Game Design, Programming and running a one-man games business…

Generating traffic in the long term

This is really hard for a single developer, because we do not have much regular reason to return. I’d wager that if you are a regular visit to one of my sites you are either:

1) A reader of this blog. Hello!

2) A poster on my forums.

The problem is, you are never going to pop back to www.positech.co.uk in case there is a new game released, because it’s a 2 year release cycle these days. Eeek.

Above: Indie website traffic, between releases

Because I am a wimp who prefers semi-regular income to sudden spikes followed by two years of silence punctuated by tumbelweed, I am happier if I get regular income from sales over time. Obviously that means I need a regular flow of new potential customers, and an ongoing healthy conversion of potential to actual customers. What ways exist to get this regular traffic?

1) Regular releases of new games. The problem here is you either have to make easy-to-make, small casual games that you can churn out regularly, or you have to expand big time and fund the creation of multiple big games with intertwined release cycles. I much prefer the latter, but it will be a few months before you are likely to hear me talk about that. And I have no experience of doing this yet.

2) Cross-sell affiliate games from other devs. I used to do this a lot, but in the end launched showmethegames.com instead. The problem is, it makes your website looks just like every other casual affiliate site and it stops reflecting your indieness. This is why I stopped it.

3) Build a community. Either through the game itself (MMO’s are a big win) or somehow through other means. Obviously a blog is a great help here, along with facebook and twitter. Youtube can even be a blogging site in some ways. The problem here is it all takes time away from game development. You can hire a PR guy, but the whole point of being indie is that you are close to your customers, so why hire someone to wreck that relationship? I screwed up a bit here on facebook. I didn’t know if I wanted my facebook page to be businessy or personal. I still don’t know, and I hardly ever bother using it now anyway, and almost feel like closing it. I do tweet a lot though @cliffski. Another win for me was the modding scene for all my games, expressed through the forums. Again, the trouble here is it takes time to support and encourage.

4) Spend advertising money. This is something I tend to default to. The main gain here is that it involves money but not time, and I am atrociously time poor. The downside is that it produces very marginal gains in profit. I feel it necessary to remind you that revenue is for ego, profit is where it’s at. If I quadruple the ad budge for democracy 2, I get an increase in profit of 6%. That’s still worth doing, obviously, but it’s also within the margin for error. There is little point in having huge sales, and admin hassles, and support costs, if you actually don’t end up making any more profit from doing so.

So what should the struggling indie do? Well it’s very very difficult. It depends on your strengths. The time-poor should maybe go with ads. people who like shorter smaller games should go with 1) people who love being online chatting 24/7 should maybe go with 3). I don’t have all the answers, I just know how I’ve muddled though this problem over the years.

The other solution is of course the ‘introversion’ strategy. You release games in sudden awe-inspriing bursts of sales-success that means you can finance effectively disappearing for years at a time. This is, after all the strategy of many AAA developers. I just find it a bit scary :D

 

 


6 thoughts on Generating traffic in the long term

  1. Notch has struck upon an interesting cross variation of 1) and 3) with Minecraft. I don’t expect he’s the first, but I do suspect it has contributed to the game’s success. By involving the community in the development of the game, letting them playtest (or just play) it on the fly he has generated a huge amount of word-of-mouth interest and player emotional investment. Clearly this wouldn’t work with every game – at one point Minecraft was receiving a content update a week, and not every game has the scope for that – but it does show that a rapid release schedule of micro content patches could generate and maintain a lot of interest.

  2. /You release games in sudden awe-inspriing bursts of sales-success that means you can finance effectively disappearing for years at a time. This is, after all the strategy of many AAA developers. I just find it a bit scary/

    You shouldn’t.

    E. g. I know for sure I’m never buying any of you back-catalogue full-price. I won’t buy any of them for $10 a-piece either.

    Make it $5/piece or $10 for the large pack – and I’m in.

    It’s not that I’m greedy, but to be frank, post-release support for both Democracy and Kudos series was lackluster – lots of updates, sure, but most are just one-fix updates, nothing to be excited about. Long-glaring design issues and lack of features stroubles them to this same day. Now GSB… That’s what I call support.

    So a sale might actually turn in a profit from those who don’t ever consider buying the old stuff. And that’s a sure way to increase profit :).

  3. I’m not sure you should always lump the blog in with community, if you continue posting regularly about the process and technical details of game development, as you do.

    Instead of just a marketing tool for updates about your games (which it still incidentally remains), then the blog is also an insight or resource for people interested in running an independent gaming business or game dev in general.

    I personally haven’t purchased any of your games yet (nor pirated them) because they’re not really my type of thing, but follow your blog because I find the process interesting. But since I know about your games now, if I was talking to someone looking for those types of games I’d send them your way.

  4. You could do alpha/beta sales, the earlier the version the higher the discount (like minecraft).

    With an online game you could do that too, and provide content and gameplay updates after release.

    “expand big time and fund the creation of multiple big games with intertwined release cycles”: I think bigger games would be possible by cooperating with other indie devs.

  5. YouTube helps to build community especially since some of the best channels are based in the UK. A TotalBiscuit lets play coupled with Yogscast playthrough for multiplayer will add sales and a portion of those will stay to increase traffic.

    Creativity through uploads of skins/voicepacks for armies would help community input and constant traffic to get the latest and greatest. Personally, I’d be psyched for a mod with Fireflys Browncoats vs the Alliance.

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