A Marketing Trick Successful Indie Games Do To Sell More Video Games and Out-Compete AAA Games

How To Use This Trick To Increase Profits Of Your Own Video Game

In this video you're going to discover...

For Talented Video Game Devs Who Want To Sell More Video Games But Don't Know Where To Start

There are a lot of talented video game devs. But there are very few that know how to market their talent and their video games. There are very few who know how to make video games that make good money.

So, if you use the technique you're about to learn right now, you will be building your marketing skills. You'll be building your skills in making video games that make good money. And best of all, everything you will learn here is free to do.

But, if you don't use the technique you're about to learn right now, then you'll be like a lot of game devs. Most game devs are talented at making games, but not talented at growing their business.

So, let's learn something new about marketing your video game the easy way, and so you can sell more copies....

How To Avoid Putting in 4 Years of Your Life Into a Video Game That Doesn't Sell Any Copies

You got to be in the top 10% in your market, or your video game dev company will lose sales. What I mean is, about 10% to 20% of games will make 80% to 90% of the sales.

The remainder of the 80% of the market are fighting for 20% of the scraps.

Think about it...

You work your ass off for 18 months or 4 years, and all you get is 20% of the scraps?

The bottom 80% will always fight for the 20% of the scraps. The top 20% will take 80% off the loot.

This is what I want you to avoid. I want to help you avoid putting in 4 years of your life, and then finding out that your video game is the bottom 80%, fighting for 20% of the scraps.

No. There's a trick you can use for free that will help you get out of this situation. Let me show you...

Why This Simple Trick Will Put You In The Top 10% In Your Market -- Where You Can Take 80% Of The Loot

There's an non-obvious reason why some games become the top 10% in their market. And it's really simple to do if once you know what to look for.

Let me show you some example of what I mean...

When developing Amnesia: The Dark Descent, the game devs had some problems with combat elements. So they just scrapped combat. What this did, though, was revolutionize horror games.

By removing combat, it made the gamer feel helpless. It made the gamer scared and frustrated and paranoid.

Now you see a lot of horror games use this non-combat element to make the gamer feel helpless, and a lot more scared.

Let me show you another example, but in a very different way...

On the other hand, you have Dark Souls which is all about combat. However, the game devs didn't allow you to pick your combat difficulty. You only had one combat difficulty: hard.

Both of these games are in the top 10% of their market. Both of these games have other games copying them. A lot of horror games are copying the model of non-combat horror. And a lot of games are "Souls Clones".

What I want you to learn here is an insight that most game devs don't get. The insight I'm about to reveal to you is very simple, but it's not obvious.

Keep these two examples in mind. And let's keep going, and all of this will make sense.

What Is Sub-Genre Marketing, And How Does It Lead You To Be Top 10% In Your Market

Remember my two examples above? What they did to get to be top 10% in their market is not obvious.

Most people will say that these games had great promotions. But a lot of games have great promotions, and most of them don't become this huge.

No, what I want to show you is not obvious...

What they did was they invented a NEW sub-genre.

This is a concept I call "Sub-Genre Marketing". It's where you discover a new sub-genre, and by default you become a leader in it. And leaders take all of the loot.

Now, I didn't invent this concept. In fact, if you look around, you'll notice that it's been happening all the time in business and gaming.

When Google came out in 1998, at that time, Yahoo! was the leading search engine. And instead of trying to compete with Yahoo!, Google did the opposite. They invented their own market (i.e. sub-genre).

Google just focused on search while Yahoo! had a lot more features. Yeah, Google has a lot more features and services today. But when they first started, they had LESS features.

This is VERY important. So watch carefully.

When Twitter came out, they were up against other social media like Facebook. But instead of competing directly with Facebook, Twitter did LESS features. They only allowed the user 160 characters.

Sure, Twitter allows you to do more stuff, now. But not when they started. Again, this is very important.

Same with Kickstarter. You're only allowed to run a campaign for a certain amount of days. They offer you LESS features.

Have you heard of Discord? They offer voice and text for gamers. While Skype and TeamSpeak have a lot more features, Discord does LESS. And in doing so, they are starting to get traction with gamers and gamer podcasters.

Do you see a trend happening here?

When a NEW product or service enters a market, the successful ones don't try to compete directly with the big guys. They know that the big guys take 80% of the loot. And they know that they'll only get 20% of the scraps if they try.

So instead, they create their OWN market. They invent their own "sub-genre". How? By doing less. By niching their services to a particular person, they are creating a brand new market.

It's the same with video games.

When Amnesia didn't let you fight, they create a whole NEW sub-genre. And by being the creator, they become the leader in their sub-genre. And leaders take 80% of the loot.

Same with Dark Souls. By doing LESS, like offering no difficulty level, they created a brand new sub-genre: hard RPG.

Now there are other games copying what they did, fighting for 20% of the scraps.

This niching of your video game is how to get into the 10% in your market.

It's very difficult to create a game that will out-compete a game that already holds a top spot in their market.

But a lot of game devs try. They try because they see that gamers flock and buy these games, so it's only natural to make more games like that.

But most game devs fail because they don't realize they are only fighting for the 20% of the scraps. They think they can take a bite of the the 80%. But really, that 80% always goes to the top leaders.

It's a smarter marketing move to create your own sub-genre, and become to top leader in it. How? I'll show you that, next....

"Sub-Genre Marketing": One Simple Step To Be In The Top 10% In Your Market

You're about to learn a new technique that will help you become the top 10% in your sub-genre.

And if you want to learn the advanced version of this technique, then read Chapter 5, page 88, of my free ebook. You can take it if you want it. To learn video game marketing click here and the ebook is yours.

I go a lot more in detail in my ebook. But here's the basic version...

Remember, you and your video game are entering a market full of games that are doing the same thing you are. And most of these games are competing for only 20% of the scraps.

That's because 80% of the loot goes to the leader. And to become a leader in your market, the best strategy is to invent a NEW market.


I gave you examples of how new companies and new games did LESS and were able to outcompete bigger games and companies.

Why does this trick of doing LESS, work? It works because you stand out. While everybody is trying to copy a leader, it's very hard to stand out when they are all doing the same thing.

It's the video game that does something less, that gets them attention.

So, how do you do less? Here's a simple step...

Simple Step On How To Do Less and Become Top 10% In Your Sub-Genre

What's the most popular elements of Facebook? Sharing photos and status updates. Now, Twitter took status updates and ran with it. It specialized in one element of Facebook: status updates. What about sharing photos? Well, Instagram focused on that little niche, and ran with it.

Same with search engines. When Yahoo! came out in 1994, what was the most popular element of that service? It was search engine. So when Google came out in 1998, they just focused on that one little element.

What's the most popular element in horror video games? Jump scares? Story? Atmosphere? What about feeling helpless? Anesia discovered that feeling helpless is a very popular element in horror games, and focused on that little element.

What's the most popular elements in combat? Is it the weapons? The leveling up? The power fantasy? What about the reward of doing something hard and succeeding? Dark Souls focused their entire game on that one little element: the feeling of doing something hard and succeeding.

What about your video game? What are some of the most popular elements of your game? Where can you put all your focus into and become a market leader? What element of your video could you specialize in and put the spotlight on that nobody else is does?

For example, games like Spelunky and Binding of Isaac. These games are dungeon crawlers. Sure. They are procedurally generated. Sure. They have permadeath. Sure. But the non-obvious element that nobody sees is, that these games focus on replay value. The game devs put the spotlight on replay value.

Those two games dominate the "replay-value" sub-genre.

You see where I'm going with this? What is one element in your video game that you can focus on? Do less. And focus on that element.

Doing less doesn't mean removing all the features, though. It means putting a focus on one element of your video game that no other video game is doing.

Let me help you discover that element with this exercise...

Sub-Genre Marketing Technique: Your Exercise To Help You Become The Top 10% In Your Market

This is by far the most important part of marketing your video game. If you get this part wrong, you will end up at the bottom of the pile, fighting for scraps.

It doesn't matter how much money you have for branding or advertising or for paying YouTubers to play your game... if you get your market wrong, it's going to be very hard to make money.

By putting in some extra effort into finding out how your game differs from your competition, you are essentially making a game that will sell itself. You won't have to do any "marketing" or "advertising".

By creating your own sub-genre, you will get attention far better than any other type of marketing or advertising.

Best of all it's free.

So, to help you improve this skill, what I want you to do right now is this...

Next time you see a new game that comes out, watch to see if it's trying to create their own sub-genre or just copying another sub-genre.

What I want you to start being conscious about is, what games survive and what games die.

You'll notice that the games that survive and make good money are the ones that honestly attempt to create their own sub-genre. The ones that copy, are the ones that die.