Slide 1

Slide 1 text

Resistor Retrospective Levi D. Smith Knoxville Game Design September 2012

Slide 2

Slide 2 text

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)

Slide 3

Slide 3 text

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

Slide 4

Slide 4 text

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

Slide 5

Slide 5 text

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

Slide 6

Slide 6 text

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 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

Slide 7

Slide 7 text

Keeping Track

Slide 8

Slide 8 text

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

Slide 9

Slide 9 text

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

Slide 10

Slide 10 text

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?

Slide 11

Slide 11 text

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

Slide 12

Slide 12 text

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

Slide 13

Slide 13 text

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

Slide 14

Slide 14 text

Sales

Slide 15

Slide 15 text

Sales

Slide 16

Slide 16 text

Sales

Slide 17

Slide 17 text

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

Slide 18

Slide 18 text

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?

Slide 19

Slide 19 text

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?

Slide 20

Slide 20 text

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

Slide 21

Slide 21 text

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

Slide 22

Slide 22 text

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

Slide 23

Slide 23 text

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

Slide 24

Slide 24 text

Official Game Site

Slide 25

Slide 25 text

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

Slide 26

Slide 26 text

Web Marketing

Slide 27

Slide 27 text

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

Slide 28

Slide 28 text

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

Slide 29

Slide 29 text

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

Slide 30

Slide 30 text

Level Design Easter Eggs Hourglass Airplane Smiley Cat Wizard Paku-Paku Clover Fish Waterfall IOI

Slide 31

Slide 31 text

Level Design Easter Eggs Key Penguin Sword Castle Spiral Candle USA Flag Ying Yang Spaceship Alien Go Jackets Chain Candlestick Stickman 8 Hand Foo

Slide 32

Slide 32 text

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