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Original post by Anonymous Poster
These comments caught my eye: the jump from 6 games published to possibly 20 seems like a big one. How would you respond to concerns from developers, who may worry that Dexterity, as a new publisher, might be spreading themselves too thin? And as a result not be able to give all published games the full "push" Dexterity is capable of?
Excellent question. Our New Game Launch Plan is something I''ve been systematizing and refining since 1999. It involves doing a series of promotional tasks in a specific order for each new game. The ongoing marketing after the initial launch is also fairly systematized, but we''re still doing some experimenting there (such as finding the most cost effective places to advertise).
Every new game we release starts with the same basic launch plan. This plan costs a few thousand dollars to execute for each game, and it does take a good number of man hours, but the plan is structured enough that in its present form, one person could manage to execute it for perhaps two dozen releases in a single year. And if we release more games than that, we''ll simply hire more people to do it.
Most of our advertising is of a direct-response nature. We don''t do image advertising. We won''t take out full page ads in gaming magazines that tell you to look for the game in your local retail store. When we place an ad, we want it to generate sales. Ads that perform get renewed indefinitely. Ads that don''t perform are terminated.
It''s in our best interest to continue to promote games as long as they keep selling. Some of the games on our site are five years old and were written for Windows 3.1 originally. But people keep buying them, so we keep promoting them. The same will be true for any new game we release -- if it keeps selling, we''ll continue to market it.
I''ve found that whenever we release a new game, it helps boost sales of all our games. I''m keeping an eye out for the first signs of cannibalization. Even if we put out 20 new games this year, I doubt we''re going to see any cannibalization though. In fact, I think that because of the opportunities for cross-promotion (such as our $39.95 Dweep Gold / Fitznik bundle), all our games will see their sales increase as we release new titles.
So in terms of giving each product an adequate push -- as soon as we complete the initial launch plan (which is virtually the same for every product), we''ll just keep feeding more money from the sales of that product back into additional marketing (as long as it continues to be effective). Thus, the product''s own success level determines how much it gets pushed. If a game fails to sell, the developer won''t make much money, and neither will we, so it makes sense for us to dump the poorest sellers and put extra effort into promoting the winners.
Also, we won''t be putting out 20 games all at once. They''ll be released one at a time. Since we can see how our sales are doing in real-time, there won''t be any long-term surprises.
Another thing to note is that I''m looking to hire several more people this year (we have five open positions right now). But even without all these people, we leverage technology quite a bit.
Steve Pavlina
Dexterity Software
www.dexterity.com