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

Why advertising always works, using science, not bullshit

Its my life’s work to persuade indie game developers, computer programmers and other ‘smart’ people, that they are wrong and that advertising works. A lot of people think ads dont work, and some even arrogantly think ads work, but ‘not on them’ because they are ‘too smart’. This is totally and utterly wrong, and the reason these otherwise ‘smart’ people are so wrong is they fundamentally misunderstand how ads work.

The top assumption about ads is that they are trying to consciously persuade you to purchase the product. Ha. No. That was maybe 50-100 years ago. Thats not how ads *actually* work, although frankly 75% of people who actually work in advertising have no idea about this. Sometimes you see really bad ads and its clear they have no idea, but there is plenty of scientific research into ads, and more importantly the working of the brain, which shows how they really work.

Our brains are basically super-parallel pattern recognition machines. Pattern recognition is an excellent way to structure the brain, and also explains why we are so amazing at recognizing faces, but so awful at basic maths. First and foremost, we are not philosophers, scientists, programmers or politicians. First and foremost we are a lump of flesh and bone that wants to find food, and not get killed. Everything else, even sex, is secondary. By having our brains work as big pattern recognizers, we get very good, very accurate and very FAST at recognizing visual images. Computers can run rings around us at math, but still struggle to match our ability to navigate our 3D world by driving a car. We are awesome at recognizing stuff.

If you had to write a very FAST (and thus very short) program for staying alive, and could do only on the basis of visual input, yet had amazing pattern recognition, how would you write the pseudo code? Here is the simplest (and best) code.

IF IfSeenThisBefore() {Relax()} ELSE { RunLikeHell()}

It makes perfect sense. Our basic, animal selves have seen fellow humans all the time, but never seen a lion. So when we see a lion, we run like hell, because it MIGHT be dangerous. Any visual pattern we have hundreds of copies of stored in our brain is a sign that we saw those things a lot AND LIVED. It really is that simple. To put this in less ‘scared mammal’ terms… Fear the unknown.

Xenophobia isn’t all the fault of fox news, its baked into us, and its baked into most mammals too. Be wary when you are in an unfamiliar situation. If you see images you have never seen before, be alert. be prepared to flee at a moments notice. Seek out familiar sights, which are signs that its safe. When you think about it, this explains a whole host of human conditions and situations which we dress up as being more complex.  Scared of going to a party full of strangers? Yup, same phenomena. Scared of first day on new job, Yup, same phenomena. Hate sitting in a restaurant alone waiting for your partner? Yup, same phenomena. We are hardwired to FEAR novelty and to seek out comfort in FAMILIARITY.

So deep down, we always choose the familiar, in all circumstances, when we are not deliberately and consciously over-riding that using our higher-brain functions. And guess what? when we are casually browsing, we are not using our higher brain functions, a load of visual fluff enters our optic nerve and the subconscious brain responds to it, always seeking out the familiar as a sign that things are ok, and nudging us in that direction.

When your brain looks at a sea of capsule art on steam, or GoG or the Humble store, or itch.io, its subconsciously checking for anything familiar. If you recognize a logo, even subconsciously, then BAM! Thats the first thing you are going to give your attention to, and maybe click on. You will not do it deliberately, you will not do it consciously, you will deny that this is true, its very possible that even with a gun to your head, you will not be able to recall seeing that logo anywhere beforehand, but even the slightest, faintest, vaguest impression somewhere in your brain will give that logo all it needs to double, triple or quadruple its click-throughs on that store page.

Ads work. Just not how you think.

The big old HTTP vs HTTPS nightmare

In case you didn’t already know, Google is building up to giving a bit of an SEO smackdown to sites that do not use HTTPS, but simply use HTTP (Like most sites). If you notice sometimes you see sites with a big old green padlock in the address bar, thats because they are https, and thus ‘secure’ and you can be pretty sure the page you got was the page you thought you would get, compared to http, where pretty much any script kiddie/russian haxxor may have spoofed between you and the server and served up fake stuff.

It used to be the case that you only saw https when shopping, or entering passwords or logging in or handing over information in a form. It was assumed that other traffic was harmless, but the advent of man-in-the-middle attacks, and more sophisticated malware malarkey means that google basically want everyone to use https everywhere, and if we don’t, they will punish you in SEO, which for a small website and brand basically means death.

So I grabbed my SSL certificate ($90 / 2 years), and installed it on my server, and sure enough you can visit https://www.positech.co.uk and everything is padlocky and impressive:

The problem is, 99.99% of links to my site obviously point to http://www.positech.co.uk, and are thus technically insecure, so you have to ALSO set up a server-wide redirect to make all http calls https calls. So I got my managed server dudes to do that 9I have a dedicated server). And thats when EVERYTHING fucked up. Gratuitous Space Battles campaign mode log-ins stopped working, stats reporting for production line just ended, and various other things went BANG. I had not realized it, but a billion years ago when I coded my online integration into my engine, I had coded it to use HTTP and explicitly not accept any redirects to HTTPS (Which would have failed). This has come back to haunt me.

Combine this with the fact that you likely have, on any page you manage, a whole bunch of third party content that likely is NOT https, and things get ugly. In my case, the most common culprits were embedded youtube videos, which were defaulting to http. They are simple to change (just a URL edit) but there are lots.

So this morning I gave up and removed the default server wide http redirect and experimented with some internal changes. So if you just go to www.positech.co.uk, it has an explicit page-level redirect to force the https version, PLUS all the outbound links from that page now hard code in an https link. However, I have not done it everywhere. For example this url: https://www.positech.co.uk/cliffsblog/ will not automatically direct you to https://www.positech.co.uk/cliffsblog/ yet, even though the HTTPS version is fine.

I HOPE that google is sensible enough tom understand that getting a cert is easy, but converting every page so you can do server-side redirects is tricky, and actually checks for the legit serving of an https page before http, and doesn’t penalize the lack of server-wide redirects, but who knows. FWIW, I found this page really helpful for working out where my problems were, and if you are going to do the transfer yourself, you should bookmark it now.

I guess this opens up the wider topic of whether or not hosting your own html style site on a dedicated server makes any sense in 2018 for an indie games developer. I am not sure how I feel about this. My site has existed since 1998, so I have a lot of legacy stuff on there, and I am pretty old-school about the internet, in the sense that I think broken links and content removed from the net is pretty bad. HTTP has tech built in from the start to support redirects, it really is a last-resort that you should EVER hit a 404 page… but I digress.

I know many indies will think the cost (hundreds of dollars a month) for a dedicated server is nuts, but I spread that over this blog, my main site, my own metrics collection stuff, the online component of GSB, the update checking code and patch delivery for a bunch of older games, my forums (which are surprisingly large and busy for a single-dev company), a site I host for an old friend, and also showmethegames.com and other bits and pieces. This has all grown up over the twenty years that I’ve had positech.co.uk, and transferring all of that to some turn-key solution without breaking a load of stuff would be pretty bad.

I know many indies think that if they are PC developers, then their homepage is basically store.steampowered.com/yourgame  but I find that approach dangerous. I am an INDEPENDENT game developer, and the longer you hang around as an indie, the more you see the tides change around you. When I started, Download.com was THE STORE, then it became real games, or yahoo, then eventually steam & impulse, currently its just steam, but who will it be next year?

If your entire business model is based around a single company, whether its facebook, bigfishgames, steam or microsoft, then your independence is pretty marginal. You are in effect, a subdivision of that company only with no fixed salary or pension, but with considerable day-to-day freedom. Stores can change their royalty split when they feel like it, and their submission rules. If Microsoft buys valve, and decides that violent games aren’t what they want on their store, do you still have a business the next day? This should keep you awake at nights.

Anyway, enough doom and gloom, just my thoughts on why I’m such a dinosaur with his own http problems :D

 

Giving a talk at a game conference. Yeah…lets stop doing this.

I’ve been thinking about this post for a long time.  Before I go any further let me state I’m not criticizing the actions of any person, or any organisation., Businesses make money, thats what they do, and people weigh up their own pluses and minuses, thats fine. I’d just like to give my current, 2018 take on the the topic of indie game developers giving talks at conferences and shows, like GDC, EGX, whatever.

For the record, I’ve done lots of these talks (although a lot less than some more ‘popular’ devs. I gave my first talk at the ‘lil bit of alright’ show at channel4 in London (if I recall), and I gave a talk a few days ago. My two ‘big name’ talks were probably my GDC indie rant called ‘fuck unity and the horse it rode in on‘ and also my appearance on a panel at steam dev days talking about marketing. (Dev days is a special case, keep reading*).  I also got into an argument with epics mark rein once at a talk, and was also fairly recently at a talk in Paris which was rather cool.

Heres the thing most people who are not developers probably dont realize:

You generally don’t get paid.**

Not only that, but if the talk is a long way away, you almost certainly dont get any travel costs reimbursed. If you have to fly from the UK to San Francisco for your talk…well tough. Your airfare, your airport parking, your transit to the hotel, your hotel bill…its all on you. If you are wondering what you DO get…well you get a VIP pass, that lets you go to the show. Cool huh?

On the plus-side, you DO get some ‘exposure’ to the media, and mostly to…other devs. A lot of people will know who I am because of my dev days talk, or my GDC rant, or the other talks. If you are an introvert, its great to do a talk, because then people come up to YOU to introduce themselves and you dont need to do it yourself. There can also sometimes be some cool media buzz around you if your talk goes well. My GDC rant and the mark rein thing both really lifted my profile, and a lot of devs have watched my dev days marketing appearance. It can make you well-known and popular at parties…

..WITH OTHER DEVELOPERS.

I haven’t seen concrete evidence that this really translates into more sales. if there is a link between giving talks at shows, and higher game sales then…its really pretty weak. How can I say this? Here is a list of people I never see give a talk at a developer show:

Garry Newman (Rust/Garry’s mod) The RimWorld dev, The PUBg dev, The Factorio Devs (Wube), Notch. When you think about it, these guys should be headline-talk stars at any show with a bunch of developers, but yet they are not there, and instead we get the SAME faces from the SAME developers regularly ‘doing the show circuit’ giving inspirational talks and helpful advice about their games that sell maybe 50,000 units. If there really was a correlation between sales and talks, a lot of the indie darlings on the speaker circuit wouldn’t be seen again. The correlation between commercial success and developer profile is VERY LOW.

Thats not to say that the indie darlings talks aren’t great, or the people fab, or the talks helpful and entertaining. They are often all of these things, and I love those people but… and here I am going to blunt.

Why the fuck are they bothering?

If you wanted to ‘share your story with other developers’, then write a blog post. Google can auto-translate it, and everyone on earth can read it, not just those with the spare cash (and time) to fly to San Francisco. There is zero argument to hide your wisdom behind a commercial paywall if your TRUE desire is just to ‘share with other developers’. The idea that some people in the developer community just love the experience of giving talks strikes me as bullshit. FFS we are introvert programmers (most of us), you think we do this for FUN? I know NOBODY who really enjoys the ‘giving a talk experience’. We do it because we think it will make us successful.

There is a popular piece of ‘general knowledge’ among artists that when developers ask you to work for them on their game, and you ask about payment, and the answer comes back ‘we dont have any money for you, but think of the ‘exposure!’ that this is LIES and BULLSHIT and a complete con, and you should tell those people to get lost. You undervalue yourself by doing indie artwork for free, its demeaning and insulting and drags down the income of the entire industry.

I refer you to my early statement about how much developers get paid to give a talk.

Things would be different if the flavour of most shows was ‘hey…its not a money thing, this is a great community-driven place to meet and share knowledge, its all non-profit’. But this is NOT the case. Running these shows is very profitable, they will make money from everything. They charge developers to have a booth to exhibit, they charge developers to come to the show, they charge developers to ‘sponsor’ the show, and not just the show, the show guide, the lanyards you wear around your neck, the name badges. Even the ‘free’ (haha) coffee between talks is ‘sponsored’ at a markup of about 10,000%. Some shows even have ‘tiers’ of attendees. The ‘special’ talks are given to the attendees with the special passes, who have more money, the people with ‘only a few hundred dollars’ tickets get to see the ‘cheap’ talks. AFAIK, the people giving the actual talks, providing the actual content are STILL not paid. Oh BTW most of the shows have stewards who are volunteers. Yes…volunteers.

THIS IS GENIUS on the part of the show organizers. They are even cleverer than facebook, which gets all its content provided by us, for free. In the game shows case, we (devs) provide all the content, and they then CHARGE the rest of us to go access it. Its amazing. Sure they have to to hire the venue, pay for staff, catering, security etc, I get that. Nobody expects a show to be free, but if I give a talk at a show, listed in all of the guides, the brochures the social media, the website…how come the person who cleans the toilets at the venue is earning more than me, a game developer with 20 years commercial experience?

What the actual fuck?

Of course its not phrased that way. if I ran the Positech Games Conference, and told you all to submit your talks to me (please put lots of effort in, with no guarantee of acceptance), and I would pick the lucky few who would be allowed to stand on my stage and read out their talks to the rest, who would all pay me for the chance to listen to the lucky chosen speakers, and I pointed out that I was happily making money from the event, paying the staff, all of them, except you…well you’d laugh in my face.

I don’t blame show organizers, they are behaving very rationally. its supply and demand, and they know indies are SO DESPERATE for exposure they will happily talk for free, even fly/travel at their own expense to go give a talk. But personally…I’m done with it. I will happily give a talk at a show for $2,800 (roughly what makes sense for a day of my time), but certainly not for less. I absolutely know this means nobody will ever see me give a ‘proper’ talk again, but if you want to read what I think on any topic, just bookmark this blog. I get to control what and when I write here, you read it for free (a few discrete ads on your right…) If you want to help yourself to a tea or coffee as you read, feel free to sponsor it yourself. You will still see me at shows, but I’ll be in the audience, not on a stage.

**Steam dev days is the best show I’ve ever been to, and has treated speakers the best by far in my experience. None of this article applies to them.

Shadowhand, post-release analysis

So… recently we released our latest 3rd-party title: Shadowhand, developed by Grey Alien games. Its a unique RPG/Solitaire/Visual-Novel hybrid where you play the role of a highway-woman in 18th century England. The game has been out just over a month, and its selling ok, and is getting extremely good reviews and playtime. Right now its steam reviews sit at 85% positive, and the median play-time is 4 hours 58, and an average of 10 hours 36. A large proportion of the players are playing 20 hours+, even slightly larger than for Production Line, which has been out for much longer.

We spent some money on release to get the game noticed, which worked to an extent, but because the game had dramatically overshot its original production schedule, we ended up releasing it before the steam Christmas sale, which possibly impacted its launch a bit. (although I still think this was the correct decision, you can ALWAYS find an excuse to put off releasing a game…people even lose their home whilst not realizing this…). The game is selling ok, but it is not a clear indie hit right now, and obviously me being me, I want to analyse why, and how we can change that.

We did get a few negative comments with the first release, saying basically that the game was too RNG-based, but since we got those, Jake patched the game to round-off the impact of the RNG and make it more clearly skill-based. This was more of a perception problem than reality, as when you get deeper in to the game its hugely skill-based. The very good reviews, and the extremely long playtime suggests to me that the *actual game* is very good, and should be selling better. For now, lets assume that changes to the core game are not going to make a positive difference to its sales. What other possibilities are there?

We know that the game sold well during the recent steam sale, more than its selling now, and that seems to be just that more people see the game during a sale. Also we got some coverage at giant bomb, which led to a small spike in sales too. It seems that when the game actually gets shown to people, they buy it, so the main problem here seems to be exposure. Exposure can either be organic, solicited, or paid.

Organic.

The steam algorithm should theoretically send people towards shadowhand who will like it. We may be a bit cursed here because the game is a bit RPG, a bit puzzler, a bit casual, a bit adventure…and when you have something *different* recommendation algorithms can really struggle. Are we getting the right people seeing the game? Sadly this is mostly out of our control, although it may be slightly influenced by the ‘tags’. As I understand it, the more people who upvote or apply a tag on a game page, the more that tag is seen as relevant by steam. Are there maybe some tags we are missing that we should have? It looks like not enough people have applied ‘solitaire’ which is a big surprise.

Another organic route is through user-reviews. the reviews are good, but as ever, the number of players who leave a review is always really low. We already have a decent review score, although it could always be higher. Obviously if you bought and enjoyed the game, we REALLY want you to leave a review of it. I think that this creates some more SEO too (within steam) as presumably reviews show up on users profile pages etc, all more ways to enable organic discovery.

When it comes to off-steam methods, it matters a lot if the game gets tweets or forum-posts about it, but again, this is something mostly beyond our control. We do have a facebook page for the game, which I think also helps.

Solicited

As you probably know, steam forbids (quite understandably) games from soliciting for reviews from within the game, especially for stuff like giving out free xp or whatever. This was a curse with mobile and tablet games. However, we are possibly not as creative as we should be when it comes to encouraging people to support the game. AFAIK its fine for me to post here that we really appreciate steam reviews, for example. Something I’ve seen other games do is to make more of a feature out of their social media presence from within the game. For example Democracy 3 has a link from the main menu to the games facebook page. We are probably being a bit meek there, but does that ruin the immersion of the game to include such stuff? Would Jake even do that? :D

Paid.

I’m on solid ground with paid promotion because I know how it works. My experiments with shadowhand show that I can get a click-through to the steam store page for about $0.27. In December the store page stats give me reason to believe that a visit to the shadowhand store page earns $0.11 in immediate gross revenue (before steams cut). SH currently has more wishlist adds than owners by a factor of five, suggesting a lot of the visitors will not necessarily buy the game, but they may well add it to their wishlists. Is that difference enough to justify a $0.27 click? Gah! its so hard to tell. Just for LOLs I checked the same stats for production line, and it looks like a store page visit there is worth $0.25. Gah!!! What is happening here? I strongly suspect that its price related. basically strategy gamers are prepared to pay more…and players of other games are more prepared to wait for a sale with a bigger discount.

I guess in conclusion I really need data on the conversion rate of all those tons of wish-list adds to actual shadowhand sales during an actual weekend/ weekly sale. In the meantime, there is a lot of staring at numbers.

2017 in statistical review

IMHO learning from past endeavours is pretty much what life is all about, so what happened to positech games in 2017?

Steam revenue: DOWN 18%

Total Game revenue:  UP 3.95%

Income from democracy 3 (incl DLC): DOWN 20%

Expenditure (game dev, marketing, everything): UP 61%

Investment income: UP 95%

Share of total games revenue from 3rd party* (published) titles: 17% (down from 21%)

*total income, not positech’s share.

Net profit after tax:  UP 27%

Steam revenue from OSX: DOWN from 10% to 8%

Steam revenue from Linux: DOWN from 1% to 0.8%

Revenue from itunes: DOWN 39%

Share of income from game development: 82%

Share of steam income from China: 2% (3% in last month)

Share of Steam income from Russia: 1%

A surprisingly good year, considering Production Line (my main new earner) is in Early Access still, and shadowhand released so late. Democracy 3 and Big Pharma made hefty contributions, and my whizz-bang stock market investments have done amazingly well. OSX continues to be fairly minor, and linux is practically irrelevant. I can’t see me bothering with itunes any more, and likely doing very little (if any) publishing of 3rd party stuff in future. I’m concentrating on my core business, with a healthy side order of stock investment and long-term investment in green energy and infrastructure projects.

Looking at reviews, and play times for production Line & shadowhand gives me a lot of optimism for 2018, plus I have a secret thing I’ll announce in about 6 months which is likely to do well (I hope!). Onwards and upwards.