Posted: November 2nd, 2011 | Author: joey | Filed under: Uncategorized | No Comments »
I recently attended a panel at DigiFest Toronto, where the topic of the increasing difficulties in distributing your indie game in the iOS App Store came up. I outlined some of these numbers in another recent post (http://www.lapegna.com/?p=108).We all know that the real money is made when your game is listed in the top 50 overall, and it gets exponentially better in the top 25, top 10 or top 5. Only a few of us actually know what it’s like to be in the elusive number one spot. The top 50 does not account for 20% of the apps in the store, it’s more like 0.01%. So how are the rest of the 19.99% of top app developers making their money? I can say that a large majority of them have decided to ignore the “mass market” and make games for a niche audience or as Seth Godin refers to them, Tribes.
In his book We are All Weird (kindle, hardcover), Godin argues that the mass market is dead, and no longer a viable market to base a product around. Sure, there are still products that hit the mainstream and attract many sales like Angry Birds. But, these types of products are much more rare. His book outlines exactly what we’ve experienced at XMG.
The Profitability and Satisfaction of Designing Games for Tribes
There are two ways measure success on the app store – top downloads, or top grossing. Entering into the top 50 downloads is a difficult challenge that proves to get more and more difficult as the App Store matures and fills with large publishers. Most expect the only way to make the top grossing charts without being on the top downloads is to heavily monetize on the addictions of children. But at XMG, we’ve learned there is another way. Our most successful game over the long term is one we released nearly 2 years ago, which continues to keep it’s momentum. It’s not a top 50 game, but monetizes at an amazing rate. That game I’m referring to is Drag Racer: Pro Tuner (App Store link). Drag Racer has been a success for us because it speaks to a very specific tribe, and it speaks to them well. Of our many games, it is the one with the most engaged users. These users are willing to spend $2.99 on the game, and also willing to spend more money on in-app purchases, because they believe in the game and what it stands for. The average user starts the game 20+ times each week. As a game designer, this is the most satisfying experience, and why I make games – to deliver a lasting, enjoyable experiences to players. Something that’s been difficult to do by making casual games targeted at a generic mass market.
It seems that everyone is still trying to make the next Angry Birds. They risk everything trying to make a game that will hit with millions of players. But when they fail, they fail miserably. What they should be doing is finding those markets and tribes and find out how to deeply engage them in your game. These players are both willing to pay for your game, and spend money on in app purchases. Create a great game for these tribes and make connections with them. Give them a base, take their feedback and add to the game in order to target it specifically to what they want.
Using Tribes to Push Gaming Forward as an Art Form
It was really in the 50s and 60s that the concept of the mass market, and advertising to them specifically became the dominating marketing force. Marketers were able to control so much of the messaging that it was easy to sell to the mass market. But, the Internet has enabled a new kind of market to emerge. one filled with little tribes with very specific interests. We’ve seen it in the music, television and film industry. In gaming we saw it as the rise of the indie game.
Gaming is an interesting medium, because it has existed entirely in the world of the mass market. So, it’s natural that the idea of a non-existent mass market is quite unsettling for a traditional game developer and brings up all sorts of identity issues. Our medium moved so quickly to the mass market in the 70s with coin-op arcades and home gaming consoles, that we never had the chance to explore the artistic meaning of our games the way the film and music industry had. We almost never had a chance, but now that we are learning about this new market we can still deliver and prove to the world that gaming is an viable form of artistic expression.
In Summary…
Games like local SuperBrothers / Capybara combo Sword and Sworcery (App Store link) would have not been able to re-coup their development costs before the recent rise of the indie. But, as indies in general we seem to have lost focus as to what it means and why the movement exists. We are trying to make mass market games which rely on large amounts of downloads for success.
I’m not saying that we stop making games for the general market, there is still room for them. But, if we want to have more stable financial successes and begin to really engage our players on another level with mobile games, we need to start focusing more on the individual tribes. Maybe in the process we can start to really make a difference in the industry one small group at a time.
Posted: October 30th, 2011 | Author: joey | Filed under: Indie dev, iPhone Dev | Tags: ios, iphone | 3 Comments »
A lot of information has been released recently that suggests it’s not worth a developers time to make a game for the iOS App Store anymore. Reports that 30% of App Store apps make less than $1000, have scared away many of those gold rushers that had been filling the market for the last few years. Unfortunately, the average iOS developer publishes 4.2 apps. As well, more statistics that suggest that 20% of the apps make 97% of the revenue on the app store. There have been 18 billion downloads or 500,000 apps for a total of $3 billion dollars paid.
If I’ve lost you, then here is the information the above statistics suggest:
- 20% of app developers have made an average of $125,000
- 80% of app developers have made an average of $950
As an indie game developer, if our games can pull in an average of $125K, we’re doing alright. We’ll be able to feed our families, enjoy our life and have more opportunities to create the next game that could be our hit. If you have what it takes to create a game better than 80% of the rest of the games on the App Store, then you might have a business case to stay in the App Store for a little longer to hopefully find your hit.
Sources:
30% of apps make less than $1000 – http://adtmag.com/articles/2011/06/17/mobile-apps-earn-less.aspx
20% of app developers make 97% of the revenue
http://www.gameinformer.com/b/news/archive/2011/09/30/survey-20-percent-of-ios-devs-earn-97-percent-of-app-store-revenue.aspx
Apple has paid $3 billion to developers
http://www.engadget.com/2011/10/04/apples-lets-talk-iphone-keynote-liveblog/
The average Android publisher has brought 6.13 apps to the market, while their iOS counterparts only published 4.21 apps each.
http://creatingapps.telekomaustria.com/500000-apps-android-developers-more-active-than-ios-developers-but-less-strictly-wellbehaved.html
500,000 Apps, 18,000,000,000 App Store Downloads (http://www.tuaw.com/2011/10/04/more-than-18-billion-apps-downloaded-from-app-store/)
Posted: October 10th, 2011 | Author: joey | Filed under: Game Design, Indie dev | No Comments »
This post originally started as a long-winded comment on an AltDevBlogADay post by Nicolas Lamanna, found here.
The indie game development community is larger than ever, and every day new coders and creatives are living their childhood dream of making video games and joining the community. Although I’ve made little games my whole life and have followed the industry for years, I only recently was able to officially call myself a part of the “community”. But, as the community grows it seems that we often lose sight of what the essence of indie game development is. Creating lasting game experiences for the player with minimal resources and whatever technology you have available. It was never about revolutionary technology, but about revolutionary gameplay on existing technology. That indie mindset enabled the giant shift in the industry everyone is still talking about.
So, when I hear or read of discussions about what the next greatest technology would be. Or, developers conflicted with whether they should make an iOS, XNA, Flash or HTML5 game because they aren’t sure which platform is going to win out, I feel that we’re starting to miss the point again.
Before the recent shift, game development was always a technology chasing industry. Everyone was trying to be the first to develop the newest graphic technology, in hopes that it would let them be the leader in the next generation of video games. Chasing such technology proved to be the failure for many such as Sega’s hardware devision, or long anticipated projects like Duke Nukem Forever, which changed engines several times until no one would fund the project anymore. We all thought Nintendo was untouchable before the Playstation was introduced. And we all counted them out of the console game before the Wii was created. No one can predict the next leading platform, whether it’s tablets, html5, or onlive as much as they could have predicted the success of the Playstation or the Wii.
As indie game developers, we need to remember to stop chasing the next exciting technology, and create your game on the platform that suits it and your style/skills best. That is the core of indie game development, and what has led to it’s rise in popularity. Some of the greatest indie title of our recent time started as flash games. They weren’t concerned about the next platform or using the latest graphics technology. They knew the game they needed to make, and found the platform/technology that allowed them to create it and share it with the world. It doesn’t matter what platform your game starts on, if people play it and enjoy it they will tell people about it. That is how a game like Flow ended up on the Playstation after being a popular flash game. Or, how Machinarium has recently found renewed success on Steam, then the iPad, and soon on the Playstation 3.
Find the game you want to make. Then, choose a platform/technology that works for you and enables you to create the game you want. Focus on creating a lasting experience for the player no matter what platform you choose. That is why they are playing our games. Because they want to have those experiences. Sacrificing our game in order to put it on what we believe is the next greatest technology will remove from the player experience. So, use the technology you know. If it’s HTML, then make a next generation web game. If it’s Flash, then instead of being crippled by all those “Flash is dead” posts, just make your game. Let’s get back to making games. The essence of indie game development cannot be forgotten by chasing the next great technology.
Posted: October 4th, 2010 | Author: joey | Filed under: iPhone Dev | No Comments »
I’ve created a couple of Illustrator templates which share a grid for iPhone UI design.
Share them with your friends, show them to your family, adore them while sipping hot chai.
And, while your at it, you might as well use them to design your next app.
Download the Illustrator CS Templates:
iPhone-grid-systems-IllustratorCS.zip
Here’s a preview of what’s in store:
iPhone, 3G, 3GS (320×480)

iPhone 4 Retina Display (640×960)

Posted: September 16th, 2010 | Author: joey | Filed under: Game Design, Geeky, iPhone Dev | Tags: Game Design, ios, iphone | 2 Comments »
Earlier this week I was able to attend the inexchange 2010 conference. For those who aren’t familiar with it, its main focus is on interactive and cross media productions in Canada. More specifically, the province of Ontario.
With the changes occuring within the gaming industry in the last while, this year featured much talk about mobile gaming and the future of the industry. During a panel titled “Game Changers”, discussing the changes in the way players may consume game content, Denis Dyack (of Silicon Knights) pointed out the scary fact that the average iPhone game makes only $700 in revenue.
The one discussion I left the conference hungry to discuss is how we can leverage the mobile platform to create great games, now that the hype is dying down. And hopefully, in the process, see some better ROI for the talented content producers.
Although the average game in the AppStore makes $700, I doubt the average great game on the iPhone makes that little profit. There are many factors that go into sales including the problem of visibility in the overcrowded AppStore. But, in the end we must create compelling game experiences if we want to sell our games. The poor quality of games in the AppStore is what is bringing down the marketplace. Even the games released by the big studios, are simply big wastes of money, trying to replicate console style successes on a movie device.
So, here are two ideas on how we can make better mobile games, and improve the mobile gaming marketplace:
1) A Proposal for a new type of mobile game
Mobile gaming is still waiting for it’s Space Invaders or Super Mario Bros or Doom (do I need to go on?). We are still waiting for that game that shows us that a compelling experience can be had on a mobile device. Although I love it, it is not Angry Birds, nor do I think it’s Epics Citadel. Or maybe it’s already out there, just hidden in the AppStore somewhere… I doubt it, but maybe we need an AppStore Palaeontologist, who digs through the masses of bad games to find the one gem we all missed.
Let’s stop expecting the same formula that has been used on the console games to be applicable in the new mobile marketplace. Let’s spend time analyzing and researching the game design that works on mobile before we spend time analyzing our poor ROIs. Design, prototype, test, design, prototype, test… it’s really not a foreign concept to us. But, by the look of the games in the AppStore, this is not being followed well.
2) A Proposal for a New AppStore
Although Apple has been getting some very bad attention because of their “strict” developer agreement and “closed” development platform. As a developer, I can tell you that their review process is quite lenient. If your app doesn’t contain anything deemed offensive by Apple or make the iPhone explode (literal read: crash) you can pretty much count on it being accepted into the store.
So, every Joey Developer (including me), who wants to put their game into the AppStore, can. This has been great for innovation. We’ve seen some incredible art emerging from some talented individuals who would have a hard time getting their work on the PSN or WiiWare. Passage is one that was mentioned at in10 (Its creator, Jason Rohrer is now working on a Nintendo DS game for Majesco).
But, we have to admit that this has also opened the floodgates to allow a plethora of (sorry to say) crap into the store. As a producer and consumer, I find it far too frustrating to sift through all this poo-poo while trying to find that gem.
This breed of crappy games would never make it to the PSN or Xbox Marketplace or WiiWare, or even Steam. Why? Because they have a more strict selection and review process than Apple. Could that be? Apple? The new chosen army of the Devil has a more lenient review process than our beloved Nintendo? But they don’t run Flash?
To me, the answer is simple. Create a new Apple game store that requires a game to be (*gasp*) entertaining if it is going to be available in it. If apple is serious in turning the iOS platform into the next mobile game system they need to separate the crap from the gems for us. A place where specially selected content producers can showcase their products – ones that meet a higher standard of value.
Let’s buy some land down the street from the flea market and make a Shopping Mall!!
Next Steps
Smartphones and tablets are here, and they will be in our future for a long time. As game developers, we need to ensure that we are delivering on our promise to the world to create engaging, exciting and fun game experiences to the players, no matter what platform they are on, no matter how much innovation is necessary to do so.
The industry needs to be more active in leading the future of the marketplace by working together with these new platform providers to deliver entertaining content to this market.
I’m hoping this article will act as my first contribution to this great cause.
If you have a great game in the AppStore that is hidden in crap, I’d like to hear from you.
Posted: August 11th, 2010 | Author: joey | Filed under: Game Design | Tags: Game Design | No Comments »
The terms interactive and user experience design can be used to describe applications, websites, user interfaces or games. But each of them can be very different beasts to design, requiring varying levels of balance in user experience to be successful.
When designing a tool like a word processor, the key is to enhance usability. While the user experience is important, the success of the product rides on whether the tool does the task it is meant to efficiently.
In game design we are able to shed the usability requirement and exchange it for ‘playability’. But the importance of a games playability is overshadowed if the user does not have a great experience.
That is the allure of game design over any other type interactive design. The success of your game is completely dependent on the user having a satisfying experience. The user (your customer/client) is
spending their hard earned dollars trusting that your game can allow them to have such an experience. If your game does not deliver on this front, you won’t be delivering a successful product. And remember, your game is not the experience, it only allows the player to have the experience.
So how do we ensure a positive experience for our players? That is a much longer post, and the essence of game design. A good place to start is many iterations and much testing.
I find many similarities between game design and cooking. I get the same excitement from watching someone play with a game or mechanic I made that I do when I cook them a meal. I love to see that look of enjoyment on people’s faces when biting into a delicious meal. And if it’s not perfect, I can’t wait to pick apart the reasons why and how the recipe can be improved.
What is it about game design that keeps you coming back for more?
Posted: July 12th, 2010 | Author: joey | Filed under: Geeky | 1 Comment »
Budd Caddell’s “How to be Happy in Business” venn diagram is accurate, insightful and motivational. That’s why I’ve created a quick desktop wallpaper to remind me to strive for “HOORAY!”.
Thanks Budd!
Download 1920×1200
Doanload 1280×800
Posted: July 9th, 2010 | Author: joey | Filed under: Geeky, Web Development | Tags: apache, server, webdev | No Comments »
The following steps will help you setup a virtual domain on apache 2.2 on Windows. Steps are very similar for OS X, only the location of the files will change.
In these steps I’ve used cowabunga.localhost as a test. The .localhost TLD is reserved for testing, so you can be guaranteed it won’t interfere with any real websites. This is the best practice to follow, if you create a virtual host of cowabunga.com, you will not be able to reach the real version of that site.
- Edit httpd.conf
- Uncomment the line Include conf/extra/httpd-vhosts.conf. Right after # Virtual hosts
- Add the following above # Virtual hosts (replace C:\www with the path to your web root). Close and save it when done.
<Directory "C:/www">
Order Deny,Allow
Allow from all
</Directory>
- We’ll setup the follow virtual host site.
- cowabunga (C:\www\cowabunga). We’ll access this in the browser as cowabunga.localhost.
- Edit httpd-vhosts.conf (located in apache root/conf/etc/)
- Add the following to the bottom of httpd-vhosts.conf. Close and save it when done.
<VirtualHost *:80>
DocumentRoot "C:/www/cowabunga"
ServerName cowagunga.localhost
</VirtualHost>
<VirtualHost *:80>
DocumentRoot "C:/www/"
ServerName localhost
</VirtualHost>
- That’s it for apache configuration. It’s now ready to host the virtual domain. We just need to tell Windows to go to our virtual host, rather than looking up the DNS.
- Edit your “hosts” file. Available in one of the following places
- Windows 95, 98, ME: Windows directory
- NT, 2000, XP, 2003, Vista, 7: Windows folder\system32\drivers\etc\
- Mac OS X, iOS: /private/etc/hosts or /etc/hosts
- Add the following line to the end of hosts. Close and save it when done.
127.0.0.1 burgess.localhost
127.0.0.1 localhost
- Restart apache from the GUI or the command prompt using:
apache -w -n "Apache" -k restart
Posted: July 8th, 2010 | Author: joey | Filed under: Web Development | Tags: code, javascript, webdev | No Comments »
Usually, I’m a big fan of UI libraries like jQuery and YUI. Don’t really like to re-invent the wheel. This is a function that’s quite easy to do in either of those libraries.
Unfortunately, I’m working on a project right now with very strict guidelines on it’s code, so it turns out I am unable to use any JavaScript UI Libraries. So, I set forth on putting this together.
There were a few resources I used that came in handy to create this, and I’ve given credit to those folk at the end of this post.
Part one: setInternalLinks
Run this function on page load. I use Simon Willison’s addLoadEvent to do this. It will search for all internal links on your page, and add a click listener to the animation function scrollToYOffset.
/**
* setInternalLinks
* Searches the page for any internal links and converts them to animated automatic scrolls
*/
function setInternalLinks()
{
// grab all anchor links on the page
var anchors = document.getElementsByTagName('a');
for (var i = 0; i < anchors.length; i++) {
var a = anchors[i];
if (a.href && a.href.indexOf("#") != -1 // href has #
&& ((a.pathname == location.pathname) || ('/' + a.pathname == location.pathname)) // path name of url is same as current
&& (a.search == location.search)) { // query string of url is same as current
var aName = a.href.substr(1, a.href.length - 1);
a.onclick = function (e) {
// checks if the caller event e exists and grabs the target (mozilla + webkit). Grabs the IE equivalent if not.
var target = e ? e.target : event.srcElement;
// the anchor name
var anchorName = target.hash;
// cut out the hash mark
anchorName = anchorName.substr(1, anchorName.length - 1);
// grab all the anchors on the page again
anchors = document.getElementsByTagName('a');
for (var j = 0; j < anchors.length; j++) {
if (anchors[j].name == anchorName) {
// found the right anchor. scroll to it!
scrollToYOffset(anchors[j].offsetTop);
}
}
};
}
}
} |
Part two: scrollToYOffset
The method below is called by an onclick handler added by the setInternalLinks method. It’s a time-based animation with sinusoidal easing. Smooth and quick.
/**
* scrollToOffset
*
* @param yOffset The vertical offset to scroll to
*/
function scrollToYOffset(iTargetY)
{
// if the target is negative set it to 0
iTargetY = iTargetY < 0 ? 0 : iTargetY;
var frameInterval = 20; // 20 milliseconds per frame
var totalTime = 750;
// current scroll position: checks if window.pageYOffset exists (webkit + mozilla). If not, set's it to the IE equivalent
var startY = window.pageYOffset ? window.pageYOffset : window.document.body.scrollTop;
var d = iTargetY - startY; // total distance to scroll
var freq = Math.PI / (2 * totalTime); // frequency
var startTime = new Date().getTime();
var tmr = setInterval(
function () {
// check the time that has passed from the last frame
var elapsedTime = new Date().getTime() - startTime;
if (elapsedTime < totalTime) { // are we there yet?
var f = Math.abs(Math.sin(elapsedTime * freq));
window.scrollTo(0, Math.round(f*d) + startY);
} else {
clearInterval(tmr);
window.scrollTo(0, iTargetY);
}
}
, frameInterval);
} |
Above code has been tested in Firefox 3.6.6, Safari 5 and IE 7.
Credit for some help: Sitepoint: Make Internal Links Scroll Smothly with JavaScript and Cross-Browser.com: Animation Techniques