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

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…

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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.

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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).

Eurogamer Expo, press & public come see our games!

This is a public service announcement aimed at both press and public alike who will be attending this years Eurogamer Expo in London at the end of this month:

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PLEASE COME CHECK OUT OUR GAMES.

We obviously have 2 of the most interesting games at the show! I’m pretty certain we will have the ONLY turn-based deep political strategy game based on a neural network at the show…

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And also I’d wager that we have the only comedy sci-fi life-sim game at the show too…

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And when I say ‘We’ I mean me (Cliff Harris / Cliffski) the designer and programmer of Democracy 3, and Mitu Khandaker, the designer/coder of Redshirt. Come talk to us! Try our games! and if you are press, even just-starting-out youtube let’s players or bloggers, then don’t be shy, come say hello. We are happy for you to book interviews or meetings in advance (just email me), or just show up and tap us on the shoulder. We look roughly like this:

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We will be in a big indie booth collection near prison architect and hopefully lots of nice places where you can actually sit down. We will even have FREE BADGES. How can you turn that down?

Press people be aware that these are two new games currently in beta and both heading for release soon on Steam/GoG, so get in early and write up your impressions NOW!

Some marketing thoughts

I’ve been reading this book:

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Which is a bit old, but kinda interesting. I’ve always been impressed by the guy’s marmite theory of middle east peace. Anyway, part of the reason for this was for me to challenge my own thinking, and led to be scrawling all kinds of stuff over that big blackboard in my office. I was trying to re-evaluate all kinds of stuff. In some ways, F2P is the absolute perfect example of lateral thinking. It’s a totally different way of running a games business, as is pay what you want and kickstarter. All massively successful. Sadly, I did not reach a similar epiphany. However, it does open my mind.

I recently, out of curiosity, found myself adding up the total development cost (excluding my time) of Democracy 3. I then compared it to my proposed marketing budget for the game, and got a figure of 33.96%. In other words, for every dollar I spent on artwork/music/other stuff for the game, I was planning on spending $0.33 promoting it. This is lower than games like Call of Duty, where historically the marketing budget has dwarfed the mere development cost, but I can’t bring myself to do that :D.

However, with my lateral thinking-expanded mind, it occurred to me that this wasn’t a sensible way to analyze the optimum marketing spend anyway. In the back of my mind, if I’m thinking about what would be a suitable ROI, and looking at my costs, that’s probably the wrong metric. If I assume (conservatively) that D3 sells as well as D2, shouldn’t I really be looking at the marketing budget as a percentage of the projected revenue? not the costs? If so, then that 33% figure shrinks dramatically. As a result, what in my mind I can consider a reasonable marketing budget rises dramatically, because if I’m being rational, and I was happy to spend 33% I still should be, but of the larger (revenue) figure.

Now I know what you are thinking. In a perfect world the marketing budget expands infinitely as long as the ROI on each marketing dollar spent is positive, but that’s in a theoretical world with perfect information. If I spend $100 today, I might not see the ROI for six months, so do I halt my spending entirely tomorrow? Obviously you have to guess what’s going to happen and budget accordingly.

I find analyzing and managing this stuff fascinating, but am not aware of any games built around it. Gratuitous Marketing Battles here we come!

 

Learn from the veterans

I was watching a video of a talk by an indie game dev recently, where they outlined all of the huge mistakes they made with their first indie game. They were very clever, very capable programmers with a huge amount of mainstream industry experience, and this was their first indie game. They made pretty much every mistake in the book. They picked a vastly complex and huge project without testing the code gameplay first, they aimed it at consoles instead of the (much easier, open market) PC, they took YEARS to make it, got burned out, kept re-designing it…

All the stuff that old and grizzled indie devs like me keep telling people not to do. Why do new indies do this? My theories:

  1. They thought they were not NEW to this. They confused being part of a AAA team to being a sole coder/designer/artist/businessperson in an indie team. In other words, they thought they had experience in something they did not.
  2. They were arrogant, and thought they were better than the devs such advice is aimed at. This isn’t as critical as it sounds. I’m pretty arrogant too. Most people who think they can design whole worlds to entertain others are arrogant. It’s important to at least *know* you have this trait, so you can check it now and then.
  3. They were stuck in AAA development habits. In their experience, games take years, they take big teams, they are done for console, they are done with crunch. Why would it occur to them to work any other way?
  4. They think people only buy AAA games, so they aim to compete with the games they are used to working on. Not true. Just ask notch :D

I don’t think anyone can change all this. Those reasons all seem pretty *real* to me. I fumbled and made mistakes and screwed up as a new indie dev myself. The good news was I did that as a hobby, with a secure job, and I never spent years on a game to learn that lesson. I probably shouldn’t expect anyone to take a more considered approach to seeking advice than I did (although to be fair there were VERY few indies back then. these days we are swamped with experienced devs offering advice).

Still… It does make me cringe when I see first-time indies outlining their 3D MMO ideas on the day they quit their jobs. Don’t do that :D