Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Publishing Business & Licensing
Exploring the Realm of Indie Role-Playing Games
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nakana" data-source="post: 9325281" data-attributes="member: 7045499"><p>i do think there is room for indie rpgs. But I think you need to have a good/smart/clever marketing campaign to reach your target audience (which needs to be clearly defined) and pique their interest. Then hopefully develop a small but loyal following and then focus on keeping them. </p><p></p><p>Without a huge budget for marketing, I think it will be highly unlikely for any indie rpg to go mainstream and fit in the tier as the big popular ones. </p><p></p><p>I think tons of indies come and go. I also think there are a good number of indies that are successful because they achieved that following I talked about but haven’t achieved “common” status so you just haven’t heard of it yet. I’m discovering games all the time that have been out for years and have a strong community, but they’re new to me. </p><p></p><p>Also important, is what you consider “success”. Revenue, profit, player base, etc. This is where logistics and operations play a huge factor. Some of the reasons why indie games disappear is because they <strong>did</strong> get popular but poor planning meant they actually lost money on the product, couldn’t sustain operations, and went under. </p><p></p><p>Other things to consider is similar products (aka competition) and emphasizing how you differentiate. From your description of your game the last thing you’d want someone to think is “sooo… basically Root?” Keep in mind, I’m not trying to marginalize your game, rather I’m pointing out potential blind spots so others won’t. </p><p></p><p>Lastly, I’ve heard everywhere that a successful rpg still doesn’t really take in a lot of money. So let that help define what success looks like for you. I’m developing a game myself and my goal when I launch is if I make just $100 and those customers are <strong>happy</strong> with their purchase then I’ve achieved my goal. (Incredibly low expectations, but hopefully realistic). </p><p></p><p>P.S. I really like your cover artwork.</p></blockquote><p></p>
[QUOTE="Nakana, post: 9325281, member: 7045499"] i do think there is room for indie rpgs. But I think you need to have a good/smart/clever marketing campaign to reach your target audience (which needs to be clearly defined) and pique their interest. Then hopefully develop a small but loyal following and then focus on keeping them. Without a huge budget for marketing, I think it will be highly unlikely for any indie rpg to go mainstream and fit in the tier as the big popular ones. I think tons of indies come and go. I also think there are a good number of indies that are successful because they achieved that following I talked about but haven’t achieved “common” status so you just haven’t heard of it yet. I’m discovering games all the time that have been out for years and have a strong community, but they’re new to me. Also important, is what you consider “success”. Revenue, profit, player base, etc. This is where logistics and operations play a huge factor. Some of the reasons why indie games disappear is because they [B]did[/B] get popular but poor planning meant they actually lost money on the product, couldn’t sustain operations, and went under. Other things to consider is similar products (aka competition) and emphasizing how you differentiate. From your description of your game the last thing you’d want someone to think is “sooo… basically Root?” Keep in mind, I’m not trying to marginalize your game, rather I’m pointing out potential blind spots so others won’t. Lastly, I’ve heard everywhere that a successful rpg still doesn’t really take in a lot of money. So let that help define what success looks like for you. I’m developing a game myself and my goal when I launch is if I make just $100 and those customers are [B]happy[/B] with their purchase then I’ve achieved my goal. (Incredibly low expectations, but hopefully realistic). P.S. I really like your cover artwork. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Publishing Business & Licensing
Exploring the Realm of Indie Role-Playing Games
Top