if you want to pay someone to market, you go to them. -M
@@bitemegames Thx for the reply! I was thinking, that a "normal marketing company" might not know the games market as well as using a publisher, that has already connections etc. But basically yes, you take a PR company :)
Typically, the benefit of having a publisher is that they will already plan on marketing the game for you. Not that every publisher does this, or does this well, but if they have much experience in marketing, they know your success is their success so it usually comes as part of the deal.
Philosophically speaking, if you depend on someone else's money, You're not an independent developer... My Impression is that the idea of getting funded and having the freedom of following your dreams is a bit of a childish illusion that internet is Perpetrating because it very romantic and a fantastic excuse for making content and selling courses. The truth is that if you want to go indie you have to save money for ten years while making experience in developing and publishing and marketing. Then you take your year of romantic freedom and try your best to publish a hit or miss game that can change your life.. everything comes with sacrifices..
The moral is: Make a good game that sell
Can tell a certain talk inspired you ;D
The Steam page is a bit of a tricky one. Don't put it up unless it represents the idea of your game well. If all you can put up is a bad thumbnail and a demo full of grey boxes, dont do it. No one that comes aross it will see "your vision" for the game and give it a try. They will give it 3 seconds, be turned off and move on. Then the Steam algorithm will bury your game before its even prototyped.
If that's the game you're pitching though, grey boxes, no publisher will sign it regardless. Expectations currently are a vertical slice, which means a 10-30min demo, with the polish level expected for the fnial game. -M
@@bitemegames Agreed, you definitely shouldn't approach a publisher with something like that. Use that gas money to buy an asset pack and a cheap Fiverr trailer lol.
So basically, have a game that’s already guaranteed to succeed :P
I too would've only bet my $X99k on weighted die with 9X% success rate.
Would you launch a game on your own if you believed it would fail, would you give someone a loan to make a planned failure on repayment conditions of it's success?
Honestly, you guys should start your own publishing house. You have the social media/marketing ability to get attention on games!!!
With what money?? -M
You need serious capital for that
@@bitemegames use visibility and opinions as currency, you'll have more power as a publisher because there are many whom would just take only these to publish their games under your name. But you gotta think properly about the cut since you're offering stuffs other than money. While it's unlikely that these games gonna sell that much, but they'd ended up giving you some power to walk into publisher circle and gain some limelight on mainstream medias. It seems stupid, but if you're willing to represent indies then people would be willing to give you their voices. Vote BiteMeGames as our publishing house, WE NEED YOU!
@bitemegames you guys dont need money. You have clout! You can team up with promising indie developers and take a portion of their revenue for helping them market their games. I would totally hire you guys to do promotion.
@@CastleClique Publishing usually means game studios getting funded, marketing alone is not enough of a value for devs to consider publishing
Gg
Why do you need publishers in the first place? Cant you just upload it on Steam? And wouldn't publishers ruin the game? Like if they give you money then they will also start demanding profit and with that force you to add microtransactions, online only and other customer-hostile practises?
Why a publisher? Money, marketing and networking.
Just uploading your game to steam isn't even half the work of selling your game.