Flash Love Letter: The Music Video?
- Flash games are incredibly sexy. Don’t let your wife see this or you may lose her forever to this floppy maned Flash engineer siren. Or there may be some transferal of sex appeal and the ladies will see your work in a rather exciting new light.
- You don’t need to read my original essays any more: Nathan has captured all the basics of premium Flash games right here. This is the equivalent of Cliffs Notes. So easy!
- You should spread this video: Instead of forwarding on all those boring links to heavy essays full of text and numbers, just forward this video on to anyone who has the smallest interest in making games. You will infect them and they will be better for it.
Speaking at GDC Austin
- Premium Flash Games: https://www.cmpevents.com/GDAU09/a.asp?option=G&V=3&id=404892
- Indie Business Rant: https://www.cmpevents.com/GDAU09/a.asp?option=C&V=11&SessID=9861
PAX 2009: Holy Shit
Our plane just landed back in Cleveland a little while ago.Businessmen and tourists have the luxury of West to East jet-lag that allows them the magical feeling of being in the future when they get home. We were not afforded such pleasures. The last five days were so solidly packed with awesome that the artificial systems of time imposed upon the rest of the world no longer hold meaning to
Go to Source
See you guys at PAX!
It’s about 2:00am EST and we’re about to leave for the airport. Grandma is ridiculously excited for this trip. Excited, and perhaps a bit nervous. PAX has sold out. We got our pre-reg packet in the mail as promised so we’re good, but it’s going to be a hell of a lot of people this year it seems. That’s not the problem- the more the merrier of course; Long Live Penny Arcade! But I
Go to Source
Flash Love Letter (2009) Part 2
- Chapter 1 – The Potential of Flash: The great potential of Flash as a platform and the big question: Why are there so few great Flash games?
- Chapter 2 – Making money: How do Flash developers currently make money.
In this post I’ll cover:
- Chapter 3 – Generating value: How Flash developers currently create ‘valuable’ game for their players?
Chapter 3 – Generating Value
- The problem with short form games
- A new definition of value
- The game mechanics of retention
The problem with short form games
- Players fall in love with the portal: Players start thinking of Addicting Games or Newgrounds as a go to source of entertainment, not NinjaKiwi or Sean Cooper.
- Little long term love for the game: Games are treated as disposable moments in the broader experience of wasting an evening surfing a game portal. Some may provide brief burst of joy, but this just reinforces the appeal of the portal.
- Dominant aggregators exercise editorial control. The terminology is ‘portfolio management’ or ’selecting titles that match our audience’. The effect is the same. Dominant aggregators often apply effective pressure to developers to make what the aggregators desire and in turn disconnect developers from the real needs of the customers. Though well intentioned, editorial efforts typically results in a reduction of consumer choice, an elimination of innovative outliers and a suppression of disruptive business models. Currently Flash portals are quite open, but these behaviors are beginning to creep into practices of some like Addicting Games and MiniClip.
- Lack of trust in the game developer: When the developer asks directly for money, the customers runs away. It is like the clown at the circus asking you to pay after you already paid an entrance fee. The customer doesn’t know the clown is starving. They naturally assume that they are just part of the show. Clowns asking for money = creepy; Flash game developers asking for money = creepy.
Note on payment services and trust
The concept of paying for Flash games is still new to players. Payment services like HeyZap or MochiCoins see this as one of the major issues to creating microtransaction games. They attempt to solve the problem of developer trust by creating heavily branded and marketed payment services. The implicit message is “You don’t trust the starving clowns, but you can trust us!”
- Game ratings on portals: Players on a particular portal rate the game usually on a scale of 1 to 5 stars. Highly rated games are given more traffic by the portals. With this particular rating system, games with overly long introductions that deliver value late in the play session are at risk of being bailed on by easily bored players. Inevitably these players rate games with a 0. This creates a natural incentive to deliver as much easy value as possible in as short a time as possible. It ends up being cheaper to produce a 3-minute ‘complete’ experience that earns a 5-rating than it is to create a 60-minutes experience that earns the same rating.
- Number of ‘plays’: The other metric developers care about is how many they serve. This metric over emphasizes the importance trial players who click the link, but don’t play the game. The metric spikes up when your game spread throughout the various portals and drops off rapidly there after. Again, there is no incentive to make games with depth. Instead you want a new title with a catchy intro that gets people watching that ad. Putting effort into anything longer doesn’t improve your numbers.
- Weekly and Daily Top 10 lists: Portals put up list that highlight the best new content for the week or day. These acts as a means of letting games bask in the public gaze and are highly coveted both for their traffic and their implied status. However, games quickly fall off these lists and the only way to get back on is by releasing a new game. This encourages developers to release often in order to get as many shots at the spotlight as possible.
Many Flash gamers like web games because they can pop in for a short play session, have a bit of fun and then leave. It is tempted to assume that short play sessions demand short form games that can be completed in a few minutes. This is not the case.
- Fun: Are players having fun? Do they love your game?
- Retention: Are players sticking around and coming back for more?
- Money: Are players willing to pay you for your game?
If you build a game where you can objectively answer “Hell, yes!” to all those questions, you’ve got a game that will pay the bills and delight your players.
- Build metrics into your game that measure Fun, Retention, and Money.
- Gather accurate data from statistically valid samples of actual players.
- Use the information you gather to inform the design of new features.
- Use the information you gather to determine if your new features were successful.
Metrics
- The player is randomly served the survey during 2 minute intervals. So one player may get the survey at 2 minutes in. Another might get it at 4 minutes. And so forth. Each player gets the survey once.
- Record the player’s answer to the question “How much fun was this game (1 = Not fun, 5 = Very Fun)” This takes only a few seconds and can usually be easily worked into the context of the game.
- An optional step at this point is to ask an open ended question “What don’t you like about this game so far?”.
- Average the ratings for each point in time and the graph the results as a line graph. By using a running average of a few days or a week, you’ll avoid having your results being swamped by old data from old versions of the game.
- By looking at the graph, you’ll easily identify the points in time when players find the game to be enjoyable. It tells you if you need to improve the intro, the body of the game, etc.
- If you are extra smart, you can show the comments for the point in time where your fun rating dips. This gives you qualitative data to help you diagnose why your scores are dropping at that point in time.
Target: Aim for a weekly retention % over 20%. A good rule of thumb is that player need to play for two weeks before they make a purchase.
- Release your game to users on a portal. It doesn’t need to be a big portal, but it should be capable of delivering a few hundred to a thousand views a day. Feel free to site lock the game if you worry about eventually selling a sponsorship for your game. If your game isn’t capable of driving even a few hundred views a day, go back to the drawing board and make a better game. For Bunni, we repeatedly put the game up on Newgrounds.com and took it down again.
- Measure the basic metrics mentioned above. This is your baseline.
- Make a change to your game that is targeted at improving one or more of the metrics.
- Measure again. Is the game better or worse? Ask why.
- Repeat steps 3 and 4 until the metrics of game are in a range that meets your target goals.
- Expand your test or kill the game: At this point, you can choose to release the game more broadly by launching it on more portals. Alternatively, a game with poor metrics that isn’t improving can be killed early in the process, freeing you up to climb more fertile creative hills.
Once you start practicing this process, you’ll notice a shift in how you design and build games. You’ve gone from designing in the dark to steering your game towards delivering value using the light of up-to-date, reliable information.
- Random sampling: We tried to avoid using self selected ratings which often are biased towards either those with very strong opinions or a niche portion of the population that enjoys rating things.
- Better defined question: We asked a standardized question that has been used on hundreds of games over the years. This let us compare the score to known baselines. Often portals offer a bar with a number that user can set. Who knows what criteria portal raters think they are offering an opinion on?
- Tie ratings to gameplay: We included time stamp information so we could tie ratings to particular moments in the game. Often there are specific points in time where players experience difficulty. Portal ratings tell none of this information.
The results were fascinating. 200 people had rated the game on Newgrounds. Yet only 40 people had actually played the game. Of the people who played, our average score was 4.22, a rather good number for any game. Interestingly, the player rating actually increased the longer people played the game suggesting our core gameplay was not merely initially fun, but fun for the long haul. Our players were falling in love.
- The core gameplay works quite well and doesn’t need to be changed.
- Something about the initial experience was turning off large numbers of users before they even played the game.
Of the hundreds of design option initially available to us, there was now one obvious feature that needed improvement. We focused on streamlining the sign-in experience so that we weren’t asking for as much personal information upfront. Mere hours later, we initially tested at 3.7 (and stabilized at 4.15) on Kongregate and eventually went on to score a 4.38 on Newgrounds.
- Over analyzing: Some designers worry that all the numbers remove the creativity from the game development process. Use common sense. If you are analyzing the correct color of blue, maybe you’ve gone too far.
- Lack of practice: It takes a bit of practice to learn how to use specific metrics. You need to recognize what is noise and what is a meaningful signal. You need to learn what a ‘good’ rating looks like. This takes time, setting baselines and experimenting.
- Out of date: You have to keep metrics up to date as the design changes. Stagnant or out of date metrics will not be used.
- Inability to dig deeper: Often developers will implement high level metrics and then not have enough flexibility to find out more once an issue is highlighted. At the very least have the ability to segment your stats based off time so you can see how your latest update affected your results.
- Treated as low priority: Developers put off integrating metrics since they don’t seem to contribute directly to the game play. This is dumb. You still turn your lights on before you go driving at night even though it takes you an addition 5 seconds to flip the switch.
Benefits
- Good to great: If you have made a good game, metrics can help you polish it into a great game.
- Finding the important design levers: Rich feedback lets you quickly focus on changes that make a real difference. You can think of the various variables in your game as levers. Turn the right levers and your game will improve. However, time is limited and some levers have a much greater impact than others. Without metrics, developers turn levels willy-nilly, often making the game worse without knowing. The right metric help you identify the levers that really matter. They often aren’t what you think they are.
- Knowing when to kill a project: If you have a horrible game, metrics won’t turn it into a great game, but they will let you know that maybe you are polishing a turd.
Don’t fear the metrics. You still need to be just as creative and passionate as before, but now you’ve got this wonderful information rich environment that gives you immediate feedback. I think of it as painting in a well lit room versus painting in the dark.
- Flirting: Your game ranks high on fun for the first few minutes. However, weekly retention is close to 0%. Most portal Flash games fall into this category. Ads work well here, but you’ll give the vast majority of your revenue to the aggregators and middlemen.
- Dating; Your game ranks high on fun for the first hour or two. Weekly retention is still low, falling into the 1% range. However, a large percentage of people rate your game a 5. These players are willing to pay you directly. Monetize them by using a content or time gate to get them to pay a one time fee. Most downloadable casual games fall into this category. There are a small handful of Portal Flash games that reach the dating stage. Dating level games also give up the majority of their revenue to aggregators in middlemen.
- Married: Weekly retention is higher with over 20% returning each week. 5% return after after a month. Players have integrated the game into their lives and are willing to spend money on it like any other favored hobby. You’ll find individual players willing to spend hundreds or even thousands of dollars on your game. A long form game that has a larger number of married players is a business that can make good money for years. MMOs and Facebook games fit into this category. There are only a half dozen or so casual and Flash titles that are worth marrying. Games that you can marry are one of the few types of games that lead to long term developer independence and that limit the inexorable dominance of aggregators.
The relationship between fun and retention
- Narrative, story, and cut scenes exhibit “rapid burnout”. In other words, player see them one or twice and then are bored when they see them again. Games that rely on such content have generally low retention metrics. You can mitigate this by releasing new narrative content on a regular basic to keep the product ‘fresh’, but this has a high cumulative cost.
- Linear levels or solvable puzzles also exhibit rapid burnout. Game systems that can be completed or conquered are usually one shot activities. You can layer additional challenges within each level, but often only expert players will be motivated to come back for a second play through.
- Some handcrafted content like text or static images can be refreshed cheaply: The type of handcrafted content you include makes a huge difference on the slope of your increasing costs. New text-based questions in a trivia game are relatively cheap compared to creating new God of War levels. An hour of text-based content is likely several orders of magnitude cheaper to build.
- Social content is low burnout: People will keep interacting with their friends for years. Mechanics that can tap into this often have very high retention rates. Anything that allows players to chat, share and form social identities in a community is pure gold.
- Grinding results in burnout, but it slows the process. Techniques like leveling or purchasing upgrades can dramatically increase the length of the game for very little development and design costs. Think of grinding as method of stretching, but not adding to your content. Grinding techniques only delay the inevitable. They can result in lower fun scores as people feel obligated to play, but aren’t enjoying the process of playing. Since you want people to fall in love, such a reaction can be counter productive to your goals.
- User generated content systems are low burnout: User generated content is ultimately a social system that encourages users to create consumable puzzles. The puzzles themselves may be short lived, but the community of creators can thrive for decades. This solves the problem of the linearly increasing cost of more handcrafted content by apply large numbers of people working for free.
- Algorithmic content has low burnout, but is hard to create and balance: Evergreen mechanics like Bejeweled or random map generation in Nethack keep people playing for hours. However, they are tricky to invent and balance.
An example of a high retention game is one like Puzzle Pirates that has social (avatar, chat, guilds), grinding (levels) and evergreen algorithmic content (puzzles). There is some light narrative in the form of periodic events and very little in the form of conquerable level design. Most games have a mix of all these various types of content and successful services almost always put a portion of their reoccurring revenue towards a steady trickle of low marginal cost handcrafted content. However, a high retention game designs tend to emphasize content with less burnout.
- Are you ignoring bad metrics like portal ratings?
- Are you measuring the holy triumvirate of value: fun, retention, money?
- Are you collecting real customer data?
- Does your game score 4 out of 5 on the fun scale?
- Do players return after a week?
- Is your game design amendable to high retention play?
- Are you iterating on your game and improving your game as measured by internal metrics? Have you figured out the big levers that affect player experience?
- Do you know when you are done? Do you know when you’ve reached the point where your game has proven value to your players?
- Are you willing to bail on the game if it doesn’t show signs of improvement?
- Are you striving to be the primary provider of value to your customers?
Take care
- Integrating Google analytics into Flash: http://philprogramming.blogspot.com/
- Retention in Flash games: http://freetoplay.biz/2009/07/23/finding-fatal-flaws-lessons-from-kongregate-cc09/
Lights and tunnels
Grandma’s life is finally resembling something others call "normal." She has completed cardiac therapy, which is another way of saying Medicare won’t pay for it anymore. They gave her a certificate reminiscent of the "Pleasure to have in class" awards teachers give to elementary school students which we threatened to hang on the refrigerator. "You hang that shit up there and I swear to god
Go to Source
Bunni Beta and Casual Connect
Two small announcements:
- Bunni: How we first met is now in public beta. There’s still a bunch of work left to do. Right now we are stabilizing so that we can turn on the more interesting monetization and distribution features without creating an angry mob.
- I will be at Casual Connect in Seattle on Tuesday and Wednesday. I’ll be attending talks, but if you want to meet up, drop me a note at danc@lostgarden.com.
- Players have created 380,000 bunnies so far during the beta.
- This was primarily the work of one person, Andre Spierings over a period of 6 months.
- The game, in its beta state, scores 4.1 out of 5 on Kongregate. This puts it in the top 0.6% of Flash games.
- Bunni uses an extended set of the Small World Prototyping graphics that are available on Lostgarden for free.
If you find any bugs, report them on the BunniBunni.com forums.
take care
Danc.
Flash Love Letter (2009) Part 1
- Cheap and effective distribution: Your platform reaches over 350 million players, more than all home consoles combined. A poor college student can release a half decent game and within a month, a million people will play it. Such reach is unheard of on almost any other platform.
- Robust technology: Graphics, animation, sound, video, physics and networking technology is freely available and works surprisingly well. You are building on one of the most accessible and robust multimedia platforms that has ever existed in the history of the world. Where other teams waste man months just getting a black triangle showing on the screen, you can have a working game up and running in hours.
- World class creative tools: Flash is fed by an art pipeline familiar to millions of artists that has been polished and tested over the past decade.
- Thousands of developers making stuff just for you: With a few simple API calls, you have the entire power of the web at your finger tips. Want to send emails, suck in friend lists from Facebook, access payment systems, or let people buy underpants emblazoned with your logo? It is all there waiting for you to piggyback atop.
- Immense creative opportunities: Flash is uniquely positioned to create social games, mobile games, location-based games, games that suck in databases, games that use video, games that use real-time audio, games that connect millions. The number of radical new game genres is primed to explode like no other time since the 80’s. And you have all the tools necessary to drive the wave of game play innovation forward.
- Freedom: You can make whatever you want. Unlike developers of other platforms, there is minimal interference from traditional gate keepers such as big company politics, retailers or publishers. The Man doesn’t own you, at least not yet.
- Chapter 2 – Making money: How do Flash developers currently make money.
- Chapter 3 – Generating value: How Flash developers currently create ‘valuable’ game for their players?
- Chapter 4 – Reaching customers: How developers currently reach their players.
- Chapter 5 – Premium Flash games as a service: A mental model for understanding the new world of web gaming.
- Direct: The game developer sells ads from a generic ad service on their personal website or portal.
- Game specific ad service: An ad service such as Mochi collects Flash ads that are typically placed in front of a game during loading.
- Site licenses: A portal pays a developer a fixed fee for a customized site locked version they hope will increase player retention.
- Sponsorship: A company pays a developer a fixed fee in order to direct customers from other portal to their portal in the hopes of capture those customer’s lifetime ad revenue.
- Most Flash game developers have little financial cushion and live paycheck to paycheck.
- Flash game revenue is highly bursty due to a reliance on landing sponsorships upon release of their latest game.
- Be a full time student: This is the dominant category of Flash developers.
- Live in a socialist country: I’m looking at you, Scandinavians.
- Have (rich) family that will support you: I’ve met folks that do this but it is uncommon.
- Starve for your art: The Jason Rohrers of the world are also rather rare.
- Players have access to lots of games. Most of which are free. This is the reality of the market.
- However, at a certain point, they start playing your game.
- If you’ve created a great game, some players will fall in love. They will be in the thrall of your reward system and your in game value structures. At this point, they don’t care that there are other games. They don’t care that they are playing on a portal. All they care about is your game. Games create value through play.
- When a player is in love, money is no object. If you ask the player for cash in exchange for more value, they will often agree. It is a good exchange in their eyes: They give you a small bit of change and in return, they get proven, addictive experience that they love.
- Offer: Offer premium content
- Tell: Tell players about what they get if they pay you.
- Repeat: Repeat the first two steps until it clicks with the player.
- Accept payment: Get the money in your bank account.
Step 1 – Offer
| Time gates |
Players can play for some period of time and then they are locked out until until they pay. For example, players could play for 45 minutes – 1 hour (effective free trial times in the casual space) and then pay to play longer. |
| Content gate | Players play an initial teaser portion of the game for free and then pay to unlock access to additional content. For example, players could pay to unlock all the levels in a game. This is how many shareware titles worked. |
| Aesthetic items |
Players purchase non-gameplay additions that increase their identity or status. For example, players could pay to give their character a cool outfit that they can show off to their friends. |
| Abilities |
Sell unique abilities that let players experience the game in a new way. For example, players could purchase new jumping boots that let them fly through levels in a way that let’s them re-experience the game all over again. |
| Bundles |
Virtual items can be bundled together to create additional value. For example, if people love buying food for their virtual pet, let them buy a 10 pack of food for a 30% discount. |
| Consumables |
Some abilities can expire after a period of time or after a number of uses. For example, you could buy a potion that increases your strength, but you can drink from it 3 times. Also known as “item rentals.” |
| Subscriptions |
If certain abilities or bonus are a valuable long term, consider charging a reoccurring fee. For example, you could offer extra storage for advanced players, but charge a monthly fee. |
| Stackable subscriptions |
If certain abilities are additive(such as an experience or currencies multiplier), let players buy multiples of the same thing. |
| Rare items |
Limit the number of items available so that players feel special when they purchase it. |
| Time limited items |
Offer some items for short periods of time so that players feels that they lucked out finding the product in time. |
| Sale items |
Set a standard pricing system for items and then offer some items for sale. This works great with time limited offers. Again, players love to get deals. |
| Gifts | Players seek to maintain social bonds by gifting other players with items or abilities. |
| Accelerators | Many games have a ‘grind’ that artificially lengthens the game. Players with little time are willing to purchase items that let them reduce or eliminate the time consuming activities in the game. |
| Physical goods | T-shirts and other branded items |
- People who don’t want to pay: Advertising is a good option to keep around. A few hundred bucks is still money in the bank.
- People who are interested in more of the same: Once you’ve established the value of your game, some players want more. Give them more levels, more puzzles, more enemies in exchange for cash.
- People who are interested in status or identity improvements: Some people see games as means of expression and identity. Give them items that let them express themselves or customize their experience.
- People who have limited time: Some people live busy lives and want to consume your game when they desire and how they desire. Cheat codes, experience multipliers and other systems that bypass the typical progression all help satisfying this customer need.
Step 2 – Ask
- Ensure the user sees the offer: Screenshots, feature lists, and evocative language should be placed clearly in front of the user. You want convey to the player the value, both practical and emotional that they will experience if they were to gain access to the premium content.
- Tie your offer of premium value to an explicit request for money. We live in a capitalist society so people understand the concept of buying something. Don’t ask for a donation. Don’t ask players to “give you what they feel like giving.” People will think you are a charity case and in my experience your revenues will drop by 90% or more. Give the offer a specific price, be it $10 or 200 gold in your favorite virtual currency.
- Time the appearance of the offer. You can ask for money when players are caught up in the emotional moment of play. Which is more valuable to the player? A Pirates of the Caribbean T-shirt at the mall or a Pirates of the Caribbean T-shirt right after you walk off the Disney ride and are flush with excitement? Both your odds of buy the shirt and your pleasure in owning the shirt are greater when you buy it after the ride. Use game design to make players fall in love and in their moment of game playing passion, they will be willing to spend money.
- Prominently place the offer in high traffic areas of the game such as entry, save, in game store and exit screens.
- Email the user periodically to let them know about specials or sales. By asking them to read an email, you are costing them time, so make sure that what you offer is valuable and delightful or else you’ll end up with angry customers.
- Margin: How much does the payment service take? The payment company is providing you with a service and deserves to be paid. However, you’ll find that some companies take 10% and others take upwards of 75%. Companies pitch various bundled services such as storage or fraud protection as justification for their increased fees. Some companies will also share some of the margin with portals in return for them carrying the games. Shop around and be honest with the trade off you are making. Remember you’d need to get 5 times as much traffic to makes the same amount of money if you pick a service with a 50% margin vs a 10% margin.
- Processing fees: Most Flash payment systems are simply a repackaging of non-Flash payment services with a pretty UI and a bigger margin tacked on top. The existing payment services already takes a chunk of the user’s money in the form of ‘processing fees’ Ask if the advertised payment company margin is inclusive or additional to the existing ‘processing fees’. A 30% margin seems reasonable, until you realize that it is on top of an existing 50% margin for a mobile provider. I like to ask “If the customer pays $10 on their credit card or phone, how much cash ends up in my bank account?”
- White box or branded?: Some services like Super Rewards can be reskinned so that they are transparent to the end user. Until the player enters into the actual payment portion of the process, they feel like the stores and such are part of the game. Services like Noboba and MochiCoins are heavily branded with the payment company’s logo. Their goal is to get the customer to invest their trust in them, the payment provider. The downside is that customers don’t invest as much trust in you, the game developer.
- Customer registration?: In order to track customers and their purchases, you’ll want a secure login system. Some payment services let you build your own. Others require you to use theirs so that they can control the primary relationship with the customer. Often these services will not release customer lists to the developer. This becomes a problem long term if you release multiple games and want to run cross promotions.
- Storage support: Once players purchase an item or feature, they’ll want to have access to their stuff when they sign back in. This means your game will need online storage and a server back end. Some payment services offer this as part of the package, which is great for the common situation where the developer doesn’t know much about back end programming.
- Lock-in: Do you have the ability to easily switch to another payment service? In general, the more comprehensive solutions with customer make it more difficult to switch. With some comprehensive services, capturing customers is more valuable than your money. You only provide cash for a single game, but a customer can be sold and resold dozens of times to dozens of games. Run far, far away from such companies since their best business interests are not aligned with your best interests.
- The call to action isn’t clear. The offer is labled ‘cheats’ (not a positive connotation) and then crams lots of little detail in a tiny font at the bottom of the screen. I’m looking for a big ‘buy now’ button and some pretty pictures telling me all the lovely things I’ll get. This is nowhere to be seen.
- The value of the offer is questionable. He gives 90+% of the game away for free, and lets you purchase a few miscellaneous features that most people don’t need. A good rule of thumb when using a content gate is that your premium content should be seen as twice as valuable as the demo experience.
- Making purchasing difficult: In order to purchase, you need to manually type in a URL, find the right link to click on and then purchase. Is this necessary? Every step of the pipeline, you are going to lose large numbers of users. As much of the purchase flow should be within the game as possible.
- Charging too little. Dan charges $1.50 for his game and this is likely too little. Beware your natural tendency to undercharge. People who love your game are surprisingly price insensitive. For example, in the microtransaction-based MMO Domain of Heroes, prices range from “$0.99 to $349.99 and about 80% of the revenue comes from purchases at the $19.99 pricepoint.” With a little price experimentation I suspect Dan could have increased his price to $5 or $10 and increased his overall revenues substancially.
- Bad reputation: Many Flash game developers are not in it for the money, but to be part of the indie community. The threat of a poor reputation can be frightening. The truth is that modest, self effacing developers that find financial success are worshiped like heroes. Just ask Colin of Fantastic Contraption how he was received at GDC. If you are worried about your reputation, stop starving yourself into hipness. Instead create great games and be generous to others. A good reputation follows naturally.
- Players complaining: So what if you end up being hated by a few kids that feel entitled to free stuff? It isn’t the end of the world. Usually the money and thanks from delighted customers more than make up for a few sour grapes tossed about on dark and skanky corners of the Internet.
- Bad rankings: It is true that players will occasionally mark down paid games out of ignorance and spite. Luckily there is a solution. If you offer real value to customers in love with your game, your fan’s rapturous applause will drown out whiners. Players, in aggregate, tend to forgive great games, even if they need to pay for them.
- Sponsors: Sponsors don’t want the game they serve competing directly with their primary source of revenue, ads. If you can promote that your premium game results in better player engagement and repeat plays, most portals will happily take their cuts of the resulting ad revenue and leave you to monetize your customers. A smaller number will worry that your premium content will pollute their ‘free’ label. An even smaller number will be greedy and ask for a cut of your hard earned customer revenue. In the short term, you can ignore demanding portals. The market is highly fragmented (30,000 portals!) and no portal owns more than 5% of the players. At this point in the market, developers have the ability to walk away from the greedy minority. Suggest reasonable terms where portal keep their existing ad revenue and you keep all in game revenue. If they balk, leave the bastards to rot.
- Are you asking users for money?
- Are you telling users what they’ll get if they pay you?
- Have you hooked up a payment system before you launch your game?
- Are you tapping multiple revenue streams that appeal to different types of users?
- Are you basing your design decisions on the behavior of people who make you money?
- Are you appropriately filtering the feedback of people who do not make you money?
Danc.
- http://www.gamasutra.com/view/feature/3924/wheres_the_cash_for_flash.php?page=1
- http://www.gamasutra.com/blogs/GregMcClanahan/20090325/985/Nitpicking_Flash_Game_Summit.php
- http://www.gamepoetry.com/blog/2009/02/27/interview-with-kongregate-about-sponsorships/
- Puzzle Pirates Metrics: http://www.slideshare.net/capncleaver/metrics-for-a-brave-new-whirled?type=presentation
- Andy Moore interview on Fantastic Contraption: http://freelanceflashgames.com/news/2009/05/18/interview-with-andy-moore-manager-of-fantastic-contraption/
- http://evolutionlive.blogspot.com/2009/06/ten-ways-to-monetize-your-flash-game.html
- http://virtual-economy.org/blog/arpus_in_social_networks_and_s
- Ways of monetizing Flash games: http://www.heyzap.com/developers/guide
- http://www.flashgamesponsorship.com/advice/advice-from-industry-players/selling-premium-content-the-drunken-masters-experiment.html
The Postnational Sodalities of Second Life: An Iconographic Approach
Jonathan Kinkley, who has just completed his Masters Thesis in Art History at University of
Illinois at Chicago, ask if we could share his research. We're always happy to link to new work on virtual worlds.
The full paper is available here:
http://www.scribd.com/doc/15860034/PostnationalSodalitiesSecondLifeJKinkley
His thesis analyzes the visual culture of Second Life and explores the complex spaces that online social networks create. Jonathan explains:
In Second Life's Caledon, we get a glimpse what an online social formation looks like. It is a society based entirely on shared interests – a themed community built of a patchwork quilt of Victorian-era iconography. Elsewhere in SL, artists like Cao Fei (SL avatar China Tracy) are fascinated with this idea of creating a sense of place out of virtual space. Her RMB city isn't about China, it's about China-ness – an amalgam of all the icons, stereotypes, and archetypes past and present of China. This paper is about the types of spaces in SL and how and why they are created out of the iconography of visual culture.
China to ban RMT, maybe.
Thanks to Andy Schwarz for tipping us to this article in Information Week reporting on a Chinese government press release supposedly banning the sale of virtual stuff for real money. In the backchannel, Julian Dibbell reminded us that Korea did the same thing a couple of years back to no effect. No effect because it is hard to do without redesigning the virtual economy, and also because the law's intent was not actually to ban RMT. As we all know, some laws regulating a practice are not really intended to stop it – whatever the preamble might say – but to control it merely.
So: What is China up to?