Category: Marketing

i met you in the market

This year’s summer Steam sale is in its closing minutes, and I’ve managed to make it through with only three purchases: Starseed Pilgrim, Receiver, and Super House of Dead Ninjas. And of those, only the last was actually purchased through Steam; I bought the first two through the Humble Store, which was running parallel discounts for these games (a very good idea). Given the 95/5 revenue split of Humble games compared to the 70/30 of the Steam store, this makes a better deal for devs and an equivalent one for consumers, in that purchases of Steam-listed games usually come with a Steam key as well.

Steam is incredibly useful to me as a game consolidator, listing everything in one place with nothing (or very little) to transfer between computer installations. Ease of use. So I tend to favour it when given several purchase options, and as the transactional process is straightforward and smooth, it seems an obvious fit. And so it’s the de facto digital marketplace for millions. They’ve done a pretty good job with the massive market share they’ve carved out. The flip side of this coin, though, is that it’s easy to never look beyond it, to see the parallel offers that better support the developers. It’s more to ask of a consumer, definitely, to shop around, especially when there are no savings to be gained, but I think it’s well worth considering where your gaming dollars actually go. If you want more of a given developer’s work in the future, an extra 25% in revenue will almost certainly help them in keeping on.

Obviously, it’s counter to Steam’s best interests to promote these alternative marketplaces and even developers’ websites, where they can urge you towards one type of transaction over another. So, as good-intentioned as Steam tends to seem, I don’t see them encouraging these more direct consumer-developer relationships in the future. I hope, though, with the ever-growing presence of independent developers and the increasing identification of a single person or small team with a finished game product, that consumers might become more aware of the chain of production, publishing, and distribution, or at least think to check out a dev’s website rather than taking into consideration only the screenshots and videos listed on the Steam store. Not only does this open up more direct revenue options for devs, it also facilitates a closer, more personal relationship between developer and consumer. Rather than buying a boxed product displayed next to hundreds of others, you’ve taken that extra step and visited the dev’s personal boutique, carved out and shaped uniquely by them. Maybe they’ve got a forum or a community area or maybe you just find their Twitter handle and follow them there. Now you’ve got a connection to the devs beyond just their finished product. Maybe you can witness their creative process as they work on a new project, maybe they’re looking for testers, maybe you become the best of friends. Regardless, the opportunity to connect on a more meaningful level exists, and I wonder how we as a larger community might encourage this.

don’t let the money make you

I was reading again Daniel Cook’s thoughts on pricing and the model he chose for Triple Town. His focus on achieving long-term sustainability as a developer is an interesting one. Certainly, a product that you can never actually buy that instead asks you periodically to pay for boosts has a longer financial lifespan. And, in the case of those that might choose a particular game as a “lifetime hobby,” as he puts it, you’ve got a more-or-less linear correlation between time people spend playing a game and the income it generates. I think he’s on to something.

But then I look at myself. Living rather simply with only a minimal income, I keep an eye out for game sales and generally avoid spending more than a couple bucks on any one experience. But in any of the various free-to-play models, I will almost always choose non-monetary progression paths over spending money on a temporary boost. There’s a psychological block for me in purchasing something that doesn’t last. The consequence of this, though, is that I end up not contributing anything to these devs I so appreciate!

I’m also a creature of novelty: as much as I reminisce fondly about games I’ve enjoyed, I seldom go back and play them again. There are so many new experiences emerging all the time and there has never been a game I’ve not grown tired of at some point. And so it would appear I’m not one of those “lifetime hobbyists” with any one game, either.

Am I anomalous? Are these models just not suited for an errant consumer like me? Or would it serve my future marketing efforts to more fully embrace these approaches? “Games as services” still feels strange to me. It’s a marked departure from the history of non-video games. Is it what people want? Or is it what the market requires to ensure adequate compensation for developers?

Ack; I just want to go back to thinking about design.

pay up (pt. 2)

Continuing yesterday’s list, today’s meandering takes me into the world of in-app purchases. I find myself reflexively recoiling when I see that an app has a “top in app purchases” listing in the store, which likely has to do with their history of misuse, but I’m coming to see that they might not be all bad. Some that work and some that irk:

4. Pay for additional content. Add new modes, songs, chapters, maps, etc. for an additional charge. The lines of this one get blurred quite a bit: if the initial app is free, is this not really just the “lite” model? If the new features are insubstantial, what differentiates it from a dev tip? And what of episodic releases? The common idea here is that, after the player has had a solid opportunity to enjoy the meat of a game (more richly than a demo, I might argue), more content is offered for an additional charge. This is, in theory, a pretty sensible model, echoing the expansion packs of old: if I enjoyed Jedi Knight, why wouldn’t I shell out for more of the same in Mysteries of the Sith? And it works to support continued development: if enough buy the initial game and are clamouring for more, you’ve got a foundation (structural, social, and financial) to build upon. It’s when it feels like content is missing from the initial purchase that this one gets a bit iffy. That’s not entirely the case with Neuroshima Hex, but $5 for the game + another $8 for all the teams is a tough sell for me. Maybe I’m just not valuing things appropriately (and definitely not when compared to the board game’s cost of $40 + $25 for each of three expansions), but this model definitely relies on player investment to increase over time.

5. Pay to win. The player can purchase boosts or enhancements that either accelerate progress or grant exclusive abilities/options. This one captures the big problem I’ve seen with in-app purchases, which is when they compromise the integrity of the game system. If a game is only fun when there is some sort of progression (not necessarily true, but bear with me), then this model has, in some cases, slowed progress to an unreasonable crawl unless the player is willing to chip in some additional funds. In other cases, it grants some players in a multiplayer environment a distinct advantage over others (unforgivable!). At its best, this model allows players with more money than time to experience content that they otherwise would not have reached, but I feel like a sense of accomplishment and of overcoming challenges is a pretty critical part of many game experiences. I’m a bit of a purist in this regard, eschewing the item packs in Triple Town even though they can be purchased with in-game currency. Maybe I’m being a bit silly there, but overall I find this model to be a detriment to design. If you want to throw money around to overcome obstacles, please choose an environmental or humanitarian issue instead.

6. Pay for cosmetics. Buy hats or visual customization options or what have you. This one is, in many ways, an reincarnation of the developer tip. It’s something nonessential that grants a player a little bit of additional flair and room for personal expression. Pretty inoffensive, as long as the solicitation is not intrusive and the modifications aren’t disruptive. Obviously this won’t work with anything relying on serious characterization, but it’s remarkable how much more enjoyable it can make playing as an otherwise faceless avatar (see Jetpack Joyride, then buy the paper bag, barrel, and balloon jetpack).

Thinking over all of these, it’s more apparent to me than ever how different games call for different income models. If your game relies on networked local multiplayer, it ought to have some free-to-play option lest nobody ever get to play it. If your game presents a self-contained experience, it’s probably best to ask players for their investment early on. And if the player’s avatar is essentially just a stand-in to serve the mechanics, why not let them jazz it up a bit? Just don’t forget what’s at the core of your experience: a game. A game with boundaries and challenges and reasonable possibilities for achievement. When money gets in the way of these, all is lost (and you end up with another Cow Clicker ;P).

And as a player, it’s important to remember that any experience you enjoy has value. If the free game you’ve played and delighted in for hours asks for a little money, do consider the contribution that the developers have made to your life.

P.S. After yesterday’s post, I made a point to break my longtime pattern and sent a couple bucks to the Spaceteam dev. A crime I didn’t do it sooner.

pay up (pt. 1)

Sifting through the vast accumulation of iOS games I might want to play, I come up again and again against a tremendous variety in pricing models. As a consumer of limited means, I want to make sure that my dollar is well spent: not only do I want adequate value for my money, I want to financially support those developers who have done something really worthwhile. So I tend to gather a lot of information before making a purchase. Sometimes this is easy: when I’m given the opportunity to sufficiently experience the game firsthand, I can make an informed decision. But given the spectrum of game experiences out there, this isn’t always necessarily the best way to present a given product, either. Some models I’ve been thinking about:

1. The straight buy. “This app costs x dollars, paid upfront for the entirety of the experience.” This is a traditional retail-rooted model that works well for games in which in-app purchases wouldn’t be appropriate. It also best serves those games that would rely on a continuous narrative arc to carry their experience, those that would lose something by being broken into smaller chapters. This is a hard sell, relying entirely on marketing and presentation. It works well for developers well-established enough to have developed a public expectation of quality from their products. Far more rare are the gems that make themselves known on this model (e.g. Sword & Sworcery) and though it seems the straightest path to honest money, it’s a tad daunting for an unproven indie like me.

2. Lite. A free “lite” version (better termed a demo, na?) with a separate purchasable full version. This is one of my preferred models (as a consumer), but the demo treads a very fine line: offer enough of the product that the consumer is intrigued, but not so much that they feel they’ve already had their fun. I appreciate the opportunity to actually have the game in my hands and, with some clever design, the developer could grant me an honest taste of what else is in store. The problem with this model lies in making a demo that’s simply too enjoyable. This can be a problem when your game is designed around a single mechanic, which can be more or less fully exhibited in a demo (see: Gasketball). I remember playing dozens of hours of the Gish demo with my brother before, years down the road, I finally bought the game out of respect for the product (and then played comparatively little of it). With a good sense of one’s product, I think this model can be a pretty workable one.

3. Tips. Offering your whole game for free and then asking players to show their appreciation is a bold move. There’s no question as to what’s behind the paywall because there simply isn’t one. The entire game is available for the consumer who can enjoy it as fully as they like for as long as they like. And you, as a developer, hope that they will feel positively enough about the experience to want to reward you for facilitating it. There’s a certain beauty to this model, but the pragmatist in me questions what the conversion rate might be. I like having things for free, certainly. I also like to recognize good work. But would the fact that I haven’t yet thrown the Spaceteam devs a dollar or two as I’d intended to do suggest something deeper about consumerist patterns? This model probably only works for games that players return to again and again. If they play through the game in a single sitting, close it, and never return to it, it’s likely never going to occur to them to tip the developer. But if you’ve got something with staying power (and aren’t too worried about income stability?), this is a highly intriguing model.

I’ve got more to say and several more models to disentangle, but it’s getting on in hours and I’m going to turn in for now (read: play iPhone games in bed for several hours until it’s well past any reasonable bedtime).

TO BE CONTINUED (in part 2).

demonstrable

At some point in the future, I hope to have a game or game-related product to sell. Surely, when people learn of its elegant perfection,  a kind never before seen in this world, they will shower me in praise and approbation, etching my name in the moon and naming their babies after me. Presently, though, there are a few things missing. Most notable is of course this wonder game I’ve yet to make, but the question I’m asking today is how people might come to know about it.

I started this blog primarily as a way to keep myself focused and productive in my arc of game development, though I’ll admit that there was a strong secondary motivation in slowly growing an audience for the day when I have something brilliant to sell them. So I overthink my post tags, I tweet my new entries, and I write as if to a reader other than myself. But where the error in my thinking lies is in the assumption that any given person (even those interested in games) would choose to follow me out of the massive crowd of similarly undistinguished developers.

So! The path to distinguishing oneself! I suppose I could make a lot of noise and start saying really controversial things in public forums, but if I’m wanting people to believe in my approach to game making, I should more probably demonstrate my unique worth in that field. And that’s where I come up short right now: with no major public releases and nothing even close to salable in my personal experiments, I don’t presently have a good vector by which to distinguish myself. But that’s no reason to get discouraged! I just have to make one. Notch certainly had a smaller following before Minecraft came on the scene. It wasn’t as if people browsed the “new Twitter users” feed and added him because of his reassuring smile. As he worked on his games, people saw his progress, saw his innovation, and thought “boy, this is a fellow worth following!” And so it should be.

I could do all the little topical tricks to gain a follower here and there, but ultimately it’s richer for all involved if I continue to work towards my various visions and prove myself worthy of greater attention. To echo the sentiment of so many devs come before, “if you want to make games, then make games.” Only by creating something I really believe in can I make a mark and prove myself in my chosen arena. So back to coding I go!