{"id":1583,"date":"2011-12-09T12:57:15","date_gmt":"2011-12-09T12:57:15","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=1583"},"modified":"2011-12-09T12:59:49","modified_gmt":"2011-12-09T12:59:49","slug":"generating-traffic-in-the-long-term","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2011\/12\/09\/generating-traffic-in-the-long-term\/","title":{"rendered":"Generating traffic in the long term"},"content":{"rendered":"<p>This is really hard for a single developer, because we do not have much regular reason to return. I&#8217;d wager that if you are a regular visit to one of my sites you are either:<\/p>\n<p>1) A reader of this blog. Hello!<\/p>\n<p>2) A poster on my forums.<\/p>\n<p>The problem is, you are never going to pop back to www.positech.co.uk in case there is a new game released, because it&#8217;s a 2 year release cycle these days. Eeek.<\/p>\n<p align=\"center\">\n<figure id=\"attachment_1584\" aria-describedby=\"caption-attachment-1584\" style=\"width: 480px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/positech.co.uk\/cliffsblog\/wp-content\/uploads\/2011\/12\/tumbleweed.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1584 \" title=\"tumbleweed\" src=\"http:\/\/positech.co.uk\/cliffsblog\/wp-content\/uploads\/2011\/12\/tumbleweed.jpg\" alt=\"\" width=\"480\" height=\"132\" srcset=\"https:\/\/www.positech.co.uk\/cliffsblog\/wp-content\/uploads\/2011\/12\/tumbleweed.jpg 800w, https:\/\/www.positech.co.uk\/cliffsblog\/wp-content\/uploads\/2011\/12\/tumbleweed-300x82.jpg 300w\" sizes=\"auto, (max-width: 480px) 100vw, 480px\" \/><\/a><figcaption id=\"caption-attachment-1584\" class=\"wp-caption-text\">Above: Indie website traffic, between releases<\/figcaption><\/figure>\n<\/p>\n<p>Because I am a wimp who prefers semi-regular income to sudden spikes followed by two years of silence punctuated by tumbelweed, I am happier if I get regular income from sales over time. Obviously that means I need a regular flow of new potential customers, and an ongoing healthy conversion of potential to actual customers. What ways exist to get this regular traffic?<\/p>\n<p>1) Regular releases of new games. The problem here is you either have to make easy-to-make, small casual games that you can churn out regularly, or you have to expand big time and fund the creation of multiple big games with intertwined release cycles. I much prefer the latter, but it will be a few months before you are likely to hear me talk about that. And I have no experience of doing this yet.<\/p>\n<p>2) Cross-sell affiliate games from other devs. I used to do this a lot, but in the end launched <a href=\"http:\/\/www.showmethegames.com\">showmethegames.com<\/a> instead. The problem is, it makes your website looks just like every other casual affiliate site and it stops reflecting your indieness. This is why I stopped it.<\/p>\n<p>3) Build a community. Either through the game itself (MMO&#8217;s are a big win) or somehow through other means. Obviously a blog is a great help here, along with facebook and twitter. Youtube can even be a blogging site in some ways. The problem here is it all takes time away from game development. You can hire a PR guy, but the whole point of being indie is that you are close to your customers, so why hire someone to wreck that relationship? I screwed up a bit here on facebook. I didn&#8217;t know if I wanted my facebook page to be businessy or personal. I still don&#8217;t know, and I hardly ever bother using it now anyway, and almost feel like closing it. I do tweet a lot though @cliffski. Another win for me was the modding scene for all my games, expressed through the <a href=\"http:\/\/positech.co.uk\/forums\/phpBB3\/\">forums<\/a>. Again, the trouble here is it takes time to support and encourage.<\/p>\n<p>4) Spend advertising money. This is something I tend to default to. The main gain here is that it involves money but not time, and I am atrociously time poor. The downside is that it produces very marginal gains in profit. I feel it necessary to remind you that revenue is for ego, profit is where it&#8217;s at. If I quadruple the ad budge for democracy 2, I get an increase in profit of 6%. That&#8217;s still worth doing, obviously, but it&#8217;s also within the margin for error. There is little point in having huge sales, and admin hassles, and support costs, if you actually don&#8217;t end up making any more profit from doing so.<\/p>\n<p>So what should the struggling indie do? Well it&#8217;s very very difficult. It depends on your strengths. The time-poor should maybe go with ads. people who like shorter smaller games should go with 1) people who love being online chatting 24\/7 should maybe go with 3). I don&#8217;t have all the answers, I just know how I&#8217;ve muddled though this problem over the years.<\/p>\n<p>The other solution is of course the &#8216;introversion&#8217; strategy. You release games in sudden awe-inspriing bursts of sales-success that means you can finance effectively disappearing for years at a time. This is, after all the strategy of many AAA developers. I just find it a bit scary :D<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This is really hard for a single developer, because we do not have much regular reason to return. I&#8217;d wager that if you are a regular visit to one of my sites you are either: 1) A reader of this blog. Hello! 2) A poster on my forums. The problem is, you are never going<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Generating traffic in the long term<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2011\/12\/09\/generating-traffic-in-the-long-term\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-1583","post","type-post","status-publish","format-standard","hentry","category-business"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1583","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=1583"}],"version-history":[{"count":6,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1583\/revisions"}],"predecessor-version":[{"id":1590,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1583\/revisions\/1590"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=1583"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=1583"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=1583"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}