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Resistor Retrospective

LD Smith
September 16, 2012
190

Resistor Retrospective

The process of creating and marketing a game for the XBox Live marketplace.
For Knoxville Game Design

LD Smith

September 16, 2012
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Transcript

  1. Objective / Goals • Teach the player something educational without

    them knowing they're learning something • Sell 100 copies, which would equal the creator's club investment (even if it means no payout) = ? = 47 ohms = ? = Resistor circuit diagram symbol (US)
  2. Screenshots • Don’t use any mediocre screenshots for AppHub submission

    ◦ You never know which one will be used as thumbnail in Marketplace ◦ Each should be compelling and stand on its own • What not to do: Level Complete Screen • A majority of the screenshots should show features that not included in the trail • Realize box art will be scaled down on sites; Ensure that title is still legible and art isn't distorted • Don't forget to update screenshots after playtest modifications
  3. Screenshots Good - Shows level not in the trail Okay

    - Trial Level Good - Shows level not in the trail Bad - Not interesting or relevant to gameplay
  4. Press Reviews • 50 pre-paid codes provided for game through

    AppHub site • Send as many codes to review sites as possible ◦ XBoxIndies and Chaosoft are good sources of review sites ◦ Reviews are the most cost effective form of advertisement, especially for an unknown developer • If a site is not XBLIG specific, specify platform in message ◦ They could think it is a Steam code • Don’t ask for a review; They will write one if they’re interested and have a code • Some reviewers may ask for a code ◦ High probability of getting a review from that site • Some reviewers don't accept review codes • Don’t put “please contact me for a code” on your website • Any review is better than no review (debatable) • Reviewers are not going to make screenshots of your game ◦ Will most likely use the default screenshots from xbox.com • Most reviewers probably will not visit your game website ◦ Do not expect them to know the details about your game
  5. Press Reviews • Frequently check Indie game sites for reviews

    • Try to listen to all Indie game casts around the time game is released ◦ Create link to cast and post time when game is mentioned • Make reviewer’s job easy on them ◦ Press Kit (discussed later) • Probably want to start with small Indie Review sites ◦ "Big Dog" review sites will probably just ignore you ◦ Bigger sites may take notice if game is positively reviewed my smaller sites • Searching Twitter is best way to see reviews for your game (use <game name> and “All” search option) • Copy your giveaway codes to spreadsheet ◦ Keep track of who you send each code ◦ Note those who do not use their code
  6. Press Review Outcomes • Reviewer commits to do a review

    ◦ Don’t follow up immediately unless they ask for something ◦ Send a thank you message after the review article is published (good or bad) • Reviewer says maybe ◦ Action same as commitment • Reviewer declines ◦ If it is a personalized message, send a response saying that you hope they will consider your future projects ◦ If it is a canned message, I wouldn’t respond ◦ If they say they aren’t interested in that type of game, respond and suggest that they give the code to a friend • Reviewer doesn’t respond ◦ Do nothing • Resistor: 24 codes sent, 4 commitments, 1 maybe, 2 passes
  7. Post Review • Once review is published ◦ Read review,

    and check for significant inaccuracies ◦ Accept criticisms of your game ◦ If there is an error which is an obvious mistake, contact the reviewer and let them know ◦ Respond to any comments if necessary ◦ Save electronic copy of reviews; The site/review may disappear ◦ Add review quotes to website / reviews page • Resistor reviewed by two sites during the launch week: XBox Ramble and Did Not Finish ◦ Praise: Unique Gameplay, Level Design ◦ Criticism: Music, Voice Sound Effects • Positive reviews != increased sales
  8. Pre-release Review • I don’t know much about this, but

    it sounds like a good thing to do • How to distribute a pre-release version? ◦ Reviewer probably doesn’t have an AppHub account ◦ Send a Windows executable? ◦ Review based purely on trailer and screenshots?
  9. Press Kit • Send reviewers a press kit if requested

    • Make press kit available on game site • Contents ◦ Game description, one paragraph ◦ Platform and price ◦ Screenshots / graphical assets (choose best, don’t send a dump of image directory) ◦ Include box art, title screen/logo ◦ About the development team / Bio / Background • Have Press Kit done before launch ◦ You don't want to be working on it during your lunch break
  10. AppHub Submission • Always choose “let me decide when to

    publish” ◦ Exception: To patch a game • If you want someone to playtest/peer review your game, send at least game name (preferably game link) • Put link to your game in your AppHub signature • Reviewing other games and having a high review rating helps speed up the review process • Resistor: Peer review took 12 days
  11. Sales • First day only shows a fraction of a

    day’s sales • Xboxindies.com shows detailed ranking of sales information over time ◦ "Best selling" ranking includes trials? • Excitement of checking your sales dies off after about a week
  12. What went wrong? • Puzzle games are a tough sell

    • People judge the game based on graphics • Math is hard • No buzz • Better suited for mobile device
  13. Launch Date • Resistor: Launched Labor Day ◦ Pro: People

    off from work ◦ Con: People may not be at home • Could weather be a factor? Rain means more people will be inside • New Release section gives more visibility • Resistor stayed on the first “New Release” page from Monday through Friday • More trial downloads when at top of New Releases • Not a true representation of those actually looking for your game • Will downloads stay steady through shopping season or zero out?
  14. Indie Summer Uprising • More people coming into Indie games

    section (maybe) • Your game may be lost in the shuffle • Even the featured game is hard to find ◦ No top dashboard feature ◦ Indie games may be easier to find with new dashboard • Didn’t realize the pure volume of games that launched with Uprising • Difficult to get into Uprising itself; You've got to already have a reputation • Summer game drought: few retail games released, more people in Indies?
  15. Dream Build Play • Good for preparing for AppHub submission

    ◦ Requires ▪ Game package (CCGAME) ▪ Screenshots ▪ Trailer ◦ Does not Require ▪ Evil Checklist Pass • Title Safe • Works on any controller port ▪ Box Art ▪ Peer Reviews ▪ Fully completed game
  16. In Game Advertising • Pay Wall: Resistor was at end

    of level 3-1 ◦ 21 levels for free • Probably took multiple 8 minute trials to get that far • Was it too late? 23% of the game available in trial • No “buy” option or the main menu or as user quits • Don’t want to irritate players who don’t like your game • Resistor: Better selection of trial levels ◦ Would have extended development time ◦ At most 8 minutes to sell your game to a prospective buyer
  17. Release Build • Resistor issues ◦ Update AppHub screenshots of

    graphical changes ◦ Fast scrolling through level select screen ◦ Level preview on level select screen ◦ Saves are slow on some devices • Issues seen in other games ◦ Solo developers, don’t put: created by me, graphics by me, audio by me, story by me, etc ◦ Lengthy studio logo screen takes up time players could be trying your game ◦ Don't leave FPS counter in production build; Make it an option if you really want to show off how fast your game is running
  18. Official Game Site • Press Kit (zip file or page

    link) • When a review is released ◦ Pick one or two quotes from a review ◦ Link to the review article • Use CMS, you don’t want to be hacking HTML to make changes ◦ Wordpress is a nice free solution ◦ Host your own ◦ Downside: periodic maintenance ▪ database backups ▪ software upgrades and patches
  19. Web Marketing • Find your game on GameFAQs and upload

    screenshots (slow to be approved) • Make sure trailer video has link to game (marketplace or official) in description • After committed reviews are complete, create video highlighting review quotes • Become a daily e-mail checker (at least during the launch period) • Domain name, is it worth it? ◦ Registered resistorgame.com with provider, but only provides masking for non-hosted sites ◦ Could have registered domain with Wordpress
  20. Social Media • Put game name and link to game

    site in your Twitter description • Separate Twitter account for game/development studio ◦ Fans of the game don’t want to know about your lunch, favorite sports team, political views, etc ◦ Be sure to check both "@" tweets and direct messages • Can just retweet posts from your personal account • Retweet articles posted by review sites • Link game Twitter account with Facebook account
  21. Measuring Success • Even top 500 XBLIGs have very few

    sales per day • Comparison of my games ◦ Legend of Tux ▪ SourceForge downloads: 446 ▪ Period: 2 years 8 months ▪ Sales: $0 ◦ TetraCity ▪ SourceForge downloads: 318 ▪ Period: 1 year 7 months ▪ Sales: $0 ◦ Resistor ▪ XBLIG trial downloads: 350 ▪ Period: 2 weeks ▪ Sales: ? • 215 sales required to receive payout from Microsoft ◦ $150 / 70% cut = 215 (rounded up) • Sales figures posts on AppHub are probably the highest selling games
  22. Business • Business license required after $3,000 in revenue (in

    my area) • "Doing Business As" (DBA) filed to sell software not using real name • LLC ◦ Pros ▪ Provides protection for personal assets in a case of lawsuit (sometimes) ▪ IPs tied to company instead of yourself ◦ Cons ▪ Filing costs ▪ Yearly fee ▪ More paperwork when filing taxes each year
  23. Level Design Easter Eggs Key Penguin Sword Castle Spiral Candle

    USA Flag Ying Yang Spaceship Alien Go Jackets Chain Candlestick Stickman 8 Hand Foo
  24. Level Design Easter Eggs Ku (9) Hachi (8) Shichi (7)

    Roku (6) Go (5) Shi (4) San (3) Ni (2) / 1337 Hyaku (100) Nunchuku Cowboy Hat 42