That is, indeed a lot of great advice; a harsh reality that anyone developing should consider. I am in nosheet’s boat, except I’m on my second week and I will likely not be graced with a New and Noteworthy and my sales will likely continue to decrease until I get nothing. This is fine, as this is what I have come to expect. This is my first game and I have learned so much from it… More importantly what I learned is that I need to treat game development as a hobby initially and expect nothing in return. Thinking you will make a good living off of your first few games is unreasonable.
Here are some things that I have learned from my journey that someone might relate to: (please be warned these are my reactions to my first game being published and what I observed and might not reflect general opinion or reality)
- The initial release is the most important part, like everyone says… If you flub that, forget about it. It is incredibly difficult to regain the traction and make your way back up the rankings to make any impression. Like everyone else said previously you’d have to hit the lottery. Personally I have invested about $1,000 in various ads, time into trying to get reviews, getting my game into the community through forums and after day 3 I dropped down to 900 (ranking) in both of my categories and have fluctuated between 1000 and 400 ever since. People say that your placement doesn’t matter but it does, how many times have you gone through 1000 apps in a single category to see if there was anything interesting to download… Only when you are really bored… How many times have you opened the app store and browsed the first few pages? Exactly.
1.5) *added in* - People say “just give it time, people don’t know about it, they’ll find it and word will spread”… Unless you have a social game, word spreads slowly if not at all. And the lower you are in the app store the less exposure you will have. You can get reviews from a million sites but who are the people going to those sites? Are they general audience? Probably not. So your game has to be remarkable in order for a person of general public (and face it, that’s where the successes come from) to share your game with other members of the general public. For instance look at “draw something” you think that game is successful because it is developed well? Hell no, that game has so many bugs it isn’t funny. What it DOES do is allow you to connect the general audience and force them to want to share the game with other members of the general audience. Game blogs attract gamers, if that is who you are after then that is your audience but real success comes from the general audience.
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Everyone says “you have to invest in pre-release hype” but you just simply can’t do that with every game. If you are Rockstar releasing Max Payne, yes. If you are Mr. Indie developer releasing the 1,323,223rd angry animal game, then you probably won’t get much out of it. And also, unless you have an already established brand to back the game up with a history of another successful game, you will not have the cache to be noticed or respected unless the game is very different or revolutionary in some way.
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The price debate… I priced my game initially at $1.99. I felt like I invested more into polishing than most games on the market and that it deserved $1.99; I had cinematics, professional voice over, high quality music and sound effects, the whole shebang. The fact that I priced myself there probably screwed me on my initial launch and possibly the overall success of my game, mainly because I was a no-name with no history. People didn’t have a reputation or reviews of my game to justify buying it… .99 cents is an impulse buy price, $1.99 people need to justify it and you have to appeal to that person in some special way to get them to instantly want to buy your game at that price point. Games with more cache developed by the Goliath are more likely to be able to demand higher prices. Then there is the issue with pricing at .99 cents. At that point your game just blends in with the rest of them and you have contributed to the problem that in the app store and that is to feed the irrational need that people have to buy only .99 cent games because they can get any quality of game for that price.
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Changing your price… I dropped my price to .99 thinking that what “happened” to everyone else would happen with mine… That it would create this big boost of sales which would bring me up in the rankings and hopefully be seen by everyone and then gain some traction. That didn’t happen. I got a small boost of sales (like 10) and that’s about it. It didn’t increase my rankings in the store.
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The description is important. Brevity is key but make sure to give them all they need. I separated my description into categories 1) devices, 2) praise and reviews, 3) features, 4) story, 5) info on how to contact me. Along the way I had several people tell me that I they wanted this information or that information in order to justify the purchase but what it came down to was “how do I play your game, why should I buy your game, why is it special”
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There are many games in the app store but only a few TYPES of games, if you do not fall within these TYPES of games it will be harder to gain traction because people categorize your game instantly, if it falls into the categories that match up with their expectations then they are likely to buy it… By types I mean, angry games, versus games, ninja games, zombie games, shooter games, etc.
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Basically if your game is more complicated then tap, swipe or think on a small level, it will be harder for you to gain traction. Look at the top 10 games in the app store… You either slide, swipe, or tap in order to play them, that’s all you really need. And most of them have some sort of puzzle element to them. If your game is like those, then you have a better chance at winning the lottery. That’s not to say the more complex games aren’t great and highly regarded, but you narrow your audience with those games and in turn lower your expectation for Angry Bird success.
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The “I got 3,500 downloads in 3 days!” effect. Yeah, I’ve heard it a million times too and dollar signs always appear above people’s heads. What they don’t realize is it is for a FREE game and they are likely to make NOTHING off of those 3,500 people. Why is it remarkable that you have 3,500 downloads in a few days on a free game? Sure, thousands of people are playing your game and if that is why you are in it then you are justified but for those who want to make a career out of it, that is pointless knowledge and not remarkable. (I realize this may make me look like a jerk because the main goal should always be for many people to play your game but lets face it, people want to make money off of their game and make a career out of it and when we see that a person is remarking about how they have a ton of downloads on a free game, secretly we hate it)
What I’m trying to get to with all of this is that you can’t take the stories that people put out there from experience as scripture, not even mine. I must have spent days reading what people did, how they failed, how to do this to do better and to be honest nothing worked and there is no systematic way to win the app store. The App Store is an organic beast and no two experiences will be the same. My game will probably not see 500 downloads a day like nosheets. I feel like it deserves that, but it won’t. Sure I could dump $10,000 into tv commercials geared toward kids and quit my day job to promote it and it might be a small success but I can’t do that. At the end of the day we are fighting against giants and what everyone says is right, if you are in it to make money chalk it off as a hobby and forget about it if it comes good for you, if it doesn’t you won’t be disappointment. I did what nosheets said not to… I spent the first week refreshing my stats page in applyzer.com… I searched google and twitter to see if a buzz was building (and it was, mostly by hackers trying to give away my game)… I woke up every morning to look at iTunes Connect to see if I had sold 500 games that day and every day I have been disappointed.
I know that what I have said or suggested might not be precise to a lot of the expectations people have had or will have, but they are my experiences thus-far and for what it is worth, hopefully someone will take something from it.
So please no hate posts against me [import]uid: 63800 topic_id: 24394 reply_id: 101314[/import]