Game Design, Programming and running a one-man games business…

Rebooting showmethegames.com (The golden age of simulations)

If you have read this blog for a long time you will know I own and run a site called www.showmethegames.com. It’s been around a while, and it’s a collaborative indie thing, that basically serves as a cool database of indie games you can buy direct from the developer. It’s essentially a bunch of screenshots, short descriptions and links. It’s NOT a portal, because it doesn’t sell anything. Every link takes you to a developers own site, and the owner (me) doesn’t skim a penny from anyone. It’s run by me because I like indie games and I like supporting indie developers.

Anyway, the problem with it, is there is little draw to it traffic wise. Some indie devs link to it, but not many. The problem is that the devs are all too busy making games to contribute any fresh content, and although I stuck some stuff up there in the past, interviews with some indies, some videos about upcoming games… I’m as busy as the next guy (probably MORE SO).

smtg

So I’ve bitten the bullet and accepted I should actually hire proper writer types to generate content for it!

This isn’t going to be another Rock Paper Shotgun. it’s not getting daily updates and won’t cover today’s gaming news. It will be feature-driven, not news-driven, but I hope it will prove interesting and worth a place on your bookmarks or under your tweet button.

The first article has just gone up on the site, courtesy of Dan Griliopoulos, talking about the Golden age of simulations, and you can read it right here, right now.

For the business minded asking why I am doing this, this is a long, long term hedge. There is no immediate profit from doing it, although obviously my own games are amongst the 100+ so far listed on the site.

 

Fighting for app store ranks

Can you, by sheer weight of tweeting, facebook-promotion and general marketing and ‘oomph’ force your ipad strategy game into the charts?

Maybe not.

I’m experimenting with marketing efforts on the ipad version of Democracy 3. The game is already profitable, so I don’t *need* to make money from it on the app store, but I’m interested to see, if used as an experiment, whether or not you can catapult such a game into the top ten and then generate it’s own self-fulfilling sales momentum. It seems this is harder than i thought, even if you spend 70%+ of your profits straight back on marketing. Here are the charts. (click to enlarge)

charts

You can see that the game has a tough time clinging into any ‘top 10’ list, whereas I thought that it would pretty much stay there a while once it crossed that thresh-hold. It did that at the start of the chart, but getting it to bounce back in has been tricky, not to mention expensive. I’m currently trying to push it back in again, hence that climb (and my complaining wallet).

My guess is that it takes about $1,000 a day in marketing spend to get a game into the top 10 strategy or sim categories for the UK, presumably MUCH more for the US. I might concentrate entirely on the UK (as my ads are currently UK/US), so it might be possible to jump into the top 10 for less ads than that. The problem is, that seems to equate to only about 140 sales a day, so about $980 on a 70% cut of a $10 app. In other words, a net loss. Which of course makes sense in a completely perfect market, because if it was an easy win, those ad prices would just climb to eliminate the surplus. The people making money here are apple and advertising sellers, not the app developer.

Still, it’s all good fun :D

The programmer constraint

Positech Games suffers from the programmer constraint. Everything that gets made directly by positech goes through the funnel of coding by me, and it’s becoming difficult to keep that up. GSB 2 is a BIG BIG game. It introduces a lot of new features to the game, and it has a much much more complex engine (a multi-threaded one). It will also have higher production values, more music and art and so on, than it’s predecessor. This is fine, as I have the budget to match my ambitions, and no real time constraint (although I’ll have to have a ‘playable’ version for Eurogamer in London, this September. The only thing that holds the game back now is me.

I’m the only programmer, and that is a pain. GSB2 uses my own custom engine, and no middle ware other than a sound library. There is a LOT of code, and although I do none of the art, the constraint of me being totally the only coder slows down the games production, and possibly limits its scope. I can see various mitigation strategies.

Mitigation Strategy #1

Delay the game. Just deal with the fact that it will take another year, and keep plugging away. This is the easiest option, although one I don’t like. I dislike 2 or 3 year projects. I already have plans to show the game in September, I can’t wait years to release after that. Plus the memory (and player-base) of GSB will degrade more the longer I leave it. Plus also I won’t earn any money until I start selling it!

Mitigation Strategy #2

Scale down the ambition. The engine runs very fast already, it really does not need to be optimized that much more. The GUI can be functional but not flashy.  I really don’t need to go bananas with features like steam leaderboards or online messaging etc. That’s stuff I can leave out of the game. I dislike this strategy too. This is a sequel, it should be the better interpretation of the idea, with better everything, and all cool features intact. I’d be disappointed otherwise.

Mitigation Strategy #3

Hire a coder. This would be ideal but vastly problematic. Experience with Unity or Unreal or the Source engine will not help you with my engine. it’s all my work, and never written to be understood by anyone else. Plus how can I be sure their work is good without checking it and testing it, which might take more time than me just doing it? I  am not good at code collaboration, so this might keep me awake at night. What if they code some bugs I then have to fix? Nightmare… Plus I’d be VERY picky. How will I find a very experienced (no time to teach) coder that is available, reliable, affordable and motivated enough to work alongside me between now and the project end. This is unlikely.

Mitigation strategy #4/

Offload everything else. I already have taken steps towards this. My Linux & Mac ports are done by other people, some of the PR stuff is outsourced, as is making trailers. All the art and music is outsourced, should I hire a sound designer to pick sounds too? what else takes time? QA? Should I hire some QA company to do playthroughs? Could I maybe hire a designer to do some balancing? A writer to do some writing? Even though i am never really happy with it (because its’ hard to edit) should I take the plunge again and get the website designed and implemented entirely without me?

This is my favorite strategy. I can probably do a bit more of this, offloading all ‘non-core’ code stuff, and literally everything else. it does mean a pure-code lfie for me, which can be a bit maddening at times. I still have the biz strategy and advertising task in my court though :D

Democracy 3 is now on something called an ‘ipad’, whatever that is :D

Yay! At long last, you can now control an ENTIRE COUNTRY through your finger tips, whilst idly sitting on a sun lounger on the beach! (glare-permitting of course). That’s because the worlds favorite neural-network powered turn based strategy game about politics is now available on the ipad! Check out this incredibly exciting screenshot of the store:

appstore

Here is a list of the locations you can buy the ipad version of the game:

1) The apple app store: https://itunes.apple.com/us/app/democracy-3/id882525717?ls=1&mt=8

That’s it.

I have to admit, I am rather pleased with the way the game translates to a small tablet, it works pretty well. It doesn’t have a sprawling GUI like the PC version does on bigger monitors, but I think that is made up for by the convenience of touch controls and the ‘take-it-anywhere’ nature of the ipad. I hope it will do well. Annoyingly apples sales reports seem to lag by two days so I have no idea if anyone bought it yet.

I’ve priced it at a BARGAIN price of $9.99. This is cheaper than on PC, but then its fixed resolution, no mod support etc, so I suspect it’s reasonable. I really don’t care about anyone on the app store complaining about the price. You can basically fuck off and die in a fire if you think the game is overpriced. That’s the official developer & publisher position BTW. People who think $10 is overpriced for a game should go play angry birds of flappy birds, or similar fare and stop whining :D.

I hope it does well, partly because I like money, but mostly because ever since I bought an ipad, it’s sat and gathered dust, with far too few decent involved strategy games for the platform. If D3 does well, I’ll tell everyone so they can see it as a viable platform for more ‘serious’ strategy gaming. That would be a *good thing*.

Please help me spread the word. I am totally new to iOS gaming, so if you run a HUGE website dedicated to iOS games and haven’t got a review copy, email me at cliff AT positech dot co dot uk.

 

The inconvenient truth about indie game sales revenue

Did you know that 95% of the money an indie game makes comes from when that game is on sale and highly discounted? Some pundits put this at more like 97%, although I do hear that other people claim it be 98%, which is nonsense because we all know that 99% is the real figure right? After all, we’ve all seen those exciting steam charts with those big spikes haven’t we? And sales are just GREAT, people on twitter and other social media go bananas over them. they have mini-games and memes. Everybody knows that the way to make money is to put a game on sale! sale! sale! not just 95% off, how about 99% off…etc.

SaleSign

Exciting stuff, which is slightly undermined by it being dead wrong. Like most slightly autistic numbers geeks, I can’t help but crunch the data. Lets look at Democracy 2 sales on a large online portal.

The game was priced at $19.95.  Clearly this is total madness for an iconic, old, 2D strategy game, so presumably nobody bought it full price?

Actually 52% of it’s money came from full-price sales. And that’s a low-ball figure because there was a launch discount (which I don’t even do any more). I suspect it could have been higher. This was an old game, already sold for years from my site, so the real hardcore fans already bought it, yet 52% of new customers grabbed it at full price.

At 25% off, 15.5% off the income was generated

At 50% off (bargain!!!) 17% of total income was generated

at 75% off (amazing!!!!!!) 14% was generated

I see those big exciting spikes in sales reports as much as the next person, but it terms out we humans SUCK at making sense of charts like that. We also get lured by the thought of lots of players, rather than actual income.

Another thought worth considering is that at price X, you sell copies to everyone who would be happy to pay X or more. So what that means is that when a game is 75% off, a fair chunk of those buyers might have bought at full price. They aren’t going to donate the other 75% of the money later. Maybe only a few of them are in that position, but you need four sales for each of them to match the revenue…

Sales make money. Sales are good, they allow you to sell to people on the fence, or with less cash. I’m not knocking sales. But when your entire marketing strategy is based around discounts and sales and shoveling your game out as cheap as you can go, you have to ask yourself if you actually ever checked that strategy was working.