...which is why companies with resources spend a lot on marketing -- to not fail at promoting their game. And if they're spending a lot on marketing, they might as well spend a lot on the game itself (so when they DO break through the noise, they got something big to show people).
The point of the video this thread was exactly to show that is not needed. You're reasoning in circles now.
If they're on a tight budget, that means they have to do it themselves -- which means they're investing their time. Time is money. It's not free. It delays the release of the game, which is lost revenue
I'd say not having good promotion for your game means more lost revenue than getting it out earlier and is easily worth the time, but let's agree to disagree on that.
-- every month that goes by is another month of rent and bills that are eating into your dev costs. If they had the money to afford help, almost all indie devs would go that route (they're devs, not marketers -- they'd rather spend their time making the game itself better)
Which was exactly my point; to be successful as an indie your marketing skills should be at least as good as your skill at making great games. That's how the market works. If you just want to focus your efforts on making a great game; go ahead! Sometimes that is enough (Minecraft says hello again). But don't
expect to make a living off your game then because often it is
not. Even the PAYDAY guys promoted their game, just not with a marketing budget the size of the moon. They did the low-budget promotion route the right way, which an example of something less successful like ZiGGURAT simply didn't if you ask me. You can't always expect to make a game, release a video or two about it, get a few good reviews and have word of mouth do the rest. Once again; promoting your game isn't easy, but that is an essential part if you want more than a few people to buy your game.
-- almost all the games listed earlier had publishers or hardware partners to help promote. Do-it-yourself marketing is risky -- they only do it because they have limited resources. Do-it-yourself marketing can work, but that doesn't mean it's a safer bet
This is completely true, but that wasn't really what this discussion was about.
If it was somehow more effective to go that route, even the big guys would do it.
Nope, that is the problem; the big guys don't do it BECAUSE most of them don't realize it can be the safer bet. But there are more than enough examples of publishers that do go this route and succeed to counter your argument (Atlus had next to no marketing for a long time yet they are successful (their first big-marketed game is Dark Souls II), Paradox Games uses almost no marketing yet their games sell because they know their audience, etc.)
edit: also, ZiGGURAT released this vid on the same day as the one you posted:
https://www.youtube.com/watch?v=XwlTAJxOmx0
First of all this was released in 2012. Secondly, it is nothing but a funny sketch that doesn't really inform you about the game. That can work, but when you're already an unknown indie you'd have to be
really funny or go viral if you want people to buy your game based on a video like this. I'm not seeing how this video would sell the game to a lot of people, but that is just a matter of opinion of course.
This article about Hard Lines only helps to prove my point if anything. It shows scores don't really matter that much (for iOS games) when it comes to sales, relying on next to no PR can be successful (since his first game seems to have done well without promotion) and a bit of PR does help to drive sales (in the long-run), at least that is what the developer here assumes. The problems with his PR are that it was really launch-focused, which can work but didn't work here, and a few other small problems (I'm sure oversaturation of the App Store also plays a big part in a game like this having disappointing sales) but those problems have nothing to do with our discussion.
I knew of these games (bought both) before learning of their financial situations (though Hard Lines was able to pick up a bit later with a switch to F2P) -- both were getting good word of mouth around release, which is why it surprised me when they were struggling similarly to my own game (which was even more niche than those two). I've learned a lot over the past couple years and hope that will result in better results for my next project (which will be low budget, mostly do-it-myself marketing) -- I just want to point out that success stories like PayDay are nice, but that doesn't mean you can tell other devs "just do what they did and you'll be fine." The landscape is constantly changing and what works for one game might not work for another. There's no safe bets (unless you got millions and a currently successful franchise you can continue).
Of course there is no golden self-promotion marketing formula, and that is not what Jim tried to say either. The point was that you don't really need expensive marketing, whether you are a small studio or not, to have success with your game. Not EVERY game will succeed by doing the same PAYDAY did, but it's more about the general idea.
All I'm saying is that an indie should be creative in promoting their game and put as much work into that as making the game itself if they want to make money (and doesn't need to invest an enormous amount of money to be successful in this at all). That's what separates an indie-bomb from an indie-success. There is a reason why indies like Team Meat (Super Meat Boy), Re-Logic (Terraria), Supergiant Games (Bastion) and Vlambeer (Ridiculous Fishing) and even smaller indies like Bertil Hörberg (Gunman Clive) are success stories; they've not only released great games, but knew how to make them get the attention they deserve as well (without giving publishers or marketing companies bags of money to do this for them).
BTW: Success with your endeavors as an indie developer!
