Krank
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Target Group Analysis Methods
Created on 13th April 2022
Know Your Market: Making Indie Games That Sell
- Do people actually want to buy this game?
- Steam
- Filter game reviews by "Steam Purchasers" and "Other"
- Steam Spy only tells you the "owners" of a game -- but a "owner" is not necessarily a buyer.
- Many stats on Steam Spy get inflated by bundles or gifted games.
- Simple Heuristic: Boxleiter Method
- Player Count = Review Count * 50 (a rough estimate)
- Data sources
- store.steampowered.com
- steamspy.com
- isthereanydeal.com
- steamcharts.com
- steamdb.info
- "Should you make a puzzle plattformer in 2018?"
- no
- Analyze, how much money each genre roughly makes on steam
- Typical indie genres like "Puzzle Plattformer", "Rogue-like" and "Metroidvania" make very little money.
- Median Revenue for "City Builder" and "FPS".
- High revenue for "Action RPG"
- Visuals
- Very important for potential buyers
- Visual Distinctiveness of the game is very important
- Examples for games with a unique style:
- Super Hot (clean, low poly, cool bullet traces)
- Cuphead (30s cartoon)
- Darkest Dungeon (dark, grunge, illustrative)
- ESRB
- As the age rating goes up, so does the revenue.
- The correlation factor of rho = 0.45
- It seems that its better to appeal to adult players, because they can actually make purchases on steam
- "Family Friendly" is actually 23x worse than "Crime" as tag on Steam.
- That means Steam as platform is generally really bad for family friendly games.
- Playtime
- Longer playtime is very important on steam
- Maybe?? Steam gives an algorithm bonus on the storefront
- But more important, when having Steam open and messages shows up "XYZ is playing Spelunky", it provides an incentive: "huh maybe I should also play Spelunky".
- Streaming
- When a Streamer plays a game, viewers can go like "huh maybe I also want to play that"
- Short, narrative games or puzzle games are hurt by streaming, because they have consumable content.
- Community
- Can the community get involved?
- Level editors
- Mod support
- Leaderboards
- Estimated Median Revenue for categories:
- 4 Player Local -- almost nothing
- Level Editor -- almost nothing
- Online Co-Op -- Mittelviel
- Team-Based -- Mittelviel
- Moddable -- Sehr viel
- Takeaways
- These are broad trends to consider
- Keep the rends for success in mind
- Of course you can also make it, if you find a particular niche and supply it (but the niche has to be big enough to support your game)
- Are you making something that people want?
- Is it a fit for the marketplace?
- Questions to ask
- Are there recent examples of successful games in your genre?
- Have you looked at unsuccessful games in your genre?
- More to learn
- Clark Tank on YouTube (Ryan Clark, creator of "Crypt of the Necro Dancer")
- StreamProphet.com (Lars Decet?)
- Co-Optional Podcast (they have a segment where they react to upcoming releases on steam and that can be helpful)
- Feedback & Questions
- Both from live audience at the time of the talk and the YouTube comments.
- The correlations should be taken with a grain of salt. Correlation =/= Causation
- The talk does not address market saturation in the correlations. E.g. "Puzzle Platformer" is not very popular, because there simply are so many indie puzzle platformers.
- To get a feeling how well a newly released game on steam does, check weekly for releases and the revenue they generated on steamspy.