Game Discoverability Day: Free vs. Paid: Discoverability for Smaller Mobile Games

GDC
17 Feb 202025:49

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

00:00

🕹️ 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.

05:01

📈 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.

10:03

📊 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.

15:03

💸 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.

20:04

🎮 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.

25:05

🤝 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

Un desarrollador de juegos es una persona que crea y produce videojuegos. En el guion, el narrador menciona su experiencia como desarrollador de juegos, habiendo trabajado en equipos pequeños, grandes y también como desarrollador solitario, creando 17 juegos móviles.

💡Autopublicación

La autopublicación se refiere a la práctica por la cual un creador de contenidos, como un desarrollador de juegos, publica y distribuye sus propias obras sin intermediarios. El guion destaca que la mayoría de los juegos creados por el narrador fueron autopublicados.

💡Juegos móviles

Los juegos móviles son videojuegos diseñados para dispositivos móviles como smartphones y tabletas. El video trata sobre la experiencia del narrador desarrollando juegos para plataformas móviles, destacando las ventajas y desafíos de esta plataforma.

💡Free-to-play

Free-to-play hace referencia a juegos que se pueden jugar gratuitamente, pero que pueden incluir compras dentro del juego (microtransacciones) o publicidad para generar ingresos. El narrador discute su experiencia al crear un juego free-to-play y las estrategias para hacerlo exitoso.

💡ASO (Optimización deMotores de Búsqueda)

La ASO es el proceso de mejorar la visibilidad de una aplicación en los resultados de búsqueda de una tienda de aplicaciones. En el guion, se menciona que el narrador no se enfoca mucho en la ASO, pero reconoce su importancia para el éxito de los juegos free-to-play.

💡Tienda de aplicaciones

Las tiendas de aplicaciones son plataformas digitales a través de las cuales los usuarios pueden descargar y comprar aplicaciones, incluyendo juegos. El guion habla sobre la importancia de obtener características o 'features' en la tienda de aplicaciones para aumentar la visibilidad de los juegos.

💡Descubribilidad

La descubribilidad se refiere a la facilidad con la que los usuarios pueden encontrar y acceder a una aplicación o juego. El narrador discute cómo la consistente cobertura de sus juegos por parte de medios especializados como Touch Arcade y Pocket Gamer ha ayudado a mejorar la descubribilidad de sus juegos.

💡Publicidad

En el contexto de juegos free-to-play, la publicidad es una forma común de monetización que implica mostrar anuncios a los jugadores. El guion menciona la publicidad como una de las estrategias para generar ingresos en juegos free-to-play.

💡In-app purchases

Las compras dentro de la aplicación son transacciones que los usuarios realizan para obtener contenido adicional o beneficios dentro de una aplicación, como juegos. El guion discute cómo las compras dentro de la aplicación son una forma de generar ingresos en juegos free-to-play.

💡Ciclo de desarrollo

El ciclo de desarrollo se refiere al proceso y la secuencia de pasos que se siguen para crear un videojuego. El narrador describe su enfoque en crear muchos juegos pequeños rápidamente como parte de su ciclo de desarrollo y estrategia de negocios.

💡Juegos pagados

Los juegos pagados son aquellos que se compran por un precio fijo antes de ser descargados o jugados. El guion explora el desafío de vender juegos pagados en una industria cada vez más dominada por juegos free-to-play y cómo el narrador ha tenido éxito con este modelo en el pasado.

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

play00:02

[Music]

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this is a quick timeline of my history

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as a game developer I worked on small

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teams large teams and all by myself I've

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created 17 mobile games as a solo

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developer and most of those were

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self-published a bunch of icons are

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probably a terrible way of showing games

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so here for you games I'll be talking

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about today

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[Music]

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[Music]

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[Music]

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all right let's go back here okay so in

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the middle of last year my work at

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revival productions was coming to an end

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I had stopped reading games to for about

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three years to work on a spiritual

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successor to descent I knew I wanted to

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go back to the reading games full-time

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but I wasn't sure if I could still make

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a living doing paid games on mobile like

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I had in 2014 when I was looking through

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my previous games analytics on the App

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Store something stood out this last

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column over here that's the sessions

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that players have played the game in the

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last year and Inferno to my best my

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best-selling game by a large amount is

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actually played lot three times less

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than slide race which is down near the

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bottom slide this is an infinite puzzle

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game similar to Tetris in a few ways I

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wanted to make a sequel and it seemed

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like a good idea to make sliders to a

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free game so I studied lots of free

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games and watch lots of videos about how

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to make free-to-play games I'll come

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back to how that worked out first sight

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just to later well let's step back for a

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second and ask why I chose mobile games

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over other platforms actually the reason

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is simple touch arcade and Pocket Gamer

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consistently cover my games and Apple

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gives them minor features I spent a long

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time working on overload with the guys

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at revival it's an awesome game but very

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people very few people knew about the

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game and the sales reflect that it

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reminded me how hard it is to get

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attention and then I should take

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whatever attention I can get and just

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for reference the mobile version of

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inferno 2 has sold about 50 times better

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than the PC version when people talk

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about discoverability they often

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mentioned reaching out to content

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creators and building the community but

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not me I don't like spending time

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talking to people I'm not sure there I'm

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sure there are other things that are

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worth doing on a game that takes a month

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I'm not sure these things are worth

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doing on game that takes a month or two

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if you make free-to-play games you need

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to make a good game and you need to do a

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lot more stuff on top of that this is

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just the ASO side of things you need to

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think about the icon to tie it all the

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screenshots the description the video

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you can optimize those things this is

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stuff I don't want to do I don't want to

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spend time doing anything really

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besides making a game so I just do a

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good first pass and I don't spend any

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time refining but if you want to do well

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with free games you should be doing this

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stuff so if I don't like spending time

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on major aspects of making my game

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successful why am i up here my goal is

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not to make the most amount of money

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possible with my games my goal is to

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make as many good games as I can before

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I die like that's my goal in life that's

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my bucket list is to make lots of good

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games so I've made that the core of my

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strategy like I basically say if I make

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lots of games that are decent people

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will follow me and then they'll buy more

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of my games and I can keep making games

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so first I create lots of small titles

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quickly I have lots of experience I'm

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able to focus I'm impatient the next

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game is always appealing to me that's

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the fun part of game development is

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working on the games then I create all

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the stuff that I don't enjoy doing

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though I do enjoy making trailers more

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or less except for the capturing the

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footage part and then around launch I

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email about a dozen press people and do

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some social media posts and I usually

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contain this to a dozen people because

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those are people who consistently cover

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my games I usually spend about a day

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promoting the game when it's about to

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launch and the days after the launch

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I usually update the game to deal with

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feedback and refine it based on reviews

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and then I move on as fast as possible

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I'm usually excited to work on something

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new in fact I've probably worked on the

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new game for the next game for a week by

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the time the previous one is released

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this cycle does not include contacting

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people at the App Store or Google Play

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I've never talked to those people but

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obviously they see the games on touch

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arcade and Pocket Gamer because I would

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say like 15 of the 17 games are released

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on App Store have been featured the only

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forms I use our touch arcades I just

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respond to the people there because they

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like my games and then I also do a

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weekly blog post but it's more more for

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me than anyone else because it just

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helps me sort out my thoughts and this

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is what happens when I get into a good

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cycle this is the sales chart from my

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iPhone releases in 2014 it's not very

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impressive but keep in mind that the

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Android versions were adding decent

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multiple

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on top I didn't realize it at the time

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but I averaged $10,000 a month between

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these four releases for on those two

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platforms and my next game was inferno -

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which outsold all these games combined

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stopping to do another interesting

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project is one way to screw up the cycle

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and that's what happened with inferno -

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but there are other ways to do it

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you can also do your trailer too early

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and you don't making a second one like I

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did with scorcher you get too ambitious

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and you end up with an alpha trailer

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early on and then nothing close to a

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finished game like gigatron because I

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ran out of money or you can usually end

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up doing too much at once and it's hard

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to finish something when you're doing

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multiple things at once I can usually

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handle two projects at once one that's

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starting and one that's finishing but I

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can't handle more than that I have

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trouble so keep in mind that I make rkt

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action and puzzle games my deeper and

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more relaxed action games that have

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actually sold better well that usually

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involves more complexity in a longer dev

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cycle many other genres are actually

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better suited to paid games for small

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developers such as adventure games

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role-playing games and other story based

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experiences I'm not against doing larger

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games but all my games have either been

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less than 2 months or more than 10

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months something in between is probably

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the sweet spot for me and I'll try to

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aim for that in the future now everyone

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knows that free games are winning the

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battle for a market share and paid games

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are going to extinct this graph is from

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3 years ago it's 92 to 8% and it's only

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gotten farther than that

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since then very few developers are

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making only paid games on mobile and the

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main reason these are screen caps of

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today's top charts with a grossing chart

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on the right minecraft is a top-selling

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paid game and it's ranked number 62 in

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the grossing chart the next theme after

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minecraft isn't ranked number 224 and

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this chart doesn't measure ad revenue

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just in-app purchases so there's plenty

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of ad based games that are way above

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Bloom's td6

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there's no question paid games are a bad

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idea if you're trying to make a lot of

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money if that's your only goal you

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should make free games and I'll get back

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to that let's see how paid games have

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done for reading games over the past 7

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years

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Ferno plus is the third game I'd

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launched as rating games and my most

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successful of 2012 it got some press

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coverage but no Apple feature that I can

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remember it wasn't a significant launch

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but it had a pretty long tail because

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it's a pretty good game after moderate

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success in 2012 converting four games to

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iOS I spent about 10 months on a larger

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game called bomb cats it was a huge

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disaster and the most stress I felt as a

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developer in my life it's still painful

play08:16

to talk about to be honest but just

play08:18

search my blog if you want to learn more

play08:19

let's move on after bomb cuts failure

play08:23

crush was a desperate attempt to get

play08:25

some money back well I also worked on

play08:26

Android ports of all my games it was a

play08:29

pretty simple game so I tried launching

play08:30

at $0.99 to see if maybe $0.99 games

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were better for me because I all my

play08:33

previous gaming had been in $1.99 it was

play08:37

my fifth solo release and I still

play08:38

couldn't break the top 200 in the paid

play08:40

game sales charts the Android ports

play08:43

ended up doing pretty well and I signed

play08:46

a contract to work on a game with

play08:47

Cartoon Network so raiding games was

play08:48

able continue despite Bobcats failure

play08:50

after the Powerpuff Girls game which was

play08:54

another 10 month project like Bobcats I

play08:56

went back to smaller games Joey Joey was

play08:59

the second release in 2014 and probably

play09:00

the start of what I would call the

play09:02

golden era of raiding games releases I

play09:04

got the usual amount of coverage and

play09:06

some actual good featuring by Apple for

play09:08

the first time it had a solid launch

play09:11

week and my first game to break the top

play09:14

200 in the paid sales games charts fluid

play09:17

came the month after with pretty

play09:19

consistent results June had fewer game

play09:22

releases that year so even though it

play09:23

sold less loot got a higher ranking on

play09:25

the charts I'm gonna tight all these

play09:27

rankings together at the end

play09:28

so you'll see why I'm covering that

play09:31

super cross fighter or same year another

play09:33

month later also got good coverage it

play09:35

was a remaster of a game I did three

play09:37

years before that but it still got

play09:39

featured by Apple and had a sales spike

play09:41

the week after because it was released a

play09:43

little bit in a weird time in my best Us

play09:46

sales days so far thanks to that feature

play09:48

and it broke the top hundred then came

play09:51

Inferno 2 and I finally had my first hit

play09:53

game they got the number three slot on

play09:55

the new games list the highest of all my

play09:58

games notice that it took over a

play10:00

thousand sales to reach number 44

play10:02

the top rankings in September of the

play10:08

next year I launched Devastator it got a

play10:10

good feature by Apple though not quite

play10:11

as good as inferno to notice that it

play10:14

reached almost the same paid game sales

play10:15

rank with under half the number of sales

play10:18

we can start to see the effect of fewer

play10:20

paid games being released because this

play10:22

game sold way less than inferno to

play10:24

almost got the same ranking the sales of

play10:27

course dropped off a cliff because his

play10:29

name was way too hard at launch but it

play10:32

also only took five Meek's to five weeks

play10:34

to make so why did it launch 11 months

play10:36

after inferno - well I started working

play10:39

on overload before I knew how successful

play10:41

Inferno 2 was going to be I was a huge

play10:44

descent fan and had worked on descent 3

play10:46

so it was a very cool opportunity to

play10:48

work on overload a spiritual successor

play10:51

the next year after Inferno 2 was pretty

play10:54

messy in terms of development and was

play10:56

probably my least productive since I

play10:57

started reading games after Devastator I

play11:00

went back to overload with more people

play11:02

helping out and revival 2 decided to do

play11:05

a Kickstarter this was two years after

play11:06

Kickstarter had peaked these pics are

play11:09

from the overload Kickstarter campaign

play11:10

when we decided not to shave until we

play11:12

made it it was the second most stressful

play11:15

time in my life as a developer and we

play11:17

only made it with 2 hours remaining and

play11:19

it was not worth it I have to say like

play11:23

we promised so much stuff from the

play11:24

Kickstarter that we ended up taking like

play11:26

a year longer than it would have taken

play11:27

to make the game otherwise and that year

play11:29

cost way more than what the Kickstarter

play11:31

made on the positive side the cent fans

play11:34

love the game and I learned a lot about

play11:36

unity and became a better programmer

play11:38

because of overload so getting back to

play11:41

paid games we now fast forward to my

play11:43

first paid release since Devastator this

play11:46

game released two weeks ago and I have

play11:48

to admit I was a bit worried that it

play11:50

wouldn't make it out in time for this

play11:51

talk it looks like a normal launch

play11:54

sales curve to me except for a bigger

play11:56

than usual Saturday spike thanks to an

play11:57

extra feature on that day it's doing

play12:00

about as well as I expected to be honest

play12:02

the game stands out visually but let's

play12:04

also score focused and score focus games

play12:07

don't sell that well in my experience

play12:08

they're just a little too hardcore for

play12:11

most people and it doesn't have quite

play12:12

the same appeal to a broad audience

play12:14

it has significantly fewer sales than

play12:17

Inferno 2 but a much better chart

play12:19

ranking and this is four years four and

play12:22

a half years after Inferno 2 launched so

play12:26

let's look back at a bunch of numbers to

play12:27

see how many downloads it takes to get a

play12:29

certain slot in the top page charts if

play12:31

you look at the early years verses 2019

play12:33

you can see it takes a lot fewer

play12:35

downloads to get it into the top like

play12:38

number 25 is 664 downloads and I bet in

play12:41

2013 that would have been like ranked

play12:43

100 so this chart kind of graphs the

play12:50

approximate sales to chart ranking it

play12:54

used to take over 200 downloads to get

play12:55

into the top 200 games in 2013 and now

play12:58

if you get 200 downloads you'll be in

play13:00

the top 80 the top yellow line shows how

play13:03

many downloads you need to get to reach

play13:04

the top 50 and that's down below it's

play13:07

around 300 games now 300 downloads a day

play13:10

so why are the top games selling less

play13:14

because people are making less of them

play13:16

everyone is making free games and not

play13:18

many are making paid games because there

play13:22

are more free games and many more of

play13:23

them are good many people are less

play13:25

willing to pay for paid games to be

play13:28

honest it's hard to judge based on one

play13:30

game released this year and I need to

play13:31

release more to make any definite

play13:33

conclusions but I don't think paid games

play13:35

are dead they're just been gutted now

play13:37

let's look at a comparable free game

play13:39

which released four months ago

play13:41

this is sliders two's launch which got a

play13:44

similar level of coverage and featuring

play13:46

a scorcher the overall revenue is

play13:48

actually very similar to Scorchers for

play13:50

the first five weeks just a bit more

play13:52

smoothed out notice that it was getting

play13:54

around six thousand downloads a day but

play13:56

never broke the top 200 in free games

play14:00

when I said the games had a similar

play14:02

level similar level of featuring I

play14:04

wasn't under selling it they literally

play14:06

had the same slot in the new games list

play14:08

and usually I found that the slot on the

play14:11

new games list is directly corresponds

play14:14

to how many downloads I'll get for my

play14:15

game regardless of quality I'm not sure

play14:18

if Apple meant to give them the same

play14:19

slot but it sure makes for a nice

play14:20

comparison the games are different and I

play14:23

would still expect a reason about

play14:26

reasonably similar sales between the two

play14:28

so let's

play14:28

compared more directly these are the

play14:32

first week downloads in the US only with

play14:34

a same featured slot sliders to release

play14:37

at a better time of year in late

play14:38

November but scorcher had a better bonus

play14:40

feature I'm not sure this ratio is

play14:43

totally accurate what it feels about

play14:45

right to me and for lower lower price

play14:47

gains the ratio will be a bit closer

play14:48

than 20 to one the important thing aside

play14:51

from the ratio is where the games ended

play14:53

up on the charts they're just a lot more

play14:55

free games getting tons of downloads so

play14:57

it's a lot harder to get on to the top

play14:59

charts their long-term slide just to is

play15:03

continue to do pretty well for people

play15:05

who figure out the game it's very

play15:07

satisfying and enjoyable to play it was

play15:09

my first game to get a significant Apple

play15:11

feature beyond a good launch slot it got

play15:14

game of the day in the u.s. in January a

play15:16

bunch of other countries in February and

play15:18

then China and March it was like getting

play15:20

three extra launches for the game the

play15:23

best revenue day was actually from the

play15:25

China feature mostly due to ads so

play15:29

here's the total stats for slightest -

play15:31

up until last week given the quality of

play15:35

the game their downloads these revenue

play15:37

revenue numbers actually seemed pretty

play15:38

low the reason is the retention and ad

play15:41

revenue numbers aren't good enough for a

play15:42

game of this quality I'm happy with the

play15:45

downloads and overall results but I've

play15:47

been lucky and those download and those

play15:49

numbers up here the especially the ones

play15:51

at the bottom they could be even worse

play15:52

and I'll show you why this is pivotal

play15:56

this was touch arcades game of the week

play15:58

that weekend came out it's not a bad

play15:59

game

play16:00

it was feature than new games we love

play16:02

lists and it got quite a few downloads

play16:04

the first week but it was just a little

play16:06

too hard for people to figure out for

play16:08

lots of people to figure out and not

play16:09

quite as good as sliders - this is what

play16:12

happens when you don't really know how

play16:13

to make a free game if it had been paid

play16:15

I would estimate it would have made

play16:16

three times as much if not more than

play16:19

this amount so making free games is

play16:23

harder than paid games in a few ways you

play16:25

have to be more hardcore about

play16:27

ease-of-use issues and refining the UI

play16:30

flow and keeping things simple this is

play16:32

the easy stuff the stuff is the

play16:33

developer that you can handle it

play16:35

requires a shift in mentality but it's

play16:38

not painful now we're getting to the

play16:41

more painful stuff

play16:42

doing a free game means you have to

play16:44

think about ads or in-app purchases or

play16:46

both you'll feel more constraints on the

play16:49

genre and you expect the complexity of

play16:50

your game the game systems will be

play16:53

warped to fit the need to retain users

play16:56

and generate revenue ad based games need

play16:59

to be simple and easy to get into and

play17:01

in-app purchase games need to be deep

play17:03

and content heavy you also need to be

play17:06

obsessive with your stat tracking this

play17:08

page right there it updates in real time

play17:10

you can see every dot pop-up for every

play17:12

time someone installs your game or start

play17:13

your game and it's kind of it's not good

play17:16

for your mentality I looked at this page

play17:17

multiple times especially when sliders

play17:19

to launch I was like I can't do this I

play17:21

can't handle this as a solo developer so

play17:26

after launch you'll get emailed by lots

play17:28

of IDI companies offering to boost your

play17:29

revenue saying you're not making enough

play17:30

money do you use multiple companies or

play17:32

you stick with one for simplicity how

play17:35

much do you negotiate how much time is

play17:36

required to set up all this stuff to

play17:38

make them negotiate with each other in

play17:40

real time then there are the reviews

play17:43

some negative reviews provide critical

play17:46

info about a bigger issue but many

play17:48

others are not as fun to read and they

play17:49

might be useful so you have to suck it

play17:52

up and just read them anyway and all

play17:54

that ASO and UA stuff that I mentioned

play17:56

before that needs to be done - making

play17:59

free games is overwhelming and I have a

play18:01

simple recommendation if you want to do

play18:02

them if you don't enjoy obsessing over

play18:07

optimization and stats get someone to

play18:09

help you it could be a partner a

play18:12

publisher a co developer or consultant

play18:15

if you're doing free games I'd almost

play18:17

say this is a requirement let someone

play18:20

else who knows what they're doing handle

play18:21

the stuff that sucks you'll have to

play18:24

share some of the money but there will

play18:25

probably be a lot more of it this is

play18:30

what it feels like to make a pay game in

play18:31

2019 it doesn't mean you shouldn't do it

play18:33

but you have to go into it with the

play18:35

proper expectations there are still some

play18:37

players who love and prefer paid games

play18:39

there are lots of them on touch arcade

play18:41

and you'll probably be able to make more

play18:44

of these games if that's important to

play18:46

you and comparing these two games

play18:50

sliders and scorcher had similar

play18:52

featuring and Reverend numbers in the

play18:54

first few weeks

play18:55

it's still too early to tell what the

play18:57

long term sales will be and sliders too

play18:59

has had lots of help

play19:00

after those first five weeks but working

play19:03

on scorcher was more enjoyable and the

play19:05

launch was way less stressful and I

play19:07

would have enjoyed working on sliders

play19:09

too more if it were paid and made the

play19:10

same amount of money I don't like that

play19:13

nagging feeling that I need to keep

play19:14

working on a game I like finishing

play19:16

things and feel good about finishing

play19:18

things and moving on to the next thing

play19:19

and I'm always excited about the new

play19:21

game that's coming up more game ideas I

play19:23

finally get to work on this thing so if

play19:28

you're doing paid games you probably

play19:30

need to get an Apple feature to be

play19:31

successful that's not new that's been

play19:34

true for eight years probably you'll

play19:37

also have a lower cap on the revenue you

play19:39

make but you might enjoy working on the

play19:41

game more there are fewer paid games but

play19:44

I don't think the good ones are

play19:45

necessarily selling less there's just a

play19:47

lot fewer of them on the other hand I

play19:50

studied free games for many months

play19:52

before doing pivotal and sliders - and I

play19:54

still sucked at it it takes a certain

play19:56

mentality to do free games well and it's

play19:58

hard to do by yourself

play19:59

get an expert to help you and you'll be

play20:02

less stressed and probably make a lot

play20:03

more money I'm not saying this because I

play20:05

have anything to sell I'm not an expert

play20:07

but I've talked to other developers and

play20:10

all our publishers and other people who

play20:12

do this sort of thing and like you guys

play20:14

just know so much more about this than I

play20:15

do and you actually want to do that

play20:17

stuff and I don't and before I end I

play20:21

have a couple more quick slides earlier

play20:22

Ike recommended not doing an early

play20:25

trailer but sometimes it works out if

play20:27

you have the right game and trailer I

play20:29

have around 2,000 followers on Twitter

play20:32

but a tweet with the trailer from speed

play20:34

demons was this game got over 12,000

play20:37

views in the first week it was the most

play20:39

liked and retweeted thing I've done by a

play20:41

factor of like 5 and it opened up new

play20:44

opportunities for raiding games but it

play20:46

was a risk spending that much time on a

play20:48

trailer that early in development it

play20:50

just happened to work out this time

play20:53

let's take a look at some total sales

play20:55

numbers as well cuz everybody like stats

play20:57

these charts are a few days old so

play20:59

scorcher sales are a little bit off and

play21:01

the free games only show in-app

play21:03

purchases only I don't know what

play21:05

happened with Google Play this year but

play21:06

it's been sucking

play21:07

for me regardless my better games have

play21:10

had better long-term sales and that's

play21:13

pretty encouraging I think because if

play21:15

you look at the top charts those games

play21:17

have had good reviews in general and

play21:19

have continued to sell pretty well and

play21:20

when a new game comes out those are the

play21:23

games to get the bigger boost and a

play21:27

little while back someone put together a

play21:28

comparison of first week versus first

play21:30

year sales for a bunch of steam games

play21:32

sign in from GDC asked me to do the same

play21:34

thing for my game so here are six games

play21:36

in order of release the ratios are

play21:39

actually lower than I expected

play21:40

though the revenue revenue numbers are

play21:42

pretty much what I would expect the

play21:44

biggest few factors in what affects the

play21:46

ratio are the perceived game quality and

play21:48

style of game leads to better long-term

play21:50

sales and the games with the lower

play21:52

ratios usually had better features in

play21:54

their first week even though Devastator

play21:56

at the bottom has the lowest ratio

play21:58

that's because it got a really good

play21:59

feature and then people really didn't

play22:01

like the hard Cornus of it after it was

play22:03

no longer featured so I don't think it's

play22:06

a time thing that affects the ratio I

play22:08

think the ratio is still the same over

play22:10

time and that's it's and we're just on

play22:15

time perfect

play22:22

so if you have any questions there's a

play22:24

microphone right there I'm happy to

play22:26

answer any questions now or if you want

play22:28

to talk outside that's fine too so I'm

play22:39

curious who you recommend getting help

play22:42

from who do you have had partners that

play22:45

you've enjoyed working with and what do

play22:46

you think I who would I recommend

play22:51

anybody who does free-to-play games if

play22:53

you have a good game to show off you

play22:55

could just like you could contact any

play22:57

publisher there's lots of other small

play23:00

developers who are doing free games and

play23:01

making lots of money you could contact

play23:03

some of them like I'm not one of those

play23:05

guys but but you have had people contact

play23:08

me it's not like I've reached I haven't

play23:10

really reached out to anyone people just

play23:12

if you get your game featured on Apple

play23:14

people will just email you and some of

play23:17

them will actually play your game and

play23:20

then like tell you what they like about

play23:21

it and then offer to help you make it

play23:23

better and I usually don't respond to

play23:25

those things but some people are more

play23:26

persistent and sometimes they are

play23:29

obviously another developer who has

play23:31

interest in the game so that's what

play23:33

really happened with sliders is multiple

play23:34

people emailed me about it and like this

play23:37

game should be doing better I'm like

play23:39

okay sure tell me how and so that'll

play23:42

happen eventually but not right now yes

play23:50

since you don't 'soon all that stuff how

play23:53

discoverability has now never been a

play23:55

problem for you

play23:56

how would you learn ASL if you've never

play23:58

been a publisher no since you never

play24:01

liked doing here so and doing

play24:02

screenshots and icons and truly like

play24:05

doing a lot about them you always focus

play24:07

on the content of the game so why

play24:09

discoverability has never been a problem

play24:12

for you it's never been a problem

play24:14

because when I first my first few games

play24:17

weren't actually that successful but

play24:20

they got the attention of touch arcade

play24:22

consistently like my first game fireball

play24:27

it hasn't sold that terribly well but it

play24:28

was a good game and the people on touch

play24:31

arcades forums liked it and they would

play24:33

keep talking about it and then my next

play24:34

game was pretty good

play24:36

more attention and so touch okay just

play24:39

kept consistently covering my games

play24:40

because I was consistent and putting out

play24:42

good games and I did it pretty fast

play24:43

which most people don't do the games

play24:46

quite as quickly so because I was able

play24:49

to do the games consistently and fast I

play24:51

just kept getting coverage and and

play24:53

eventually Apple started picking up on

play24:54

that and started featuring the games and

play24:56

so now I have a pretty reliable I put

play24:59

out the game I tell touch forget about

play25:00

it I tell Pocket Gamer they cover the

play25:02

games Apple features games somewhere on

play25:04

the new games we love lists usually not

play25:06

that high but depends on the game so

play25:08

it's just been a cycle of putting out

play25:11

lots of quality games to get to the

play25:13

point where people will pay attention to

play25:15

the new games that I put out so it's I

play25:18

don't really like I think I've gotten a

play25:21

little better at the screenshots and

play25:22

like the descriptions and stuff but I

play25:23

don't really know for sure like doing

play25:25

the trailers I think helps because those

play25:27

are actually on the store now but beyond

play25:29

that I don't think I'm like that much

play25:31

better than what I did in 2013 or 2014

play25:33

okay pretty pretty lucky you are thank

play25:38

you okay looks like it thanks for coming

play25:45

[Applause]

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