description
How to kick the retail habit
Posted March 19th, 2005 at 03:27 PM by Richard
So let's say your addicted to crack....
Not the sort of article you were expecting huh? Well it's a valid comparison. When your addicted to drugs you normally have to stay away from them permanently so that the old cravings don't kick in. This can be said for retail in many ways. If you don't kick the habit your going to let it dictate your life as a developer/publisher.
When a developer/publisher puts their game in retail they are growing the reputation and the profits of the dealers we know as traditional retail. You can become so dependent on them for sales and audience reach that you will start to do anything they ask for just for a little fix. If they want you to buy shelf space, you do it. If they want you to only get paid post 6 months or greater, and accept all returns, you do it. If they remove your titles, because they aren't the hot drug of the moment, to the bargain bins and eventually out of the stores, you do it. And in the process you grow their clientele and prestige so that all of your customers go looking for their gaming fix in retail and look at anything else as 2nd rate.
So when you take one game and put into retail, because your trying to steal customers from them, you are again allowing the drug dealer to dictate terms to you and in the long run teach your audience that the only game in town for important games is in retail. Also you are dimishing the value of your spot in the marketplace and killing the chance for your product to develop a long term community.
That's not to say you shouldn't steal from them, but if your looking to grow audience wouldn't it make more sense to wait until the product life cycle is through and put it in a shovelware pack and get folks that way. You will probably find lots of folks you would never see in your audience buying the game because it's cheap, and when they get addicted for the next hit you can ask them to order it from your website exclusively. This way you control the terms and steal back from those who stole the industry from true gamers to begin with.
But just like kicking a habit it takes commitment to do this, a long term commitment that will be painful and full of withdrawal. But in the end you will have your life and industry back.
And as gamers isn't that what we all want?
Not the sort of article you were expecting huh? Well it's a valid comparison. When your addicted to drugs you normally have to stay away from them permanently so that the old cravings don't kick in. This can be said for retail in many ways. If you don't kick the habit your going to let it dictate your life as a developer/publisher.
When a developer/publisher puts their game in retail they are growing the reputation and the profits of the dealers we know as traditional retail. You can become so dependent on them for sales and audience reach that you will start to do anything they ask for just for a little fix. If they want you to buy shelf space, you do it. If they want you to only get paid post 6 months or greater, and accept all returns, you do it. If they remove your titles, because they aren't the hot drug of the moment, to the bargain bins and eventually out of the stores, you do it. And in the process you grow their clientele and prestige so that all of your customers go looking for their gaming fix in retail and look at anything else as 2nd rate.
So when you take one game and put into retail, because your trying to steal customers from them, you are again allowing the drug dealer to dictate terms to you and in the long run teach your audience that the only game in town for important games is in retail. Also you are dimishing the value of your spot in the marketplace and killing the chance for your product to develop a long term community.
That's not to say you shouldn't steal from them, but if your looking to grow audience wouldn't it make more sense to wait until the product life cycle is through and put it in a shovelware pack and get folks that way. You will probably find lots of folks you would never see in your audience buying the game because it's cheap, and when they get addicted for the next hit you can ask them to order it from your website exclusively. This way you control the terms and steal back from those who stole the industry from true gamers to begin with.
But just like kicking a habit it takes commitment to do this, a long term commitment that will be painful and full of withdrawal. But in the end you will have your life and industry back.
And as gamers isn't that what we all want?
Total Comments 2
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Tim BrooksNice analogy Richard. And oh so true!
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| Posted March 21st, 2005 at 11:10 AM by |
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