Stealing Farmville's thunder one player at a time. 1 down, 80 million to go.
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Zombie Farm iPhone Game Adds Social Features, Shoots Up Top Grossing Chart
Zombie Farm (Social Update) —Zombie Farm is another older, and popular app that also received a significant update. Currently ranked at #12, the game, which allows users to build a farm and grow their own army of zombies, is now social. Updated July 28th, Zombie Farm lets users connect and play with their friends viaFacebook, email or username. Beyond visiting one another’s farms, players can now send gifts, receive daily rewards, and even engage in a game of “zombie tag” with their friends’ zombies. Monetizing through in-app purchases, Zombie Farm is developed by California-based studio, The Playforge, told us they have more than 20 million players for Zombie Farm.
Adding social features to an already successful game (with enough players for social to make sense) pushed this free to play hit to new heights.
If only 1 in 400 of your downloaders make an In App purchase you're still better off with freemium
Flurry has just released some staggering statistics that confirm that this is true. In particular, they say that the average transaction value for an iOS or Android purchase is $14.
I’ll repeat that: average IAP spend on iOS and Android is $14.
That’s 14x the revenue that most developers get with a Lite + Premium strategy, and is based on an analysis of how 3.5 million consumers spend their money in games.
if you are still making games where the maximum revenue you can make from a single customer is $0.99 (or even $1.99), I’d stop right now. You are wasting your time and effort.
Let's work some maths here. Yesterday I posted that going free from 99c can increase downloads by about 35x.
If you have a 99c game, every download gets you 99c and no more. Say it gets 10,000 downloads. Let's round the gross revenue up to $10k.
Make it free and your downloads increase 35x. You can now expect 350,000 downloads. You only need about 3 cents revenue per download to make the same money.
Now we know the average purchase is $14. This means that if you get only one in app purchase for every 400 downloads you're better off if you were offering your game for 99 cents: you'll have 875 purchases totalling on average $14 each.
75% of revenue is In App for top grossing iOS games. 65% of top grossing iOS games are freemium.
The key to this growth is the freemium business model. Flurry says "games drive 75% of revenue generated among the top 100 grossing iOS apps, of which 65% were generated from freemium games".
New business models are driving smartphones to $1 billion of revenue in the US alone. Although that is still a long way from the $10 billion of retail revenue from AAA games in the US, it’s a great performance.
I find the emergence of these new, successful business models tremendously exciting. I look forward to seeing what new changes are just around the corner.
This is the reality: freemium is the best path to revenue for game developers.
Anybody else surprised though that iOS & Android combined is still only 10% of AAA?
Consider other platforms: smartphones are not the be all and end all.
Can YOU make a living with a Facebook game?
How Ngmoco Rules Free to Play Games
- A break down of their revenue sources
- Information on Ngmoco's business model and growth plans
- The benefits to them of the free to play model
Describe Your Game Better! Hook More Players! Make More Money!
- Sell! Nobody is really interested in a description of your game. People are there because they want you to persuade them to buy / play it. Use the opportunity to sell your game directly to the player.
- Avoid "[title] is a..." in your description. It's boring and is more suited to an encyclopaedia than a sales pitch for a game.
- Be sparing with techy and gamer words. They probably don't mean as much to the reader as they do to you, and they carry no emotion for most people. MMO, RPG, persistent browser game -- these words don't mean much to most people, and will rarely close a sale.
- Do use "genre appropriate" words. Action games should include words like "action-packed", "fast-paced", "thrilling". HOGs should include words like "discover", "find", "uncover", "unlock", "mysteries". And so on.
- Every single thing you say must be a good reason to play. If you've put in a sentence or phrase that doesn't give the player a reason to play, take it out.
- Start sentences with VERBS. Starting sentences with a verb puts the player into the action. "Fight your way to the top!" is better than, "A game where you must fight your way to the top" -- and much better than "get to the top by fighting". Serve up big, action packed verbs at the start of sentences.
- Say "you" and "your" a lot. Never "the player". After all, you're talking to people who you want to BE players. Right?
- Say "the" not "an". "It's the addictive puzzle game where you have to unblock the sewer" is better than "Pooper Scooper is an addictive puzzle game where the player has to unblock a sewer".
- Don't waste words. There are lots of phrases that you just don't need, because the context makes it obvious. Phrases like "is a game", "the backstory is", and so on. We don't need to be told this.
- Suspend disbelief. We know that there isn't really an intergalactic war going on. We know that we won't really be piloting a faster than light star ship. But it's more fun and more compelling if the game description lets us forget reality and experience the game. That's another reason for leaving out "is a game" and "the backstory is" type phrases.
- Keep sentences short. More than 20 words is really pushing it. Much less is best.
Solitaire Siege is an action based solitaire (Pyramid) style game where the player gets to use Grenades, Flame Throwers, Rocket Launchers, Snipers and even Air Strikes to help them clear the table of cards.
- Get rid of "Siege Solitaire is an" and replace it with "it's".
- Break it into 2 shorter sentences.
- Use "the" instead of "an", use "you" instead of "the player".
- Ditch the wasted words -- particularly "gets to"
- Find more powerful verbs than "use"
It’s a fun, quick game that will make you want to play it over and over again and with it been on the iPhone, you will be able to play it where ever you are.
The basic background story to the game is that an evil general is secretly creating an army of clones to take over the world and it’s your job to stop him by any means possible. You will travel from the deepest forests, to hot, dusty deserts, to the cold snow covered lands and even to hidden underground bases in your quest for the general.
Zeebo's Low Cost Console Opens a New Frontier for Religious Games
Zeebo, the games console for heathens and papists.
- Brazil -- Catholic
- Mexico -- Catholic
- India -- Hindu
- China -- Officialy atheist with quite a bit of Buddhism and Taoism
Are You a Marketing Bum? (via @gamesbrief)
Breathing Life Back into the Coin-Op: OMGPOP Launches a Virtual Coins Version of Missile Command
As the player reaches new levels, more than just missiles attack you (odd looking spaceships, for example). Obviously, if the missiles hit you, you lose health, and in higher difficulties this can happen extremely fast. To mitigate this, players can use the OMGPOP Coins to instantly reload all of their missiles (otherwise, the game gradually reloads one missile every second or two), nuke everything on screen, or heal yourself to full. These each cost 20, 500, and 1000 coins respectively.
Of course, we're talking virtual coins here -- not real dollars. You can buy them or earn them. But this makes "free to play" games just like the old coin ops -- where you could "continue" by popping in another 50p. And if you'd just got further then you'd ever got before, then you'd keep pumping them in until your pockets were empty.
How Indie Facebook Game Devs Can Succeed by AIMING LOW
- Low development time. The MouseHunt beta was launched to 40 friends around 2 weeks after the concept was developed.
- Low investment. If you take on external investment, you need to succeed big and fast. But unless the external investment means you can grow your game as fast as Zynga, you'll fail. It's better to have no external investment than not enough. GameLayers raised $2 million. It wasn't enough for them to win the war against Zynga, but it was enough to mean they had to die trying.
- Low break even point. This is a result of low investment and fast development time -- you don't need much income to break even. Build your game so that you can still make enough money to grow with only a few thousand daily active users.
- Low complexity. MouseHunt was a wild success. MythMonger takes a similar mechanic and makes it more complicated. It doesn't work anything like as well. And I bet it has higher dev time, higher investment, and a higher break even point too. D'oh!
- Low expected audience. MouseHunt didn't even try for mass appeal. They came up with a game concept that they thought most people would consider stupid. Fortunately, the big game studios agreed with them -- it was a stupid idea. Even more fortunately, quite a lot of people enjoy playing their stupid game. GameLayers suffered because their concept proved really popular -- and competitors were able to invest more and implement the concept better.
- Low expectations. There are many, many opportunities for social gaming "lifestyle businesses". But only a few opportunities to grow into a serious game studio. Build a great lifestyle business! Big businesses are lifestyle businesses too -- it's just that the lifestyle you get is more stressful.
- Low player commitment. Build games that require little action on the part of the player, but that reward casual interactions every so often.
- Low churn. The most important metric for a small social game dev is retention. If you can keep the players you've got then you can eventually grow your player base and revenues through tweaks. Focus early on on keeping the few players you have -- make the game "sticky" without relying on having loads of friends playing.




