Techniques I use for Developing Ad Based WP7 Games

The general rule to making successful Ad Based WP7 Games is to make them really addicting and give the player a reason to come back and play your game. You will start making money when you have reached a good balance between the number of users and how sticky your game is. This might take a few days to a few months to achieve, but if you have a solid and highly addicting game then you have a winner.

  1. Update often, and update with exciting new features! The good thing about WP7 is that a software update increments the Marketplace Live Tile, treat this like a advertisement. Actually treat your updates like advertisements, it showcases why the user should come back and play your game again. Although be careful if you are just updating your game too often as it might actually annoy the player especially if you don’t communicate what you changed
  2. Use Twitter (follow me @mechaghost). I connect with so many developers and players using twitter. But I also get a pulse on the community, learning what works and what does not work. Being in the WP7 marketplace is like driving 60mph where you can only see 10 feet ahead of you, so the more information you know about the community means you can see farther ahead of you. Don’t be left behind by being the person who did not know
  3. Read all the reviews and not just the one from your home region. I use this awesome app on WP7 called AppTracker . This lets me read reviews from all over the world on my device, it can also translate for you if they wrote in their native language that you do not understand. Reading reviews will give you a good idea what people want from your game, don’t underestimate this. Also the more responsive you are to your users the more likely they will remember you and spread your name by word of mouth.
  4. Advertise! This is something I started doing a few days ago, but it has already impacted my games in a meaningful way. Advertising on different WP7 sites gives their readers a better opportunity to try out your game. Anyone who has something to sell will always tell you that you won’t have business unless you advertise
  5. Spend your money on the right things. Many developers are allergic to spending money to make their game successful. Spend the money to acquire the correct artwork, sounds, and other software. There are many games out there that have awesome gameplay but looks like crap. Guess what? Players like seeing nice things before they try it, don’t kill your awesome product by not spending the money to make it the best it can be.
  6. I tend to gravitate towards games that can be played over and over again because they tend to be very sticky with people. Especially non hardcore games like word games, puzzles, etc … I’m not saying that other games are not as effective, but more people are likely to play something that is already familiar and not intimidating with them. Also upkeep is cheaper when you don’t have to crank out levels on a regular interval to keep your players playing your game. But this puts all the burden on your game mechanics, so be sure to have a solid game mechanic
  7. I program the way that benefits me the best. I’m not the biggest fan of strict coding guidelines especially if it gets in the way of making a good game. I’m also not that into super generic coding where it can be whatever you want, unless its the most basic of utility libraries. In my experience having something super generic has been a pain in the ass to maintain and leads to code bloat. Also remember in game programming we are not coding towards any industry standard save for a few things. Each game has wildly different needs as well, so don’t get lost in getting too crazy with code reuse. Do what is needed for your game, do it good, and don’t waste your time. There is a caveat to this though, I tend to have tons of duplicated code across different game projects, but that works for me, it probably wont work as well in a multi person project.
  8. Share what you learn to the community! I have shared many of my statistics and techniques. This has given me more “street cred” which is important among us developers. Also this has lead me to more and more opportunities. Don’t be afraid to tell the world what you are doing, most people are interested in what you are doing wrong and right.
  9. When I am finished with a game. I take the time to step back, take a break for about a day or two, then look at the game again. This gives me enough time to pull my head out of the mud and see what the game is as a whole. Is it polished enough, did I test it enough, what more can be done, etc … You are not very subjective about something you have worked on for a long time, especially when you are tired. The quality of my games have improved so much because I always took the time to take a break.
  10. Last but not least, believe in your abilities as a game developer. It’s not healthy second guessing your ability as a developer, especially when you see award winning games made by this one person when they were in college. Yay great for them, but that does not mean you are any less than they are. I’ve never won a game award for anything that I have made yet I am very proud and happy with my work and that is more than enough for me. I think about believing in myself as the root of my game development, if I make it flourish then I will be able to get more nutrients from the ground as well as keeping the rest of the plant stable.

This post is really is not about the techniques you need to master in order to be the best game developer, but rather a mind set. Remember the game community is a fast moving body of water that can devour you unless you rise up to the challenge and ride it like a surfer would.

Cheers!

 

Posted in Game Design | 3 Comments

Going Full Time Indie Part 1

I’d like to start chronicling my experiences as I start doing my Full Time Indie Gig. I started going full time April 1st, 2011 after working for XNA Developer Education for a good 9 months before wrapping up all the contract work there. Before that I have worked in and out of the game industry as an employee. This is the first time I have gone solo on my own on which I will own every success and mistake that I make. Anyways, the format of these posts will be brain dumps of numbered lists, as I am not very fond of spinning the facts into a wonderful narrative. Maybe some day in the future, I will but for now this will do.

What I learned so far:

  1. Health care is hard to figure out, especially since the IGDA healthcare cannot include people in Washington State. Let me say it now, the way we handle health care in America is broken for anyone who is not under some employer plan. You get really bad coverage for an arm and a leg. To compound to that there are tons of confusing plans that really does not make sense to me. Plus I have to deal with Dental and Vision which are separate issues on their own
  2. Taxes are a bit more complicated and you will always get confusing and conflicting information online. I will have to consult with a CPA sometime when the tax season is over so I do not screw myself over
  3. Everything is now a potential deduction. Right now I try to save as many receipts as I can so come tax day next year I do not have to pay more taxes than I really need to.
  4. It’s awesome working from home because I can wake up anytime I want and work till whatever time I want. Good thing is that I am very passionate about what I do so I do not have to drag myself to do programming/art for my games. Remember this will only work if you are passionate for what you do :)
  5. I thought I would have a bit more free time to do whatever I please, but I am just as busy as an employee or doing what I do now. The biggest difference is flexibility,heck the workload is probably bigger because I have to rely on myself for pretty much everything.

Right now I am taking everything slow, as I am a 1 man developer shop. Once things pick up and I have a decent amount of cashflow, I might be able to hire some help around here so I can be more productive.

 

Posted in Indie Games | 10 Comments

Impressions and Revenue

A lot of people have asked me what the typical cycle is with ad revenue and there is fear that their earnings are just a temporary spike in ad revenue and that it might dry up pretty fast. I used to have the same fear, but lately I have been looking at data more to alleviate these fears, as most people would know, the fear of the unknown is big.

So most people don’t have months worth of data yet to prove the viability of Ad revenue based monetization in WP7. Fortunately I have 3 months worth of data I can share with you all so you can have a pattern to look at. Although let me say it here that there are thousands of variables as to why revenue and impressions go up and down. It can be the time of the week, the day of the week, the ads that are currently being served, your game popularity, the tidal wave height, what tie you wore this morning, and many many more. Many of the questions I have received have also been in the short term look at revenue, like “yesterday I made this much now I am half at that rate what is going on?” Let me tell you this and stop making yourself worry so much by looking at the small time frames. The wider your time frames the more stabilized and sensible the data would look like. For example.

Let’s say for the 2nd week until the end of February, I was pretty much down in revenue for 2 weeks without much explanation (my games were being downloaded, good reviews). But once March rolled in I started averaging higher, and I broke the highest earning in a day there. However currently there is a problem with AD Center where everyone’s ecpms are hovering around $1, this should get me panicked about my future, but I have decided to preoccupy myself with other things rather than looking at these numbers. Until Microsoft has dealt with this anomaly I am trying my best to ignore it :)

Another thing good to look at would be impressions, as this can tell the health of the ads on your game. Also impressions tend to be more deterministic as shown in the graph here. Impressions are highest on the weekends and lowest during the middle of the week. Meaning there are more people playing during the weekend than the week.  I also tend to look into impressions to figure out why my revenue was lower, if the impressions were steady then I can just blame it on some company not want to advertise that day or something :p

Anyways here is what I have taken away with the 3 months I have been earning ad based money

  1. Don’t look at the short term as that will drive you bat shit crazy. Look at the bigger picture to save your sanity
  2. Revenue will always fluctuate up and down and most of the time it won’t be in your control.
  3. Impressions are a much better way of gauging how your app is doing with ads because it is a much more stable graph
  4. Before going full time dependent on the money from the Ad revenue make sure you have a cash buffer because you never know how long ad center might be broken or your might hit a bad advertising month.

I hope this gives some insight to other people there who want to know more about the long term viability of ad based revenue.

Posted in General | 17 Comments

Moving forward with WP7

GDC for me is a place of meditation. I go there like a monk on a pilgrimage to a secluded mountain top temple. I use GDC to validate the processes and techniques I have been using for the past year. I also go to GDC to learn new techniques, get inspiration, create new networks, as well as reinforcing existing ones.

Here is a rundown on what has happened during GDC that will affect my strategies going forward.

  1. I have been telling people my success stories especially with ad driven free games. Most people don’t think there is a clear monetization route for WP7, but I have proven to the there is. People were greatly impressed with the $200 a day average (this has been lowered from my previous post about Ad driven games because of the volatility of ecpms). However I am still not happy with a $200 a day revenue. I aim to reach $1000 a day in revenue then I can stop being a 1 person indie game studio.
  2. Previously I was thinking of doing Android development to further extend my reach with monetization. However I don’t have any technology expertise nor the infrastructure to realize this just yet. I need to invest time and money to get Android done. However I won’t be able to do this all by myself, as I will be stretched too thin as a resource. Android is definitely in my sights but I will continue to use laser focus on WP7 as I build my brand and reputation

Anyways, I shall leave posting this message and start working on my next WP7 game, whatever that maybe :)

Posted in General, Indie Games, WP7 | 5 Comments

Teaser Trailer for Steam Castle on WP7

Steam Castle is the my newest game for WP7. It pits your Steam Castle against a barrage of enemies wanting nothing but to destroy your Castle. They have a beef against your castle and really wants it obliterated. Fear not though as your castle is equipped with standard Steam Shots as well as can be restocked with more special ammunition like the Vortex Shot and Scatter Shot. Steam Castle is still under development but is in the late stages, so expect it to come out sometime after GDC! :)

Steam Castle Trailer

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How I implemented Global High Scores in WP7

I’ve been asked by many people how I implemented my Global High Scores in my WP7 games. It may seem like a complicated task but it is actually quite simple to implement as it took me around 1 day to implement. I use PHP as my webservice and MySQL as the backend database. Some of you might wonder why I did not use asp.net as my technology stack but it came down to a few simple reasons:

  1. PHP got me there faster because I only had to write about 100 lines of code total
  2. My hosting service did not offer asp.net, it was running on Linux :p
  3. I’ve had experience with PHP and MySQL more recently and I liked the simplicity
  4. It’s free!

The PHP service listens for POST and GET requests and serves the data needed. On the WP7 clients I use WebClient to do my POST and GET.  I won’t get into tutorial mode and teach you how to do it as there are more than enough information you can find on the internet about these topics.

Posted in WP7 | 2 Comments

Traffic Cop is now out on WP7!

Ever dreamed of directing traffic with traffic cop like powers? Well now your dreams have come true! Traffic Cop for WP7 has been released. For more information check out the game information page: http://www.occasionalgamer.com/wp7-games/traffic-cop/

Download it now on the WP7 Marketplace

Posted in Traffic Cop | 3 Comments

Ads and WP7 Games

I guess it’s about time I shared my ad revenue data. Overall I have been very pleased with the Microsoft AD api for Windows Phone 7. They’ve delivered timely reports, good eCPMs, as well as a very healthy ad fill rate. I would have to admit that when I started putting ads into my games I was not sure where it would lead me to and how fast that would be. I started serving ads with Impossible Shoota in mid-December. The first day the ads went live I raked in a whopping .85 cents from around 1418 impressions! But that was due to the update coming out late in the day and people have to update the game to get the ads. The following day I was able to get $7.82 from 13,222 impressions. A very positive and promising increase. Fast forward 1 week impressions kept creeping up to around 20k, with estimated revenue of 30 dollars a day.

Not bad for a start, but it was not a serious contender yet. At this point all my ads were confined in the menu of the game. None of them were actually in the gameplay. But I wondered what the difference would be if I had ads during the game. I wanted to do this experiment on Fishing Girl because I did not want to risk the number of people playing the game to drop on Impossible Shoota if the experiment went horribly wrong. So I did an update on Fishing Girl and put the ads in the game, surprisingly most people did not complain about the ads, and the game started making almost as much money as Impossible Shoota. From this point on I had to make a choice if the risk of angering a few people was worth the increased revenue, and it was definitely worth it. I did have angry reviews from people saying that ads during gameplay was  no-no, and that they will never play again, but that was around 5-6 reviews of the hundreds of reviews I get (you can’t please everyone).

Fast forward to February, and no I am making around $380 a day from ads from my 7 games. The bulk of the ad revenue comes from Quadra and Impossible Shoota, my two highest ranked games. Blackboard Gems, Fishing Girl, and Nom Nom Worm make about half what Quadra and Impossible Shoota Make. While Scribble Defense and Zombidemix are probably 1/10th of the top two earners (due to the fact these games don’t have ads during gameplay)

Revenue graph December - February

So far I have released 7 free games and 3 paid games with a 8th free game in certification. The amount of money I earned from the 3 paid games pale compared to money from the free games. So expect to see more free games from me :)

Here’s a quick list of things I learned along the way.

  1. Build a quality product first and foremost. You won’t be making any kind of money from a quick and dirty game. I spent countless hours polishing and developing my games to become what they are now. Your hardwork will definitely payoff.
  2. Tell the world about your game, if nobody knows about your game nobody will play it. Guess what if nobody plays it? You don’t get paid.
  3. Keep your running costs low. I do almost all the work in the game. Design, Art and Programming. The only thing I don’t make are sounds, which I get from the incredibly talented Soundrangers.
  4. Have a reason for the players to come back and play your game on a daily basis. If you are depending on ad revenue, your game better be darn addicting.
  5. Don’t be afraid to take risks, especially if you have nothing to lose. I took a big leap of faith when I went ad based revenue, and see where I am at now
  6. Ad Revenue is based on many factors, so don’t be worried if numbers suddenly plummet on a day to day basis as long as you are trending upwards over the long run
  7. Listen to community feedback, the more you engage your customers the more likely they will stick around and play your game, especially when an update comes out that had a feature they really wanted.
  8. Lastly, you have to be patient. Ad revenue will start really slow but slowly pick up the pace especially if your product is gaining popularity. If you are adding to a existing application remember that people have to update to get the ads, so until most of your user base updates, it will be a slow start as well.

To close things off, I would like to reiterate that you absolutely must have a product that people enjoy playing over and over again. Unlike paid for apps which make all the money upfront, ad supported games need to continually engage the player with regular updates and communication to keep ad revenue going.

Remember: Ad supported games are a service and not a product.

Thanks for reading,

Elbert

Posted in Indie Games | 34 Comments

Nom Nom Worm is out for WP7!

My 7th and cutest game creation yet for WP7! Nom Nom Worm!  Now available on the Windows Phone 7 Marketplace.

More information: http://www.occasionalgamer.com/wp7-games/nom-nom-worm/

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Interview with the UNAM(Universidad Nacional Autónoma de México)

Recently I have been asked to do a interview with the awesome people from SODVI (Sociedad de Desarrollo en Videojuegos, Videogame
Development Society). They asked some really good questions about game development, and the processes behind it.  The interview is both in spanish and english.

Link:

http://sodvi.info/blog/es-MX/entry/711869004/Entrevista-al-desarrollador-indie-Elbert-Perez

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