Game Discoverability Day: Free vs. Paid: Discoverability for Smaller Mobile Games
Summary
TLDREl desarrollador de videojuegos, tras trabajar en equipos grandes y pequeños y desarrollar 17 juegos móviles individualmente, reflexiona sobre su trayectoria y estrategias de lanzamiento. Se enfoca en la importancia de la calidad y la rapidez en la producción de juegos, destacando su preferencia por juegos de pago sobre juegos gratuitos. Comparte su experiencia con juegos gratuitos, desafíos en la optimización y la preservación de la pasión por la creación de juegos, sugiriendo que la colaboración con expertos puede ser esencial para el éxito en juegos gratuitos.
Takeaways
- 🕹️ El desarrollador ha creado 17 juegos móviles como desarrollador solitario, la mayoría auto-publicados.
- ⏳ A mediados del año pasado, su trabajo en Revival Productions estaba terminando y decidió volver a desarrollar juegos de forma full-time.
- 📊 Al analizar las estadísticas de juegos anteriores, se dio cuenta de que 'Slide Race' tenía tres veces más sesiones de juego que 'Inferno', su juego más vendido.
- 🆓 Decidió crear una secuela de 'Slide Race' como un juego gratuito, estudiando cómo hacer juegos gratuitos y observando videos sobre la materia.
- 📱 Seleccionó los juegos móviles por la cobertura constante de Touch Arcade y Pocket Gamer, y por la facilidad con la que Apple les da visibilidad.
- 🎮 Ha aprendido que hacer juegos gratuitos requiere de un enfoque más amplio, incluyendo aspectos de ASO (Optimización deMotores de Búsqueda) como iconos, capturas de pantalla y descripciones.
- 🚀 Su objetivo principal no es hacer la mayor cantidad de dinero posible, sino crear tantos buenos juegos como pueda antes de que termine su vida.
- 🔄 Tiene una estrategia de lanzar muchos títulos pequeños rápidamente, utilizando su experiencia para enfocarse y ser paciente, y se enfoca en el desarrollo del juego más que en aspectos de marketing.
- 📈 Ha observado que los juegos de pago en móviles están en declive, pero no cree que estén muertos, y ha tenido éxito con lanzamientos recientes.
- 💸 Ha encontrado que los juegos gratuitos requieren una mentalidad diferente y un enfoque en la facilidad de uso, la interfaz de usuario y la sencillez, además de la necesidad de estar obsesionado con el seguimiento de estadísticas en tiempo real.
- 🤝 Recomienda que si no se disfruta con la optimización y el seguimiento de estadísticas, se busque ayuda externa, ya sea un socio, editor o consultor, para manejar aspectos que no se disfruten y posiblemente aumentar los ingresos.
Q & A
¿Cuál es la ocupación del narrador y cuántos juegos móviles ha creado?
-El narrador es un desarrollador de videojuegos y ha creado 17 juegos móviles como desarrollador solitario.
¿Por qué decidió el narrador volver a desarrollar juegos de lectura después de tres años?
-El narrador quería regresar a desarrollar juegos de lectura a tiempo completo, pero estaba incierto si aún podía ganarse la vida haciendo juegos de pago en móvil.
¿Qué juegos destacaban en las estadísticas de sesión del narrador y cómo influyeron en su decisión de crear un secuela?
-Inferno y Slide Race destacaron en las estadísticas, siendo Slide Race el juego más jugado. Esto influyó en su decisión de crear un secuela llamada Sliders 2 y hacerla gratis.
¿Qué plataformas prefirió el narrador para desarrollar juegos y por qué?
-El narrador eligió las plataformas móviles porque Touch Arcade y Pocket Gamer cubren regularmente sus juegos y Apple les da características menores.
¿Qué estrategia de lanzamiento utiliza el narrador para promover sus juegos?
-El narrador envía un correo electrónico a aproximadamente una docena de personas de prensa y hace algunas publicaciones en redes sociales, centrando su promoción en el lanzamiento y los días inmediatamente después.
¿Cuál es el objetivo principal del narrador al desarrollar juegos?
-El objetivo principal del narrador no es hacer la mayor cantidad posible de dinero con sus juegos, sino crear tantos buenos juegos como pueda antes de que muera.
¿Cómo aborda el narrador el problema de la descubribilidad de sus juegos?
-El narrador no se enfoca en la descubribilidad de sus juegos a través de la construcción de comunidades o el contacto con creadores de contenido, sino que se enfoca en crear juegos de calidad y publicarlos rápidamente.
¿Qué tipo de juegos son más adecuados para los desarrolladores pequeños que desarrollan juegos de pago según el narrador?
-El narrador menciona que los juegos de aventura, rol y otras experiencias basadas en historia son más adecuados para los desarrolladores pequeños que desarrollan juegos de pago.
¿Cómo ha cambiado el mercado de juegos de pago en los últimos años según el narrador?
-Según el narrador, los juegos de pago están siendo menos publicados y representan una fracción menor del mercado, lo que hace que sea más difícil obtener posiciones altas en las listas de juegos de pago.
¿Qué consejo da el narrador a los desarrolladores que quieran hacer juegos gratis?
-El narrador recomienda que si no le gusta obsesionarse con la optimización y las estadísticas, deberían obtener la ayuda de alguien más, como un socio, editor o co-desarrollador, para manejar las partes que no les gustan.
Outlines
🕹️ Trayectoria y experiencia en desarrollo de juegos
El presentador comienza explicando su trayectoria como desarrollador de juegos, mencionando su experiencia trabajando en equipos pequeños, grandes y como desarrollador solitario. Ha creado 17 juegos móviles, la mayoría auto-publicados. Se destaca su interés en regresar al desarrollo de juegos de lectura después de un tiempo trabajando en otro proyecto, y su incertidumbre sobre si podía ganarse la vida con juegos de pago en móvil, especialmente habiendo analizado las sesiones de juego de sus juegos anteriores en la App Store. Decide crear un secuela al juego 'Slide Race', un juego de rompecabezas infinito, y estudia cómo hacer juegos gratis para jugar (F2P), lo que lo lleva a reflexionar sobre las estrategias de marketing y promoción que no le apasionan pero que son esenciales para el éxito de los juegos F2P.
📈 Análisis de la viabilidad de juegos de pago en móvil
El presentador reflexiona sobre su elección de enfocarse en juegos móviles en lugar de otras plataformas, atribuyéndolo al apoyo constante de medios como Touch Arcade y Pocket Gamer, y la dificultad para obtener atención que enfrentó con juegos para PC. Abarca su experiencia con la versión móvil de 'Inferno 2', que tuvo mucho más éxito que la versión de PC. También menciona su enfoque en la creación de juegos en lugar de invertir tiempo en aspectos de marketing y promoción, y cómo su estrategia se basa en hacer muchos juegos buenos para construir una audiencia leal. Describe su proceso de desarrollo y lanzamiento de juegos, incluyendo la actualización de juegos basada en retroalimentación y su enfoque en la creación de juegos nuevos en lugar de perfeccionar los existentes.
📊 Comparación entre juegos de pago y gratis
Se explora la tendencia actual del mercado, donde los juegos gratis dominan y los de pago parecen estar en declive. A pesar de esto, el presentador argumenta que los juegos de pago no están muertos, sino que su mercado se ha reducido. Comparte su experiencia con el lanzamiento de 'Devastator', un juego de pago que, a pesar de tener menos ventas que 'Inferno 2', logró un rango similar en las listas de ventas. También analiza las ventas y ranking en las tiendas de aplicaciones a lo largo del tiempo, y cómo la disminución de juegos de pago ha afectado la cantidad de descargas necesarias para alcanzar ciertos rangos en las listas.
💸 Desafíos y estrategias en el desarrollo de juegos gratis
El presentador discute los desafíos de desarrollar juegos gratis, mencionando la necesidad de enfocarse en la facilidad de uso, la interfaz de usuario y la simplicidad del juego. Explica cómo la mentalidad para crear juegos gratis es diferente y cómo requiere un enfoque más estratégico en la generación de ingresos a través de anuncios o compras dentro de la aplicación. Comparte su experiencia con el lanzamiento de 'Sliders 2', un juego gratuito, y cómo su rendimiento fue comparado con 'Scorcher', un juego de pago, resaltando la importancia de la optimización y el seguimiento de estadísticas para el éxito en juegos gratis.
🎮 Equilibrio entre desarrollo de juegos de pago y gratis
El presentador reflexiona sobre su preferencia por el desarrollo de juegos de pago, a pesar de los desafíos que presenta el mercado actual. Aborda la satisfacción que siente al terminar un juego y la ansiedad que le causa la idea de tener que continuar trabajando en un juego después de su lanzamiento, lo que es más común en juegos gratis. Comparte estadísticas de ventas totales de sus juegos y cómo los juegos de mejor calidad tienden a tener mejores ventas a largo plazo. También menciona la importancia de obtener una buena calificación en la App Store para el éxito de los juegos de pago y cómo la reducción en la cantidad de juegos de pago ha afectado la cantidad de descargas necesarias para alcanzar ciertos rangos en las listas.
🤝 Colaboración y desarrollo de juegos
En la sección final, el presentador ofrece consejos sobre la colaboración en el desarrollo de juegos, especialmente en juegos gratis, donde recomendaría buscar ayuda de expertos para manejar aspectos como la optimización y el seguimiento de estadísticas. Comparte su experiencia con la creación de tráileres y cómo, en algunos casos, publicar un tráiler temprano en el desarrollo puede ser beneficioso. Finalmente, responde a preguntas de la audiencia sobre estrategias de desarrollo y marketing de juegos, y cómo ha logrado mantener una visibilidad constante en las tiendas de aplicaciones a través de la creación de juegos de calidad y la cobertura de medios especializados.
Mindmap
Keywords
💡Desarrollador de juegos
💡Autopublicación
💡Juegos móviles
💡Free-to-play
💡ASO (Optimización deMotores de Búsqueda)
💡Tienda de aplicaciones
💡Descubribilidad
💡Publicidad
💡In-app purchases
💡Ciclo de desarrollo
💡Juegos pagados
Highlights
El desarrollador ha creado 17 juegos móviles como desarrollador solitario.
Decidió volver a desarrollar juegos de lectura a tiempo completo después de un periodo trabajando en otros proyectos.
Observó que su juego más vendido, Inferno, tenía menos sesiones de juego que otros en las últimas analíticas del App Store.
Diseñó Sliders, un juego gratuito, como secuela de Slide Race, un juego de rompecabezas infinito similar a Tetris.
Estudio y aprendizaje sobre la creación de juegos gratuitos y cómo funcionan los juegos gratuitos.
Elegió desarrollar juegos móviles debido a la buena cobertura de Touch Arcade y Pocket Gamer, y la atención de Apple.
Menciona que la versión móvil de Inferno 2 ha vendido aproximadamente 50 veces más que la versión de PC.
Destaca la importancia de la estrategia de lanzamiento y la promoción de juegos, y su enfoque en crear juegos en lugar de en promoción.
Su objetivo es crear tantos buenos juegos como sea posible antes de que termine su vida, y ha establecido esto como el núcleo de su estrategia.
Cree varios títulos pequeños rápidamente, aprovechando su experiencia y capacidad para enfocarse.
Normalmente pasa un día promocionando el juego, justo antes y después del lanzamiento.
Nunca ha contactado a las personas de la App Store o Google Play, pero sus juegos han sido destacados en la App Store.
Ha aprendido que los juegos gratuitos están ganando la batalla por el mercado y que los juegos de pago están en declive.
Compara las ventas de juegos de pago y gratuitos a lo largo de los años y cómo ha cambiado el mercado.
Destaca que los juegos de pago no están muertos, pero han sido reducidos en número y que aún hay un mercado para ellos.
Menciona que trabajar en juegos gratuitos requiere un enfoque diferente y puede ser abrumador si no se tiene experiencia en ello.
Recomienda que si no se disfruta el proceso de optimización y seguimiento de estadísticas para juegos gratuitos, se busque ayuda de un experto.
Compara las experiencias de desarrollo y lanzamiento de juegos de pago y gratuitos, y sus respectivos retos y recompensas.
Presenta estadísticas totales de ventas de sus juegos, mostrando que los juegos de mejor calidad tienen mejores ventas a largo plazo.
Transcripts
[Music]
this is a quick timeline of my history
as a game developer I worked on small
teams large teams and all by myself I've
created 17 mobile games as a solo
developer and most of those were
self-published a bunch of icons are
probably a terrible way of showing games
so here for you games I'll be talking
about today
[Music]
[Music]
[Music]
all right let's go back here okay so in
the middle of last year my work at
revival productions was coming to an end
I had stopped reading games to for about
three years to work on a spiritual
successor to descent I knew I wanted to
go back to the reading games full-time
but I wasn't sure if I could still make
a living doing paid games on mobile like
I had in 2014 when I was looking through
my previous games analytics on the App
Store something stood out this last
column over here that's the sessions
that players have played the game in the
last year and Inferno to my best my
best-selling game by a large amount is
actually played lot three times less
than slide race which is down near the
bottom slide this is an infinite puzzle
game similar to Tetris in a few ways I
wanted to make a sequel and it seemed
like a good idea to make sliders to a
free game so I studied lots of free
games and watch lots of videos about how
to make free-to-play games I'll come
back to how that worked out first sight
just to later well let's step back for a
second and ask why I chose mobile games
over other platforms actually the reason
is simple touch arcade and Pocket Gamer
consistently cover my games and Apple
gives them minor features I spent a long
time working on overload with the guys
at revival it's an awesome game but very
people very few people knew about the
game and the sales reflect that it
reminded me how hard it is to get
attention and then I should take
whatever attention I can get and just
for reference the mobile version of
inferno 2 has sold about 50 times better
than the PC version when people talk
about discoverability they often
mentioned reaching out to content
creators and building the community but
not me I don't like spending time
talking to people I'm not sure there I'm
sure there are other things that are
worth doing on a game that takes a month
I'm not sure these things are worth
doing on game that takes a month or two
if you make free-to-play games you need
to make a good game and you need to do a
lot more stuff on top of that this is
just the ASO side of things you need to
think about the icon to tie it all the
screenshots the description the video
you can optimize those things this is
stuff I don't want to do I don't want to
spend time doing anything really
besides making a game so I just do a
good first pass and I don't spend any
time refining but if you want to do well
with free games you should be doing this
stuff so if I don't like spending time
on major aspects of making my game
successful why am i up here my goal is
not to make the most amount of money
possible with my games my goal is to
make as many good games as I can before
I die like that's my goal in life that's
my bucket list is to make lots of good
games so I've made that the core of my
strategy like I basically say if I make
lots of games that are decent people
will follow me and then they'll buy more
of my games and I can keep making games
so first I create lots of small titles
quickly I have lots of experience I'm
able to focus I'm impatient the next
game is always appealing to me that's
the fun part of game development is
working on the games then I create all
the stuff that I don't enjoy doing
though I do enjoy making trailers more
or less except for the capturing the
footage part and then around launch I
email about a dozen press people and do
some social media posts and I usually
contain this to a dozen people because
those are people who consistently cover
my games I usually spend about a day
promoting the game when it's about to
launch and the days after the launch
I usually update the game to deal with
feedback and refine it based on reviews
and then I move on as fast as possible
I'm usually excited to work on something
new in fact I've probably worked on the
new game for the next game for a week by
the time the previous one is released
this cycle does not include contacting
people at the App Store or Google Play
I've never talked to those people but
obviously they see the games on touch
arcade and Pocket Gamer because I would
say like 15 of the 17 games are released
on App Store have been featured the only
forms I use our touch arcades I just
respond to the people there because they
like my games and then I also do a
weekly blog post but it's more more for
me than anyone else because it just
helps me sort out my thoughts and this
is what happens when I get into a good
cycle this is the sales chart from my
iPhone releases in 2014 it's not very
impressive but keep in mind that the
Android versions were adding decent
multiple
on top I didn't realize it at the time
but I averaged $10,000 a month between
these four releases for on those two
platforms and my next game was inferno -
which outsold all these games combined
stopping to do another interesting
project is one way to screw up the cycle
and that's what happened with inferno -
but there are other ways to do it
you can also do your trailer too early
and you don't making a second one like I
did with scorcher you get too ambitious
and you end up with an alpha trailer
early on and then nothing close to a
finished game like gigatron because I
ran out of money or you can usually end
up doing too much at once and it's hard
to finish something when you're doing
multiple things at once I can usually
handle two projects at once one that's
starting and one that's finishing but I
can't handle more than that I have
trouble so keep in mind that I make rkt
action and puzzle games my deeper and
more relaxed action games that have
actually sold better well that usually
involves more complexity in a longer dev
cycle many other genres are actually
better suited to paid games for small
developers such as adventure games
role-playing games and other story based
experiences I'm not against doing larger
games but all my games have either been
less than 2 months or more than 10
months something in between is probably
the sweet spot for me and I'll try to
aim for that in the future now everyone
knows that free games are winning the
battle for a market share and paid games
are going to extinct this graph is from
3 years ago it's 92 to 8% and it's only
gotten farther than that
since then very few developers are
making only paid games on mobile and the
main reason these are screen caps of
today's top charts with a grossing chart
on the right minecraft is a top-selling
paid game and it's ranked number 62 in
the grossing chart the next theme after
minecraft isn't ranked number 224 and
this chart doesn't measure ad revenue
just in-app purchases so there's plenty
of ad based games that are way above
Bloom's td6
there's no question paid games are a bad
idea if you're trying to make a lot of
money if that's your only goal you
should make free games and I'll get back
to that let's see how paid games have
done for reading games over the past 7
years
Ferno plus is the third game I'd
launched as rating games and my most
successful of 2012 it got some press
coverage but no Apple feature that I can
remember it wasn't a significant launch
but it had a pretty long tail because
it's a pretty good game after moderate
success in 2012 converting four games to
iOS I spent about 10 months on a larger
game called bomb cats it was a huge
disaster and the most stress I felt as a
developer in my life it's still painful
to talk about to be honest but just
search my blog if you want to learn more
let's move on after bomb cuts failure
crush was a desperate attempt to get
some money back well I also worked on
Android ports of all my games it was a
pretty simple game so I tried launching
at $0.99 to see if maybe $0.99 games
were better for me because I all my
previous gaming had been in $1.99 it was
my fifth solo release and I still
couldn't break the top 200 in the paid
game sales charts the Android ports
ended up doing pretty well and I signed
a contract to work on a game with
Cartoon Network so raiding games was
able continue despite Bobcats failure
after the Powerpuff Girls game which was
another 10 month project like Bobcats I
went back to smaller games Joey Joey was
the second release in 2014 and probably
the start of what I would call the
golden era of raiding games releases I
got the usual amount of coverage and
some actual good featuring by Apple for
the first time it had a solid launch
week and my first game to break the top
200 in the paid sales games charts fluid
came the month after with pretty
consistent results June had fewer game
releases that year so even though it
sold less loot got a higher ranking on
the charts I'm gonna tight all these
rankings together at the end
so you'll see why I'm covering that
super cross fighter or same year another
month later also got good coverage it
was a remaster of a game I did three
years before that but it still got
featured by Apple and had a sales spike
the week after because it was released a
little bit in a weird time in my best Us
sales days so far thanks to that feature
and it broke the top hundred then came
Inferno 2 and I finally had my first hit
game they got the number three slot on
the new games list the highest of all my
games notice that it took over a
thousand sales to reach number 44
the top rankings in September of the
next year I launched Devastator it got a
good feature by Apple though not quite
as good as inferno to notice that it
reached almost the same paid game sales
rank with under half the number of sales
we can start to see the effect of fewer
paid games being released because this
game sold way less than inferno to
almost got the same ranking the sales of
course dropped off a cliff because his
name was way too hard at launch but it
also only took five Meek's to five weeks
to make so why did it launch 11 months
after inferno - well I started working
on overload before I knew how successful
Inferno 2 was going to be I was a huge
descent fan and had worked on descent 3
so it was a very cool opportunity to
work on overload a spiritual successor
the next year after Inferno 2 was pretty
messy in terms of development and was
probably my least productive since I
started reading games after Devastator I
went back to overload with more people
helping out and revival 2 decided to do
a Kickstarter this was two years after
Kickstarter had peaked these pics are
from the overload Kickstarter campaign
when we decided not to shave until we
made it it was the second most stressful
time in my life as a developer and we
only made it with 2 hours remaining and
it was not worth it I have to say like
we promised so much stuff from the
Kickstarter that we ended up taking like
a year longer than it would have taken
to make the game otherwise and that year
cost way more than what the Kickstarter
made on the positive side the cent fans
love the game and I learned a lot about
unity and became a better programmer
because of overload so getting back to
paid games we now fast forward to my
first paid release since Devastator this
game released two weeks ago and I have
to admit I was a bit worried that it
wouldn't make it out in time for this
talk it looks like a normal launch
sales curve to me except for a bigger
than usual Saturday spike thanks to an
extra feature on that day it's doing
about as well as I expected to be honest
the game stands out visually but let's
also score focused and score focus games
don't sell that well in my experience
they're just a little too hardcore for
most people and it doesn't have quite
the same appeal to a broad audience
it has significantly fewer sales than
Inferno 2 but a much better chart
ranking and this is four years four and
a half years after Inferno 2 launched so
let's look back at a bunch of numbers to
see how many downloads it takes to get a
certain slot in the top page charts if
you look at the early years verses 2019
you can see it takes a lot fewer
downloads to get it into the top like
number 25 is 664 downloads and I bet in
2013 that would have been like ranked
100 so this chart kind of graphs the
approximate sales to chart ranking it
used to take over 200 downloads to get
into the top 200 games in 2013 and now
if you get 200 downloads you'll be in
the top 80 the top yellow line shows how
many downloads you need to get to reach
the top 50 and that's down below it's
around 300 games now 300 downloads a day
so why are the top games selling less
because people are making less of them
everyone is making free games and not
many are making paid games because there
are more free games and many more of
them are good many people are less
willing to pay for paid games to be
honest it's hard to judge based on one
game released this year and I need to
release more to make any definite
conclusions but I don't think paid games
are dead they're just been gutted now
let's look at a comparable free game
which released four months ago
this is sliders two's launch which got a
similar level of coverage and featuring
a scorcher the overall revenue is
actually very similar to Scorchers for
the first five weeks just a bit more
smoothed out notice that it was getting
around six thousand downloads a day but
never broke the top 200 in free games
when I said the games had a similar
level similar level of featuring I
wasn't under selling it they literally
had the same slot in the new games list
and usually I found that the slot on the
new games list is directly corresponds
to how many downloads I'll get for my
game regardless of quality I'm not sure
if Apple meant to give them the same
slot but it sure makes for a nice
comparison the games are different and I
would still expect a reason about
reasonably similar sales between the two
so let's
compared more directly these are the
first week downloads in the US only with
a same featured slot sliders to release
at a better time of year in late
November but scorcher had a better bonus
feature I'm not sure this ratio is
totally accurate what it feels about
right to me and for lower lower price
gains the ratio will be a bit closer
than 20 to one the important thing aside
from the ratio is where the games ended
up on the charts they're just a lot more
free games getting tons of downloads so
it's a lot harder to get on to the top
charts their long-term slide just to is
continue to do pretty well for people
who figure out the game it's very
satisfying and enjoyable to play it was
my first game to get a significant Apple
feature beyond a good launch slot it got
game of the day in the u.s. in January a
bunch of other countries in February and
then China and March it was like getting
three extra launches for the game the
best revenue day was actually from the
China feature mostly due to ads so
here's the total stats for slightest -
up until last week given the quality of
the game their downloads these revenue
revenue numbers actually seemed pretty
low the reason is the retention and ad
revenue numbers aren't good enough for a
game of this quality I'm happy with the
downloads and overall results but I've
been lucky and those download and those
numbers up here the especially the ones
at the bottom they could be even worse
and I'll show you why this is pivotal
this was touch arcades game of the week
that weekend came out it's not a bad
game
it was feature than new games we love
lists and it got quite a few downloads
the first week but it was just a little
too hard for people to figure out for
lots of people to figure out and not
quite as good as sliders - this is what
happens when you don't really know how
to make a free game if it had been paid
I would estimate it would have made
three times as much if not more than
this amount so making free games is
harder than paid games in a few ways you
have to be more hardcore about
ease-of-use issues and refining the UI
flow and keeping things simple this is
the easy stuff the stuff is the
developer that you can handle it
requires a shift in mentality but it's
not painful now we're getting to the
more painful stuff
doing a free game means you have to
think about ads or in-app purchases or
both you'll feel more constraints on the
genre and you expect the complexity of
your game the game systems will be
warped to fit the need to retain users
and generate revenue ad based games need
to be simple and easy to get into and
in-app purchase games need to be deep
and content heavy you also need to be
obsessive with your stat tracking this
page right there it updates in real time
you can see every dot pop-up for every
time someone installs your game or start
your game and it's kind of it's not good
for your mentality I looked at this page
multiple times especially when sliders
to launch I was like I can't do this I
can't handle this as a solo developer so
after launch you'll get emailed by lots
of IDI companies offering to boost your
revenue saying you're not making enough
money do you use multiple companies or
you stick with one for simplicity how
much do you negotiate how much time is
required to set up all this stuff to
make them negotiate with each other in
real time then there are the reviews
some negative reviews provide critical
info about a bigger issue but many
others are not as fun to read and they
might be useful so you have to suck it
up and just read them anyway and all
that ASO and UA stuff that I mentioned
before that needs to be done - making
free games is overwhelming and I have a
simple recommendation if you want to do
them if you don't enjoy obsessing over
optimization and stats get someone to
help you it could be a partner a
publisher a co developer or consultant
if you're doing free games I'd almost
say this is a requirement let someone
else who knows what they're doing handle
the stuff that sucks you'll have to
share some of the money but there will
probably be a lot more of it this is
what it feels like to make a pay game in
2019 it doesn't mean you shouldn't do it
but you have to go into it with the
proper expectations there are still some
players who love and prefer paid games
there are lots of them on touch arcade
and you'll probably be able to make more
of these games if that's important to
you and comparing these two games
sliders and scorcher had similar
featuring and Reverend numbers in the
first few weeks
it's still too early to tell what the
long term sales will be and sliders too
has had lots of help
after those first five weeks but working
on scorcher was more enjoyable and the
launch was way less stressful and I
would have enjoyed working on sliders
too more if it were paid and made the
same amount of money I don't like that
nagging feeling that I need to keep
working on a game I like finishing
things and feel good about finishing
things and moving on to the next thing
and I'm always excited about the new
game that's coming up more game ideas I
finally get to work on this thing so if
you're doing paid games you probably
need to get an Apple feature to be
successful that's not new that's been
true for eight years probably you'll
also have a lower cap on the revenue you
make but you might enjoy working on the
game more there are fewer paid games but
I don't think the good ones are
necessarily selling less there's just a
lot fewer of them on the other hand I
studied free games for many months
before doing pivotal and sliders - and I
still sucked at it it takes a certain
mentality to do free games well and it's
hard to do by yourself
get an expert to help you and you'll be
less stressed and probably make a lot
more money I'm not saying this because I
have anything to sell I'm not an expert
but I've talked to other developers and
all our publishers and other people who
do this sort of thing and like you guys
just know so much more about this than I
do and you actually want to do that
stuff and I don't and before I end I
have a couple more quick slides earlier
Ike recommended not doing an early
trailer but sometimes it works out if
you have the right game and trailer I
have around 2,000 followers on Twitter
but a tweet with the trailer from speed
demons was this game got over 12,000
views in the first week it was the most
liked and retweeted thing I've done by a
factor of like 5 and it opened up new
opportunities for raiding games but it
was a risk spending that much time on a
trailer that early in development it
just happened to work out this time
let's take a look at some total sales
numbers as well cuz everybody like stats
these charts are a few days old so
scorcher sales are a little bit off and
the free games only show in-app
purchases only I don't know what
happened with Google Play this year but
it's been sucking
for me regardless my better games have
had better long-term sales and that's
pretty encouraging I think because if
you look at the top charts those games
have had good reviews in general and
have continued to sell pretty well and
when a new game comes out those are the
games to get the bigger boost and a
little while back someone put together a
comparison of first week versus first
year sales for a bunch of steam games
sign in from GDC asked me to do the same
thing for my game so here are six games
in order of release the ratios are
actually lower than I expected
though the revenue revenue numbers are
pretty much what I would expect the
biggest few factors in what affects the
ratio are the perceived game quality and
style of game leads to better long-term
sales and the games with the lower
ratios usually had better features in
their first week even though Devastator
at the bottom has the lowest ratio
that's because it got a really good
feature and then people really didn't
like the hard Cornus of it after it was
no longer featured so I don't think it's
a time thing that affects the ratio I
think the ratio is still the same over
time and that's it's and we're just on
time perfect
so if you have any questions there's a
microphone right there I'm happy to
answer any questions now or if you want
to talk outside that's fine too so I'm
curious who you recommend getting help
from who do you have had partners that
you've enjoyed working with and what do
you think I who would I recommend
anybody who does free-to-play games if
you have a good game to show off you
could just like you could contact any
publisher there's lots of other small
developers who are doing free games and
making lots of money you could contact
some of them like I'm not one of those
guys but but you have had people contact
me it's not like I've reached I haven't
really reached out to anyone people just
if you get your game featured on Apple
people will just email you and some of
them will actually play your game and
then like tell you what they like about
it and then offer to help you make it
better and I usually don't respond to
those things but some people are more
persistent and sometimes they are
obviously another developer who has
interest in the game so that's what
really happened with sliders is multiple
people emailed me about it and like this
game should be doing better I'm like
okay sure tell me how and so that'll
happen eventually but not right now yes
since you don't 'soon all that stuff how
discoverability has now never been a
problem for you
how would you learn ASL if you've never
been a publisher no since you never
liked doing here so and doing
screenshots and icons and truly like
doing a lot about them you always focus
on the content of the game so why
discoverability has never been a problem
for you it's never been a problem
because when I first my first few games
weren't actually that successful but
they got the attention of touch arcade
consistently like my first game fireball
it hasn't sold that terribly well but it
was a good game and the people on touch
arcades forums liked it and they would
keep talking about it and then my next
game was pretty good
more attention and so touch okay just
kept consistently covering my games
because I was consistent and putting out
good games and I did it pretty fast
which most people don't do the games
quite as quickly so because I was able
to do the games consistently and fast I
just kept getting coverage and and
eventually Apple started picking up on
that and started featuring the games and
so now I have a pretty reliable I put
out the game I tell touch forget about
it I tell Pocket Gamer they cover the
games Apple features games somewhere on
the new games we love lists usually not
that high but depends on the game so
it's just been a cycle of putting out
lots of quality games to get to the
point where people will pay attention to
the new games that I put out so it's I
don't really like I think I've gotten a
little better at the screenshots and
like the descriptions and stuff but I
don't really know for sure like doing
the trailers I think helps because those
are actually on the store now but beyond
that I don't think I'm like that much
better than what I did in 2013 or 2014
okay pretty pretty lucky you are thank
you okay looks like it thanks for coming
[Applause]
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