[Warning: My thread starts off a little abstractively (if that's a word)!]
Which comes first ... the chicken or the egg?
The egg:
Costing our playtested and proven game.
The chicken:
Estimating the market size for our game.
I think the chicken probably comes first - as it's difficult to do the costing without having an idea about how many games could be sold.
So the real questions are, how many chickens? = How do we estimate the size of the market for our game and how many it will sell?
For example, if I had a game similar to the How to Host a Murder Party series (but better of course!), how would I go about estimating how many people might be interested in that game? Do I look at the 20 - 30 demographic and then make some assumptions about conversion/hit rates and assume 1 in 1000 might buy it? (I'm sure it's much more complex than that!?)
How do publishers figure out how many people might buy a game?
I'd be interested to hear how any self-publishers did their market research to determine how large their target market was, and then what mechanism/calculation/rule of thumb they used to estimate how many they thought could be sold.
Grateful for your views.
I'm not sure what kind of market analysis most of the smaller game companies do when releasing a game. Seems like the questions for you are:
1. How many distributors do you have lined up to sell your game?
2. How big of a publisher are you? Is this your first published game? Do you have a series of games already published or ready to publish as follow up games?
Selling games is all about getting them into the hands of potential customers. Without some good distributors lined up, chances are you'll have a tough time getting your games into the hands of the people that would be interested in buying them. Even if you come up with numbers showing that 1,000 people would be interested in your game, that doesn't mean that those people would automatically have access to it.
Many others on this site have mentioned how helpful it is to attend conventions and make contacts with distributors. Your being down under may be a problem when it comes to attending, so do you have alternative means of contacting distributors and setting up distribution for your game.
Also, how well known are you or your company? It's a bit of a catch-22 in that your games will sell better the more your company is known, but you won't be better known until you sell more games!
Many first time publishers make runs of 500-1,500 to try and minimize their loses on an initial release. It will cost more than a run of 3,000-5,000, but you will also learn a lot about how your game will do without having the extra investment in games or warehouse space.
Like Patrick said, you don't want to have thousands of unsold games taking up precious warehouse space. If sales exceed your expectations, you can always print another run.
I know this isn't in the direction of market analysis, but I think your time would be better spent making contacts with distributors and finding out what they're looking for.
Best of luck!