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

Selling games and selling butter

I went shopping yesterday, bought loads of food. I noticed that butter seemed to range from £1.30 to about £1.60 in the store I went to (an average supermarket). This suddenly jolted my brain because I am pretty sure butter used to be about 90p – £1.00, depending on brand. What the hell has skyrocketed the price of butter? (it’s not like we don’t have enough cows, I can see some from my window :D).

Anyway…. It was quite unusual for me to notice that the price had rocketed up so much, and I started to think about my attitude to food pricing. It’s interesting to note that I didn’t notice the pricing of hardly anything else that I bought. Maybe I’m sensitive to the price of wine, and chicken, but that’s because I buy it a lot (also explains noticing butter), but what price should a pack of crumpets be? No idea. What price should 80 T-bags be? No idea.

When you think about it, the ‘seeing the price’ element of purchasing something physical is actually very minor. Even if you have little money, the price evaluation component of the shopping experience is tiny. With clothes, there is all the trying them on, seeing how they look in the mirror, feeling the lovely material…blah blah. You are aware of the price, for sure, but it appears only briefly when the checkout person mentions it to you as they hand you a big bag full of purchased stuff. If the price is reasonable, you can easily just breeze through the experience and forget what you paid for it, or never even acknowledge it. Like I did with crumpets. I didn’t see the price, I just saw yummy crumpets.

That doesn’t happen with online games purchases. The price is there in big bold letters, right next to the product

Gratuitous Collectors Edition            $24.95

They are given equal weight. The price of the item becomes as important as the item itself. Because we aren’t looking at some big physical thing, the products presence cannot blind us to the price of it. I wonder if having large images of the product, with a small price label under them on an order form generates more sales than having it all as just text? There is also no distraction. I don’t have to physically load my purchase into a bag, and I’m not in a  hurry because people are behind me in the queue. There is this big glowing PRICE in front of me, challenging me to be unhappy with it, and I know I can still back out of the deal at this point without anyone giving me a funny look.

Hmmmm.

How to sell your game online without using an app-store

The title says it all. Recent discussion over the upcoming apple app-store triggered someone to tweet to me that a lot of devs probably are too scared to sell their games direct online, and just don’t know where to start. I’m going to tell you.
(The reason I know what I’m talking about is that I’ve sold tens of thousands of games direct online, since I started in 1998, I’ve used at least 6 different payment providers and 3 different webhosts, I’ve sold more than a dozen games myself, plus dealt with almost every online portal)

1) Sell separate demo and full versions.
You can make the full version bigger, and save bandwidth on the demo. Plus it’s harder to pirate this way. Just maintain 2 builds, it won’t kill you.

2) Don’t handle payments directly.
Do you REALLY want to take phone orders 24/7 365 days a year? Unless you REALLY know what you are doing, sign up to a payment provider like BMTMicro or Plimus or Fastspring. They will handle credit card payments, paypal, debit cards, cheques, orders by phone and fax… You will never have to worry about that stuff. they take a percentage of the sales price for all this. It IS worth it. You can set up an account with these services right now. Most have zero sign up fees, and it can be done almost instantly.

3) Get a proper domain, proper webhost, and proper mailing list provider.
This stuff is cheap, if you are serious. Hosting on some cheap shared virtual server, and hoping your email address never gets blacklisted is more hassle that it’s worth. I use hostgator for websites and use ymlp to handle mailing lists. Get a mailing list together, stick a sign up form on your website, it’s easy.(they give you the code to paste into your site). A lot of people use amazons cloud hosting stuff, which is apparently trivial to setup.

4) Don’t worry about product fulfilment or sales taxes etc
People sometimes stress about how they generate download links, time them out, work out what taxes to charge, handle currency conversions…. Forget it. A payment company like those listed handles ALL of this. They just credit your bank account each month with the money. It is no different to being on steam or impulse etc, the only difference is you get all of the customers details (except their payment details, and you don’t want them. That way you know they are secure). They even keep the customer database which you can manage with a web interface. You can set things up to populate your own database using xml posts from each sale, if you really want to.

5) Get the word out about your game.
You need to send press releases. Don’t panic, a service like ymlp can do this for you too. if you really don’t know who to send them to, you can use services like this. . They are also worth the money. This is the flipside. the benefit of portals is they have an audience sat there ready. This is the bit where you build your own audience. It takes ages, but anyone can do it if their game is any good.

6) Ignore the download sites.
Tucows, download.com… Who cares. These sites generate no visitors and no money. If you are really bored, make a PAD file and submit to them, but you will have to be very very bored.

A lot of people, clever, serious, capable and nice people, are terrified or very negative about selling direct online. They often say that the sales from steam or bigfishgames so massively dwarf their direct sales that they don’t see the point. Here is why this is short sighted:

1) You keep over 90% of the direct sales money. Not 70%, not 80% but 90%.

2) You get the customers email address. You can email them when you release a sequel, or a new game, or some DLC.

3) If the big portals remove your game, squeeze the royalty rate, or refuse to take your next game, you are still in business. If your business relies 100% on being on a specific portal, you are just one phone call away from flipping burgers for a living.

4) Direct sales grow over time. It took me maybe 5 years before I could live from my direct sales, and was able to quit my job.  Are you prepared to make an investment now that will pay off in the long run?  Are you not even prepared to put an hour or two a week into developing the direct sales part of your business? If the answer is no, make sure you have a good business case for that. Not an emotional one. Direct sales are an insurance policy.

If Gratuitous Space Battles had been turned down by every single portal, It would still have made more in direct sales than I earned in my last job. And those thousands of buyers are quite likely to buy my next game direct too. That helps me sleep at night.

You back up your files, so why don’t you have backup sales channels?

Lots going on

There is a lot of stuff happening right now. Mac GSB on steam is imminent. I have released a bundle of the DLC for GSB getting all 4 packs for $9.99, which you can get here:

http://www.positech.co.uk/gratuitousspacebattles/dlcbundle.html

(That bundle might not last forever, so be quick)

I am working on campaign stuff, which is going well. I also fixed a GSB bug where limpet launchers and plasma torpedoes launched from the wrong place in multi-hardpoint slots. How did I not spot that one before eh?

In the news I notice this insanity:

http://www.bbc.co.uk/news/business-11531677

Frankly, if your business model relies on preventing your competitors from advertising, then your product must suck. The best way to beat your rivals out-advertising you is to have a better product, better service, or even to spend a bit mroe on ads or make better ones. Reaching for the lawyers is a cynical, desperate and ultimately doomed move. Interflora don’t own a patent on the idea of selling flowers. If I owned shares in interflora I’d dump all of them immediately.

Shock! In-game ads do NOT work…

Check this out:

http://www.gamasutra.com/view/news/30886/Report_Microsofts_InGame_Ad_Unit_Massive_Shutting_Down_This_Month.php

It looks like Microsoft paid over $200 million for an ad business that doesn’t make any money. I am SO amazed to hear that. Hold on…no I’m not.

Advertising is EVERWHERE. I’ve seen it on the back of bus tickets, on steps, and even on peoples clothes. You know the ONLY major potential location for ads we don’t actually get any? To my mind, it’s in the pages of books. Imagine turning the page of a novel and getting an ad for pepsi. It’s laughable. Novels are about being immersed in a new world. The objective is to forget about pepsi, car insurance and washing powder for the duration of the story. The same is true of most games.

Ads in the middle of games suck, and always have. There are so many problems associated with them, I haven’t sufficient time to list them. And yes, there are ads in TV shows and TV movies, and this is why DVD box sets are so popular. People HATE the ads.

Surely I am not the only one who saw this coming a light year away? All those constant shill news-stories about how ‘gamers LOVE in-game ads’ made it 100% obvious it was a business case disaster :D

I’m back from holiday :D

Getting bigger?

GSB, and positech could be bigger than they are. I only have so much time, and frankly I’m knackered :D. I have no time to work on anything but the campaign game now. Ideally, there would be an ipad port of the game, idally there would be a game for the iphone, designed as a mini-game version. I just can’t do this stuff. Ideally the game would have a version that works on netbooks properly…

Maybe the solution is to find a few more ‘strategic’ partners like I have with redmarblegames, who do the mainstream mac port. There is also the possibility in the longer term of doing a GSB 2, or also maybe doing a spinoff game. A naval or land battle version, for example. This is all separate from my vague ever-changing plans for ‘Game 4’.

Gratuitous Space Battles is my most succesful game to date. It represents the clearest opportunity since I quit mainstream game dev, to increase the size of the company, and actually employ or strike deals with people to work alongside me. Do I want to do that?

I really don’t know. I wouldn’t be doing it for the money. I’m not convinced it would be more profitable anyway, but more because it’s taking me years to make a game, and I’d like to make a lot more. Maybe one day I’ll find the exact right people to make games on a fixed contract, or to even employ. I can’t help thinking that I’m being a bit too timid. You can only grow a company so much by increasing your ad budget and sticking with one employee.

I have a little sideline project that’s an experiment which will start in a few days. Not a big deal though. Not a revenue earner, either…

Hmmm…..