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

What ( I think) I know about advertising, as an indie game developer.

People have asked me about this topic. I am not an expert, but I’ve done a lot of research, probably spent over £100,000 ($160k) on advertising, so I must have learned some lessons. here is my beginners guide to indie advertising.

Advertising can be based on two strategies

Advertising to sell stuff…

Strategy #1 is the ‘buy my thing now’ strategy. It is tricky, it is effective for some products, and not others, and may depend on price. When was the last time you saw an advert for a box of matches? Never. Because they are too cheap to absorb any advertising cost, are considered a commodity (all the same), and are purchased rarely. All 3 factors mean ‘don’t advertise’. Something we can learn from this is ‘don’t be a commodity’ and ‘don’t be cheap’. if you have a $0.99 iphone game and want to read my ad strategy, my answer is ‘don’t advertise’. It costs more than $1 to get a sale through ads, you are fucked. Also, if your game is ‘generic shooter #33’ don’t advertise. You have no unique selling point,.

lets assume your game is somewhat interesting, and it’s priced at $10. lets do the maths. Assume we can get reasonable quality traffic at $0.10, and 1% of them buy the game. That means we break even (more or less) on our ad spend. Clearly there are three factors at play:

  1. Earnings per sale
  2. Conversion rate.
  3. Click cost.

You can adjust any of these to make the maths work. Not all advertising options yield the same results. You can get some $0.10 clicks where 1% buy, or some $0.20 where 4% buy. You can do the calcs there yourself. And if your product is really pricey, things get easier. People selling accident claims legal advice might pay $20 a click. It’s worth it to them.

Note that we are talking very short term with this sort of stuff. You are showing 1,000 adverts, getting 23 people to click on them, 1 of them buys and there you go. This is very simplistic, and nothing close to the whole story. The 22 who didn’t buy now may buy later. they may tell someone else. They may buy on a different PC (untrackable) the true return on investment for such ads is usually higher than it looks. Plus the 977 who didn’t click still saw your ad. All the above applies. they may have clicked before, and seeing the ad reminds them to buy/buy later/tell a friend. This all helps.

In other words: If your tracked revenue from an ad campaign isn’t higher than your costs, you just might be suffering from leaky tracking, you *may* still be winning. It’s hard to tell. My tracking suggests it can be 90 days (maybe more) between someone clicking an ad, visiting my site, and buying a game. If you tried and rejected advertising, did you take that time-frame into account?

Advertising to raise awareness…

Strategy 2 is more subtle, and more fascinating. It’s a long term game. Do you know the last advert you saw for audi? or ferrari? or skoda? I doubt it. Which car is associated with success and sex appeal? It’s the ferrari clearly, but this is buried deep in our brains, by association. The fascinating thing (and I recommend ‘the advertised mind‘ or ‘seducing the subconscious‘) is that we have zero defense against this kind of advertising. It works. It has to work. It only does not work on the brain damaged. The reality is, our brains learn by association. Daddy appears and says ‘daddy’ and we create or strengthen the association between thsoe things to recognize him. Mommy points at the sky and says ‘sky’ and we associate the blue and the clouds with ‘sky’. Ferrari has a supermodel sit in a ferrari and we associate ferraris with sex appeal and excitement. We don’t get a special brain bypass that recognizes advertising as false associations.

ferrari-f360-italia-supercar-red-sexy-girl

Anyway…

This is where advertising comes in that is not focused on the direct click and purchase model. This is a long term game, but worth playing. Every man who gets a well-paid job and buys a ferrari in their forties has had 40 years of persuasion by ferrari to get to them to that point. FORTY YEARS. Apple don’t sell you an ipad with a single magazine ad, you’ve been told apple are cool for years, decades even. Few of us indies think that long term.

On the more approachable side, think of it like this… Are you advertising ‘cool indie game’ to get someone to buy it this week, or to raise the ‘awareness’ of the game, so it has more perceived value in six months time in a sale, or as part of a bundle. I recently ran some site-takeover ads, and if I look at the cost-per-click and sales bumps, I just burned all that money. I didn’t burn it though, the equity of that ad spend is currently stored in the brains of the hundreds of thousands of gamers who saw it. They don’t even know it, but in a years time, when looking at that same logo in a daily deal, they are more likely to buy the game.

In practical terms…

Lets say you are persuaded advertising works, and you are going to do it. Where do you start? Well there are a ton of options, some more complex than others…

Google

Google Adwords is the most well known, and the most complex by far. It is not for the feint-hearted. The complexity is insane. personally I recommend going for the display network, and ignoring search unless you have a very specific niche or can associate with a very specific group of keywords. The #1 key to adwords is to ‘NARROW NARROW NARROW’. The effort is about telling adwords where NOT to advertise. I pick only a select few countries (where I get sales from), only english language, depending on the game, I may specify gender (although thats mostly ignored). I may also specify age. I definitely pick a list of placements, don’t let google choose where to place your ads as it will be entirely on flash-game spam-sites they call ‘made for adsense’ (MFA). These are generally a waste. If your game is a PC game you cannot select ‘only show on PC’, but you *can* select a -100% mobile bid adjustment (yeah it’s nuts). Note that if you make phone or tablet games, you can specify exact models to show on.

There is a lot of complex options under adwords. you can link it to analytics, set up goal conversion, and track the conversion rate, have multiple ad variants and let google auto-optimise, and so on. I tend to keep it fairly simple and use a manual cost-per-click model. I aim to get clicks for around $0.30 or less, depending on the game I’m promoting. Note that google has very strict rules about ad text. I got an ad banned for saying ‘mac’, without apples permission. If your display ads take a while to be approved, email and complain, then they get done :D

Another tip:  adwords uses your max CPC as your ‘vote’ on how confident you are as to the relevance of your ads. I have sites where I bid $1.00 a click, but I’m never charged that. (But I keep checking in case a rival shows up and I end up paying it!). Don’t assume adwords is fire-and-forget. You should check your campaign daily if you can. Start with a small budget and work upwards.

Direct-Site purchase

This is a pain, but it is best for the brand-awareness stuff. Site takeovers can cost a lot. A thousand dollars a day isn’t unheard of, but smaller sites will charge less. This is where the site re-skins its backdrop just for you. This gets you past some less-fanatical ad-blocking, and certainly gets noticed. This method is good for type #2 (brand awareness) stuff, because you can slap a big phat game logo right at the top of the page where every surfers peripheral vision will clock it. This is great for awareness, but don’t expect great click-throughs. This is a long term thing remember.

If you only have $1,000 to advertise your game don’t do this. This is for people with $10k+ ad budgets who want to pummel their game name out there. What is the downside? Well it’s ‘negotiable’, which is the worst part of advertising. basically you email the site and ask for a rate card. They send you a work of fiction that is up there with the best work of Dickens or Austen. You then laugh, and say it’s way too much, they reply with a ‘special rate’ that is already 50% lower, you umm and arrr, they play a poker game with you, and it all descends into a tedious monty python haggling sketch for a few emails until you either walk away (always be prepared to) or you strike a deal. It can still be worth it, but you MUST haggle. you MUST.

You can also do direct deals for smaller campaigns, with stuff like banner-ads.Unless you buy a LOT, or the site is one you MUST target, and they don’t use adwords, I’d say it’s more hassle and accountancy waffle than it’s worth.

Note that some sites run time-based takeovers (per-week, per-day) others work on CPM. See below…

Terminology

The most common banners are leaderboard (728×90) rectangle or ‘MPU’ (300×250) or skyscraper (600×160). Other stuff is rarer, and less use for games. I did some tests using animated vs non animated rectangles and found no difference in click-through rates. This is a leaderboard ad:

leaderboard_shutdown

Ads are generally sold on a CPC or CPM basis. CPC means ‘cost-per-click’ and you pay for every visit to your site, regardless from where or how crap it is. Don’t pay more than $0.30 maximum, and aim to be much lower, unless your own stats prove otherwise. I tend to run CPC campaigns on google, CPM on reddit and time/CPM based on site takeovers.

CTR is click-through rate, the percentage of people who see the ad, who also click on it. It’s pretty low :D

Reddit

All reddits funny comics about their ad process are out of date. they basically sell at $0.75 CPM regardless of subreddit, budget or CTR, which is a bit strange. It can be worth doing, if you have a relevant ad, good subreddit and thus a decent CTR. Your game has to suit reddit’s crowd obviously. Note they take 2 days to approve ads, so you need to plan in advance.

Facebook

The strategy here is kinda different. You can run conventional ads on facebook, but personally I find them crap. What *does* work is boosting your facebook posts with fixed sums of money. So if you have 4,000 facebook fans, you can advertise to them, AND their friends, for $X, which is actually quite a good idea as it’s fairly cunning targeting. Make any facebook post, then click on the ‘boost this post’ link to set any budget you like. It’s very easy. The silly downside is facebook rejects any post where the post graphic is > 20% taken up by text, even if it’s a logo. I have no idea why they do that, but be aware, and have some facebook post-approved images to hand you can set to be the post-image.

Image1

Others

There are other options, I’ve used blogads many years ago, and game-advertising online, and many direct site deals. Your mileage may vary a lot. You might just have ‘one of those games’ that doesn’t do well with ads, or it might be the special secret ingredient you never knew you needed. Don’t blame me if you waste all your money!  I guess my TL;DR would be ‘advertising works, tracking it is not straightforward, you need to experiment to find the right network, know *why* you are advertising’.

Good luck!

 

App store submissions process hell.

I had the best of intentions I really did. I was going to handle the mac side of stuff within positech in the future. In the past I’ve partnered with other companies (redmarblegames)  to get my mac ports done, and basically handed the whole ‘mac versions of positech games’ out to another company entirely, and not really focused on them at all. It was time for a change, for two reasons:

  • I wanted to grow positech, and by taking this stuff ‘in house’ it’s a way of effectively growing the company, as I am then spending mroe time/money up front but reaping greater rewards. It’s an easy way to ‘grow’ without producing more games.
  • Windows 8. This was a BAD idea. I panicked a bit that windows may be dying, and mac rising, and I needed to pivot slightly that way. I’m less concerned now balmer is going, but now we have the possibility of SteamOS. Either way, being windows-only isn’t a good plan.

My crazy solution was to just hire a developer to do a mac and linux port, at which point I take over, and then handle the app store submission and so on.

AHAHAHAHAHAHA.

Seriously, I know it’s probably easier if you live and breath the world of apple, but is the process some big elaborate joke, or is it actually this arcane and silly? I had been warned, MANY TIMES by other indies who have gone through it, but I thought ‘how bad can it be?’. Firstly it took Apple 3 months to approve me as an apple developer, for which I get the honor of paying them $100 a year for the opportunity to hand them 30% of my profits. Thanks guys. Before the process ended, they sent (from a do-not-reply address or a ‘fuck you’ address as i call them) a ‘customer satisfaction survey’ which they demanded I respond to within in seven days. Nice touch…

They *did* phone me to check I wasn’t a terrorist who was going to undermine the reputation of apple by releasing porn apps (I presume this is what they care about. personally I’d be more concerned that there were anti-suicide nets set up at the factories where my product was being assembled, than any reputational damage likely to be caused by a stray bit of naked flesh but hey…) The MI5 standard identity-check phone call went like this”

Them: “Is this your address? (reads out my address unprompted)”

Me: “Yes”

That’s it. Nice security there.

Anyway, I’m now getting someone else to handle the appstore submission, because frankly, life is too short and the insane bureaucratic nonsense just upsets me and angers me. I’m a game designer, game programmer and business dude, and I should be doing what I’m good at, not making sense of stuff other people already understand as routine. Arggghhh.

Anyway, although ballmer fucked up a lot at microsoft, something they really understood, and apple really REALLY do not, is that keeping developers happy is REALLY important. If I didn’t already have a unity app on the cusp of being released, I’d have abandoned the idea of selling through apple this week. Maybe ballmer had a point in this video?

Back to work! (Unless you work for the US government)

So Eurogamer is OVER, and the longest sustained 4 days of my gaming existence spent standing up is now over. Hurrah! It was fun for the first half day, then a bit tiring, then a bit exhausting then OH MY GOD WHEN DOES IT END. Not helped by the ‘DAGGA-DAGGA-DAGGA’ of incredibly rubbish arcade music blasting at 900 decibels nearby. Plus £7.50 for a pizza smaller than a Democracy 3 promotional badge. Bah humbug.

I never know what to think about the economics of trade shows. I don’t like the whole idea of them in principle, but i understand the purpose they serve (for those lucky enough to live nearby) and I can see how it makes the job of games journalists much easier, although frankly, I still think the best games will emerge if everyone could just send simple polished betas of their games to the press, without insisting on demonstrating them in person, with a lot of hand waving, excuses, blagging, and offers of free champagne to any journalists as they try to form an impartial view of the finished product. But ho hum…

Eurogamer is now behind me, and I can look forward to not one, but TWO (yes…count them..TWO!) games releases in the next few months -> Democracy 3 and Redshirt. Reaction to both at the show was great. We will be showing Redshirt at ComicCon in London soon, and if you are staggeringly wealthy and want to see me talk about games marketing (and who wouldn’t?) I’ll be talking at this event.

I’ve also managed to squeeze in a new patch for democracy 3 today, that fixes and improves and tweaks all kinds of things, so that’s rather good.

In the last few hours, something fairly rare has been happening, in that the US government has done it’s best to re-create season six of The West Wing by actually shutting down, although I don’t think there was as much dramatic music and Josh Lyman shouting in this case. Every cloud has a silver lining though, it means I can now run ads like this…

leaderboard_shutdown

Yay?

Come for the pizza stay for the Pie!(charts)

The Positech Games Eurogamer Expo 2013 booth will not have booth babes, or even booth kittens, but it will have Strategy! Sci-fi Puns! PIE CHARTS! What is not to like? Plus it’s cunningly near to the pizza express bit apparently…

small

Anyway, here’s hoping this proves worthwhile and lots of people enjoy trying out Democracy 3 and Redshirt. We have badges and fliers that we are literally giving away, starting tomorrow, for four days. I will have lost my voice and be unable to stand by Sunday, I’m sure.

pizza

Do those monitors look small to you? they do to me. I am itching for an excuse to replace both my home monitors with big silly ones. If I hypothetically did a Gratuitous Space Battles sequel, I’d definitely plan on showing it off with big ridiculous 40 inch monitors if I ever did any shows to promote it.

I know there are some of you people out there that amazingly do not live in the UK and will not be able to come try out the games, so my honest, considered opinion is that you should just PRE-ORDER THEM NOW, and then you can play them immediately at home without having to pay £10 for a sandwich in central London.

Yay?

Analyzing advert effectiveness. (Where did all my clicks go?)

I ran an ad on reddit recently on the /games subreddit. it’s the place for fairly serious gaming debate, and I thought it would thus be a good match for my very serious political strategy game Democracy 3. It was a ‘sponsored link’ right at the top of the page. First things first, don’t let all that information on reddits ad page about ‘how ads work’ fool you. That’s an old comic they drew years ago and is completely wrong. they just sell impressions at $0.75 CPM. they really should update that…(I think this is a recent change).

Anyway….normally $0.75 CPM is a bit high for indie game advertising, but it was targeted, and a good experiment in a potentially rich new source of players. I put $250 into it, which lasted about 3 days.

According to the traffic stats provided by reddit I got:

stats1Which says 1,140 clicks. On the face of it, this isn’t too bad at all, 22 cents for a quality-traffic click. However, if I check google analytics for that page and its source I get this

stats2Only 199 views? that’s insane where are all the other views? Let me check my webalizer server logs instead… I see about 2,200 hits from reddit/r/Games for the month (which is almost certainly all this ad, as I have been listed only in /indiegaming until this. If I look at different logs from awstats I get 1,000 visits for the month from /r/Games.

So what value do I believe?

Well in a sense, who cares? All I care about is how many of those people bought the game, but so far I am suspicious about the tracking I have in place there, although it seems to work very well for other games so…arggghhhh!. Can I conclusively say the ad was worth it? I suspect not. Something I can definitely say from all this is that google analytics is CRAP at actually tracking the number of hits you get from a site. It could be php acting up, maybe people have javascript turned off or ad-block software turned on that blocks google analytics? All of my online research has given me long lists of reasons a few clicks might be missed, but not 90% of them. If we believe awstats & reddit 9and I’d be surprised if any site selling ads had the cheek to lie about them, they WOULD get caught by someone, and then the site is toast overnight), then it means that all of my google analytcis data has to be taken with a huge helping of salt.

Would I advertise on reddit again? Maybe, but I have other methods I’m experimenting with for now. (BTW don’t bother with google video ads, total waste of time and money).