Facebook Indie Games
Facebook Indie Games

Stealing Farmville's thunder one player at a time. 1 down, 80 million to go.

TwitterFacebookPage

Search

January 21st, 12:57pm 1 comment

Your Plain English, 4 Step, 5 Minute Game Marketing Plan

Just answer these four questions about your players and your game. Write them down somewhere, expand them over time. Keep it simple but take it seriously.

1. How do they find it?

What's going to get your players aware of your game in the first place? Are the techniques you have powerful enough to alert enough potential players about your game?

Most people need to hear about something several times before they try it, so watch out!

2. Why do they try it?

What's going to get somebody who hears about your game to download it to their device, try it out on Kongregate, or give it permission on Facebook? Are there enough reasons to convince somebody who hears about your game that they really should try it out? Is there anything that will make them feel confused or doubtful about it?

3. Why do they stick at it?

After they've tried it, what's going to keep them coming back for a 2nd, 3rd, 4th, 5th play? "It's fun" on its own is not enough. There are millions other fun things people could do instead of revisiting your game. Make sure they're not doing them.

4. Why do they buy it?

What's going to motivate them to switch from Lite to Full, or to make purchases inside your freemium game? How can you make sure there's enough resistance in the free version that they are motivated to buy, but not so much that they stay with free for ever?

Answering these 4 questions is not the most thorough marketing plan in the world. But plenty of game developers don't seem to even answer these simple questions properly. Now you have a head start on them.

Posted by David Barnes
December 12th, 2:30am 0 comments

Mark Pinkus "has a reputation for being an a--hole". You read it here first!

Fascinating bio of Mark Pinkus ahead of IPO.

He's not as young as you'd expect. His background isn't really in games (surprise surprise). And he's one hell of a focused individual.

When the Support.com board brought in former Hewlett- Packard Co. (HPQ) executive Radha Basu as the new CEO, Pincus asked engineers to work on weekends so he could give them projects not authorized by Basu, said one of the people familiar with the matter, who asked not to be named.

After Support.com, Pincus focused on investing in new startups, including Brightmail Inc., Napster Inc. and Friendster Inc. In 2000, he bought Eric Schmidt’s airplane, a single-engine Beechcraft Bonanza, and devoted more time to his hobby of flying. He also invested in a movie, 2001’s “Kissing Jessica Stein,” which grossed more than $7 million on a $1 million budget, according to the Internet Movie Database.

Pincus made an early bet on the social-networking craze when he started Tribe Networks Inc. in 2003. Though the company was sold to Cisco Systems Inc. in 2007 before gaining wide popularity, it helped established Pincus as a predictor of technology trends, said Marc Benioff, founder and CEO of Salesforce.com Inc.


http://www.bloomberg.com/news/2011-12-11/pincus-faceoff-with-zuckerberg-shows-fearsome-prelude-to-zynga-s-ipo-tech.html
Posted by David Barnes
November 29th, 7:06am 0 comments

What if Zynga made games for good? Fast Co.Exist finds out.

Media_httpwwwfastcoex_jzhci

The demographic most addicted to Zynga games is also most likely to support charity. So why not make charitable games? Sojo can't see any good reason why not and is launching WeTopia today.

One important element is using games to make tragic news stories stick around longer. News has to be new, but games can build awareness over a longer period:

Sojo Studios founder Lincoln Brown first became inspired to create a game with a mission after noticing that the media coverage of Haiti’s devastating earthquake died down just a few months after the tragedy. That lack of coverage corresponded with a drop in giving to the cause. Brown thought: "There had to be a way to create better giving experiences."

It all makes a lot of sense: virtual gifts are the perfect match for charity gifts (like the middle class white man my goat got for Christmas last year.)

Link: http://www.fastcoexist.com/1678868/wetopia-what-would-happen-if-zynga-made-games-for-good

Posted by David Barnes
November 28th, 8:56am 0 comments

Urinal games? OK, but what FBIndie needs is something that will help get the flow going...

Media_httpnewsbbcimgc_qqewz

Media_httpnewsbbcimgc_xhnhr

BBC News reports new urinal games that you control by aiming for different parts of the bowl.

Unfortunately it doesn't support a multiplayer "who can get highest" competition.

http://www.bbc.co.uk/news/technology-15923438

(It runs Windows 7, of course.)

Posted by David Barnes
November 28th, 7:35am 0 comments

Trouble at Farm: Zynga struggles to make players and staff stick around.

Businessweek reports growing pains at Zynga -- the "thrill is gone" from virtual worlds. Mafia Wars 2 bombed, for example:

Mafia Wars 2 had all the makings of a blockbuster. Its development team, which grew to 80 people, worked for nearly a year on the game, heralded in an October media launch at the company’s new headquarters. (The lobby contains a 1970s Winnebago and a tunnel lit with color-pulsing LED tubes.) The game peaked at more than 2.5 million daily active users in October. Since early November, the virtual organized crime adventure has shed more than 900,000 players, according to research firm AppData.

http://www.businessweek.com/magazine/in-some-virtual-worlds-the-thrill-is-gone-11232011.html

Which means the thrill of working for company that had a license to print money and was single-handedly buildling the future is also gone. Staff are starting to revolt at the companies vicious hiring and firing practices:

Led by the hard-charging Mr. Pincus, the company operates like a federation of city-states, with autonomous teams for each game, like FarmVille and CityVille. At times, it can be a messy and ruthless war. Employees log long hours, managers relentlessly track progress, and the weak links are demoted or let go.

But that culture, which has been at the root of Zynga’s success, could become a serious liability, warn several former senior employees who agreed to speak on the condition of anonymity because of fear of reprisals.

As the discord increases, the situation may jeopardize the company’s ability to retain top talent at a time when Silicon Valley start-ups are fiercely jockeying for the best executives and engineers. It could also hamper deal-making, a critical growth engine for Zynga, which has spent about $119 million on acquisitions in the last two years.

(bonus tidbit: PopCap turned down a buy out from Zynga because of the company's culture, then went on to accept a buy out from EA!)

http://dealbook.nytimes.com/2011/11/27/zyngas-tough-culture-risks-a-talent-drain/

FBIndie was set up with the mission to "steal Farmville's thunder one player at a time"...

Media_httpwwwcommondr_sbvmh

Posted by David Barnes
November 24th, 2:43am 0 comments

Yet another reason to think twice about building your plans on Apple's platform.

“We were notified that the app was removed,” said Paul Thelen, founder of Big Fish, a game publisher in Seattle. The app had been available since Nov. 18, he said. “We’re trying to follow up with Apple to try to figure out what happened.”

Thelen said he was surprised by the move because Big Fish had worked with Apple for several weeks to ensure that it met the requirements for recurring monthly charges made through the App Store, a method most commonly used by magazines and newspaper publishers.

“It was officially approved,” Thelen said. Apple had even seen the app's press release before it went out earlier today, he said.

Apple's removed Big Fish Game Subscriptions from its App Store, even after approving the app and working with Big Fish together for weeks.

"Apple declined to comment." The PRs at Cupertino have that tatooed on their forehead.

Posted by David Barnes
September 21st, 8:15am 1 comment

Top Down vs. Bottom Up Forecasting (Bootstrapping a Game Studio)

Guy Kawasaki states as one of his 11 laws of bootstrapping:

Forecast from the bottom up. Most entrepreneurs do a top-down forecast: “There are 150 million cars in America. It sure seems reasonable that we can get a mere 1% of car owners to install our satellite radio systems. That's 1.5 million systems in the first year.” The bottom-up forecast goes like this: “We can open up ten installation facilities in the first year. On an average day, they can install ten systems. So our first year sales will be 10 facilities x 10 systems x 240 days = 24,000 satellite radio systems. 24,000 is a long way from the conservative 1.5 million systems in the top-down approach. Guess which number is more likely to happen.

It's much harder to get a big enough number with bottom up forecasting. You soon find that you need to take action and make changes to drive the numbers up... actions that you wouldn't have bothered with if you'd used a top down approach.

How does this apply to game studios?

In a top down model you start with the whole market -- a very big number -- and work down from there. In a bottom up model you start with yourself, and work up.

If your forecasts start out using assumptions or data like:

  1. There are over 200,000,000 iOS devices in existence.
  2. The top Facebook games attract up to 100,000,000 players.
  3. Minecraft has made more money than Dr Evil would dare ask for

Then you are using top down forecasting. The next thing you always say after this kind of statement is "if we could only capture just 1% of that then...". 1% doesn't sound like much: anybody could do it right? No, they couldn't. Specifically, you couldn't. Not like that.

Bottom up means you start with your situation and capabilities -- pretty small numbers, I bet -- and work upwards to hopefully a decent number. You might look at all the options you have to drive views to your game's web or app store page, and make assumptions about how many visits you can deliver through various channels. And then think about how likely each view is to convert:

  1. We have 2,000 followers on Twitter. Let's aim to get 50% of them to view the game, with 10% of them converting to a sale. That's 100 copies.
  2. Our web site gets 500 views per day. Let's put an ad on each page. We might get 20% of visits to click the ad, and 10% of those to buy. That's 10 copies per day.
  3. If we get featured by Apple we can expect sales of ~500 per day for a week.
  4. We'll assume we get positive reviews on 3 fairly popular review sites. Let's assume 10,000 people read those reviews, and 1% of them go ahead and buy. That's 100 more copies.

As you can see, not happy numbers. But that's the point: this kind of forecasting reminds you that you need to find more ways to publicize your game, and that a big market doesn't guarantee success on its own.
Posted by David Barnes
September 20th, 6:16am 0 comments

Good Game, Bad Cop: how HECTOR: Badge of Carnage made a killing

HECTOR: Badge of Carnage is a true iPhone game success story. A first time release that's had great sales and strong reviews, all at a relatively high price.

GAMESBrief has a guest post from the man behind it exploring how such success was achieved.

What are the real lessons here?

1. Aim for a ready-made, passionate, and hungry niche. In Hector's case, graphic adventure fans. Adventure gamers know what they like, and are not afraid to tell each other about it. That's what you need if you want word of mouth marketing.
2. If you can't go IAP, find another way to get more than one sale from each customer. In Hector's case, episodes.
3. Make the tone of your game part of your marketing. Game designers talk about how a game is a "magic circle". If your marketing can bring people into that circle, so much the better.

This is the best guest post Nicholas Lovell has ever found for his GAMESBrief site.

Posted by David Barnes
September 15th, 3:08am 0 comments

"Actually, I'm a Game Designer"

Media_httpiimgurcomy7_ldjof

With hats off to @johnwfisherii for twitting this.

Posted by David Barnes
September 1st, 3:53am 0 comments

Stick Run: First True Indy Facebook Hit?

Media_httpplaythisthi_xfbhv

Stick Run is a simple Facebook game reminiscent of Canabalt, but with most of the things that make Canabalt brilliant left out: the graphics are basic, there is little atmosphere, and you run at a constant speed rather than getting faster.

It's also delivering 300k+ DAU for its developer, which must be raking in enough money to keep him comfortable.

The game follows many of the rules I set out for Facebook action games last year: high scores, luck, no levels, unlockables. It isn't against the clock but each game is short enough that if anything a quick go of Stick Run will take less time than a game of Bejeweled Blitz. For an indy developer focusing on making the game fit the expectations of the platform is more important than crafting a really polished, deep game.

Source: Play This Thing!

Posted by David Barnes