Showing posts with label indie tricks. Show all posts
Showing posts with label indie tricks. Show all posts

Friday, October 28, 2011

The Price is Right

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In the picture above, an image of my dwarf rabbit Cleo who decided to travel to the rabbits paradise last week, after 9 years with us.

Why low pricing is wrong for niche games

I'm going to talk briefly about my own experience with low prices. I know that as customer, you'd want the games to be cheaper! who wouldn't want that? however, as I gather data from my little price experimentation, it's quite clear that if I was to sell my games for 4.99 I would be bankrupt in less than one year.

Check the pie-graph below:

Sales

On top there's the graph for the number of copies sold. Wow, during the promotional week sale, Heileen1 was almost 1/3 of my total games sold!

However, the enthusiasm quickly fades checking the other graph below, showing the net revenues for the same period: Heileen1 is at the 5th place, below other games.

This is even more "dramatic" if we consider that I sent the newsletter, posted in my twitter/facebook page and so on about the promotion. So in practice, the "regular sales" of my other games (the best selling titles though) were generating more revenues that a super-mega sale...!

I like to do sales, since I know that not everyone can afford to buy my games at full price. Obviously, I'm going to wait several months before I do sales of my recent games, but for games that were released 2-3 years ago (Heileen 1 was released in 2008 for example) it's fine.

But the fact is that unless you have a great exposure, a customer base of millions, like the portals have, undercutting your price is never going to work. You'll only lose money, and if you're not careful, forced to find another job! :D

Heileen 2: Hands Of Fate promotional sale

Speaking of promotions, this week I managed to update Heileen 2, which is on sale until next Sunday (included). Below you find a teasing image of Ebele with the new relationship bar added to that game as well. (Sadly Ebele is not dateable in the game, even if there are some spicy situations with her...)

Newheileen2

Since I'm using online activation, I decided to offer two kind of downloads: the "standard" game, without voices, which is 45mb, or the fully voiced game that is 100mb. I'm particularly interested to check the statistics after some time, to see how many people prefer the voiced vs unvoiced version, since I'm considering if to make some more voiced games in future or not.

And the various games in progress? they're all still going fine! This week got some sketches for the Roommates game from a new artist, new finished CG scenes for Planet Stronghold: Warzone, new images/texts for Queen Of Thieves and new texts for Heileen3.

I really am not sure which game will be done first, since mostly depends on artists/writers speed, and what kind of gameplay will choose to implement in some of them (I have a few interesting ideas for Queen Of Thieves but must see if is something that I am able to code or not!).

Friday, March 25, 2011

Downloadables are dead, long live downloadables

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In the picture above, Otello happily posing in middle of the flowers. I love spring :)

As you could guess from the title, this is a rant-post. I've heard so many discussions recently about the dying downloadables, how online games is the future, and so on. It's a very complex discussion, so I'm not going into every detail (also because I want to talk about my games) however I feel the need to say a few things:

  • "dead markets" doesn't mean that you cannot make any profit in them. It only means that the main hype moved elsewhere. Also, since there's less hype, means that there's also less competition. I believe that as indie, having less competition is much more important than having a bigger potential target market.
  • speaking for my games, in general story-based games works best as single player. I've never played a multiplayer game that also was immersive or told me a good story, simply because storytelling requires only one viewer/spectator. If you give other people the possibility to influence a plot or ruin the mood, don't worry, they'll absolutely do it (anyone who played a MMORPG surely has met people that would destroy the fantasy setting atmosphere in a second with some typical US-slang words :D)
  • remember that very big portals are still using the downloadables model. Big Fish Games in the casual world, Steam, D2D, Gamersgate, Impulse and others for the more "hardcore/niche" games. They're not going to disappear overnight, and I believe not even in 5-10 years
  • also as indie, we're different from big publishers and most of the discussions don't apply. Look at Spiderweb games. Old-school RPG are dead, right? since about 1990. He is not doing well indeed. He is doing extremely well! As indie (especially if you work alone or in a small team) you don't necessarily need to sell a $1 game to 100,000 people in a week, but you can have better luck trying to sell a $20 game to "only" 10000 in several years. That makes quite a difference!

That said, of course online games/web games can be profitable! I never said the opposite. Only that they require a completely different subset of skills vs the traditional downloadables, and also on marketing. I am currently doing research to make some online games as well, but it's a big step for me. Most of the successful online games are run by a team, with a few exceptions, and don't want to committ myself to something "too big" yet. I could do some experiments though.

For example, an idea I recently had was to add an online mode to Planet Stronghold. You would play online battles (not PvP though, at least initially) and as you win you would get experience, money to spend on better equipment or buying skills, and so on. It would be completely separated from the main game, so that I was even thinking to sell it as stand alone game or maybe use the free-to-play model. However I'm not sure if there's enough interest to justify the time I'd have to spend to do this (especially coding the server part), even if it wouldn't be a completely new game since I would be able to reuse good part of the normal offline game system.

In general I think that while visual novel, dating sims, and other similar games gain zero benefits from being online, other kind of games like RPG, simulation, strategy games can become more interesting with new online features.

Speaking of dating / life sim, I've made more progresses on Remember Me this week, and some events are really cool like the one below:

Secretadmirer

Who is this mysterious secret admirer? you'll have to play the game to find out, even if honestly is not that difficult!

I've also got some important news about the other games in development. Flower Shop: Winter In Fairbrook is getting close to the release! I don't have yet an exact date, but should be before next June, so not much left to wait. I'm currently writing (with help of external writers) and getting the art done for the simulation/RPG game Queen Of Thieves and the comic-RPG game Loren: Amazon Princess. My sports simulation game Universal Boxing Manager 2 is also going on well, even if right now there's not enough to make a video, since the coder is mostly doing stuff that appears behind the scenes (statistics, AI, gameplay, and so on).

My planned release schedule (which surely will be messed up completely) would be:

  1. Mid/End-April - Remember Me
  2. End of May/June - Flower Shop: Winter In Fairbrook
  3. July/August - Loren The Amazon Princess
  4. September/October - Queen of Thieves
  5. November/December - either the superheroes game or maybe UBM2

Friday, March 4, 2011

The Tao of indies!

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In the picture above, Gilda and Grillo sleeping on the same basket. They seem to be forming a sort of Cat-Tao (or Dao)!

According to Wikipedia, the meaning of Tao is:

While the word itself literally translates as 'way', 'path', or 'route', or sometimes more loosely as 'doctrine' or 'principle', it is generally used to signify the primordial essence or fundamental aspect of the universe.

Today I want to talk about the Tao of indies! I hope my English will be up to it XD

Inspired by the friend/colleague Andy Schatz and his talk at this year GDC (I wasn't there but I've read lots of blogs posts about his talk) I want to remark how important it is, even for an indie, to follow your true inspiration, to do the game you want to do. Too much often I see indies working on "clone of game XZY" or "I had to change this because the publisher/distributor wanted it this way" and so on. Indies by definition should be free, free to do whatever they want.

Of course, you still have to keep some common sense and not start making the most crazy ideas that comes to mind! But the truth is that I've seen often projects that started as "quick diversive" (because you couldn't find the strength to finish the "big safe commercial project X") turn into great games. To summarize it better, I want to quote Andy himself:

“If you work on a game that’s really cool, you’ll either get recognition or you’ll make money,” says Schatz. But if you make a game to just make money, you’ll either fail, or you’ll make money. “So the way I see it is that if you make a game just to make money, that’s actually riskier.”

That's completely spot on. I know basically... nobody who made a game he hated AND made lot of money. Every single developer I see who made lot of money (and I know plenty) made it by working on a project he really loved.

For me, last autumn was a critical moment too. After the two Vera games that didn't sold very well, I was tired of writing VNs, and in general of making games! But at same time I felt almost like I completely forgot how to code, how to make a good game.

So, I decided to aim higher this time, and in 6 months I built a RPG framework on top of the Ren'Py engine and wrote Planet Stronghold. At first glance you might think that's simple, but in reality it's not at all. Writing the code for a RPG that features: a turn-based battle system, special attacks/effects on enemies and your party, inventory system, skills system, level up screen, training screen, exploration map, and probably something else I forgot, was a big effort.

But already from the first months, when I started the pre-alpha phase, and first sales started coming in, and at same time my almost desert forums started to see some activity of people suggesting new features / changes / improvements, I made peace with coding and once again I found the FUN in making the games, that I thought to have lost forever!

Because making games is fun. It should always be fun. If you're making a game, and you're not having fun, something is seriously wrong.

Next week will talk about progresses with the otome/lifesim Remeber Me, which hopefully will be out in April!