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	<title>Computer Games &#187; marketing tips</title>
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	<link>http://www.winterwolves.net/blog</link>
	<description>Development diary of Celso Riva</description>
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		<title>Friday catblogging &#8211; Merry Christmas!</title>
		<link>http://www.winterwolves.net/blog/2010/12/friday-catblogging-merry-christmas/</link>
		<comments>http://www.winterwolves.net/blog/2010/12/friday-catblogging-merry-christmas/#comments</comments>
		<pubDate>Fri, 24 Dec 2010 14:44:04 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[card games]]></category>
		<category><![CDATA[card sweethearts]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[mystery / detective games]]></category>
		<category><![CDATA[planet stronghold]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[preorder]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[Vera Blanc]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=847</guid>
		<description><![CDATA[In the picture above, Mirtillo and Othello sleeping together peacefully. I wonder what they&#8217;re dreaming ? I want to wish everyone reading this blog/following me Merry Christmas! Then, a quick status update about Planet Stronghold 0.8 (since is the game I&#8217;m currently working on). In the recent weeks had some eyesight problems, so the programming [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.winterwolves.net/blog/wp-content/uploads/2010/12/foto-166.jpg"><img class="alignnone size-medium wp-image-848" title="foto 166" src="http://www.winterwolves.net/blog/wp-content/uploads/2010/12/foto-166-300x199.jpg" alt="" width="300" height="199" /></a></p>
<p>In the picture above, Mirtillo and Othello sleeping together peacefully. I wonder what they&#8217;re dreaming ?</p>
<p>I want to wish everyone reading this blog/following me <strong>Merry Christmas</strong>! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Then, a quick status update about Planet Stronghold 0.8 (since is the game I&#8217;m currently working on). In the recent weeks had some eyesight problems, so the programming has been slowed considerably. I really hoped to have it ready by Christmas since would have made a great present&#8230; but sometimes, real-life problems get in the way and so I had to post-pone the deadline to end of the year!</p>
<p>I&#8217;m writing the latest two quest, regarding the Apex Rahn and Arnox races, including two boss fights. I think once you play the game you&#8217;ll realize why is taking me so long to make&#8230; because the game IS long! The part I&#8217;m writing now involves all the races, and if you side with the Empire you have to eliminate them, instead if you side with the King/Shiler you will unify them and form one single alliance.</p>
<p>So this part is the &#8220;core&#8221; of the game, the biggest one. If you played the demo, this part is basically 5-6 times longer than it&#8230;and you can play from two different sides, so some parts are different! That is also why the final release price will be $24.95 (so you have still one week to get it at the deal price of $9.95!). And now, for some postmortem-retrospective about the year that is about to end:</p>
<p><a href="http://www.winterwolves.net/blog/2009/12/how-was-2009-how-i-hope-will-be-2010/"><strong>2010, The Year Of The Tiger</strong></a></p>
<p>I admit I was excited about it (since I am a Wood Tiger in chinese horoscope). Well, my goal for 2010 was to release 5 games, and I was particularly excited about (quoting from my last year post):</p>
<blockquote><p>And I am producing the art now for a new kind of game style that I hope  will be a great success, since I like a lot writing the stories and the  storyboards for it. For now I can only say that involves detectives,  mystery, and a beautiful blonde girl with a French accent…</p></blockquote>
<p>I was obviously talking about <a href="http://www.verablanc.com">Vera Blanc</a>, which as you might know, turned out to be a real disappointment in term of sales <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>So, in 2010 I released <a href="http://www.winterwolves.com/theflowershop.htm">The Flower Shop</a>, <a href="http://www.cardsweethearts.com/">Card Sweethearts</a>, Vera Blanc: Full Moon, Vera Blanc: Ghost In The Castle. Not only I didn&#8217;t release 5 games as I had planned (even if I&#8217;m almost done with Planet Stronghold), but most of them didn&#8217;t sell well at all! So in all honesty, considering also the other real-life problems I had, <strong>2010 was probably my worst year since I was indie</strong>. For the first time in 7 years or so, I didn&#8217;t grow my business. During the summer and autumn, I thought it was something beyond my control, the global crisis, the return of middlemen and so on (since also many other indies had very low sales during that period) but if I think about it carefully, it was my mistake for producing games without doing proper &#8220;market research&#8221;.</p>
<p>Vera Blanc got the most positive reviews I had for a game, on famous sites like Gamezebo &amp; Gamertell. And it has some fans that are eagerly waiting a 3rd episode. Still, it would be foolish for me to release another one using the same gameplay system&#8230; so even as indie, you can&#8217;t simply do any game you want to do (unless it&#8217;s an hobby) but you must also identify the market you want to sell to, and make sure you have the right product. <strong>Making a good/original game just isn&#8217;t enough</strong>, if that game has a very small fan-base.</p>
<p>Next friday, more cats pictures and my plan for the 2011 which hopefully will be a better year <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<slash:comments>11</slash:comments>
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		<title>Which kind of games sell more?</title>
		<link>http://www.winterwolves.net/blog/2010/10/which-kind-of-games-sell-more/</link>
		<comments>http://www.winterwolves.net/blog/2010/10/which-kind-of-games-sell-more/#comments</comments>
		<pubDate>Wed, 27 Oct 2010 18:34:44 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[other games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=801</guid>
		<description><![CDATA[That&#8217;s a question that many game developer ask or just wonder about. I just realized that through the course of years I made games of very different genres, so I checked some stats and came up with the following &#8220;ranking&#8221; which I hope will be useful to someone: RPG (roleplaying) games (included my games Magic [...]]]></description>
			<content:encoded><![CDATA[<p>That&#8217;s a question that many game developer ask or just wonder about. I just realized that through the course of years I made games of very different genres, so I checked some stats and came up with the following &#8220;ranking&#8221; which I hope will be useful to someone:</p>
<ol>
<li>RPG (roleplaying) games (included my games <a href="http://www.winterwolves.com/magicstones.htm">Magic Stones</a>, <a href="http://www.winterwolves.com/spiritedheart.htm">Spirited Heart</a> and hopefully will include also my upcoming <a href="http://www.planetstronghold.com">Planet Stronghold</a>)</li>
<li>Dating Sims &#8211; (included my games <a href="http://www.tycoongames.eu/adventures/summersession.php">Summer Session</a> and <a href="http://www.winterwolves.com/theflowershop.htm">Flower Shop</a>)</li>
<li>Sports Simulations &#8211; (included my games <a href="http://www.winterwolves.com/thegoalkeeper.htm">The Goalkeeper</a>, <a href="http://www.usm2.com">Universal Soccer Manager 2</a> and <a href="http://www.winterwolves.com/universalboxingmanager.htm">Universal Boxing Manager</a>)</li>
<li>Visual Novels &#8211; (included my games <a href="http://www.heileen.com/">Heileen 1 &amp; 2 </a>, <a href="http://www.tycoongames.eu/adventures/collegeromance.php">College Romance</a> and <a href="http://www.tycoongames.eu/adventures/bionicheart.php">Bionic Heart</a>)</li>
<li>Strategy/Simulations &#8211; (included my games <a href="http://www.winterwolves.com/tvstationmanager.htm">TV Station Manager</a> and <a href="http://www.tycoongames.eu/strategy/supernova2spacewar.php">Supernova 2: Spacewar</a>)</li>
</ol>
<p>those represents total sales though, and are somewhat misleading because there are other factors to consider. First, in the visual novel category there are 4 games but the sales difference vs the strategy/simulation isn&#8217;t so big, so each individual game on average sold less than the strategy/simulation ones. Second, I should also consider ROI for each game. How much time I spent vs the revenue obtained for each game? I never calculated it exactly but I can fairly accurately say that the first titles (sports simulation) were the best ROI for me (took me 3-4 months each). But it could be so only because they&#8217;re also the oldest titles <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Anyway, that&#8217;s more a fun statistic than anything to be taken too much seriously, but even talking with other programmers, it seems clearly that RPGs are the best selling genre for indie games. Probably because there aren&#8217;t many around (if you exclude RPGMaker ones, otherwise there are a LOT! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> )</p>
<p>Dating sims share also many elements with RPG (statistics, dialogues, relationships, etc), while sports simulations are very hard to make, but can provide good revenues if they&#8217;re original enough. Visual novels can be profitable if made quickly and without spending too much on assets, and strategy/simulation last place is really to be taken with a grain of salt: after speaking with many devs who shared revenues with me privately, if you do a good 3d strategy game this genre can easily beat all others, on par with RPGs.</p>
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		<slash:comments>4</slash:comments>
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		<title>How to be an indie and retain your sanity</title>
		<link>http://www.winterwolves.net/blog/2010/09/how-to-be-an-indie-and-retain-your-sanity/</link>
		<comments>http://www.winterwolves.net/blog/2010/09/how-to-be-an-indie-and-retain-your-sanity/#comments</comments>
		<pubDate>Thu, 30 Sep 2010 11:21:35 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[other games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=785</guid>
		<description><![CDATA[This is somewhat of a funny post, but there&#8217;s truth in it, I assure you What I&#8217;m talking about? I&#8217;m talking about how not to lose motivation or get &#8220;burned&#8221;. Getting burned is really more common than what you might think. If you consider that most indie spend months (if not years!) on the same [...]]]></description>
			<content:encoded><![CDATA[<p>This is somewhat of a funny post, but there&#8217;s truth in it, I assure you <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
What I&#8217;m talking about? I&#8217;m talking about how not to lose motivation or get &#8220;burned&#8221;. Getting burned is really more common than what you might think. If you consider that most indie spend months (if not years!) on the same game, is easy to understand that you can be burned.<br />
By burned I mean that you can&#8217;t really stand anymore in front of your monitor coding your awesome game XYZ. Usually the indie game development is divided into 3 phases:</p>
<ol>
<li>game concept / design &#8211; this is the most funny part for sure. You start writing down all the possible amazing/awesome features that your game is going to have. Is easy to get things out of hand during this stage. Already at next stage you can be sure that you&#8217;ll read some of those features and think &#8220;I was nuts? How I could really think to have a full 3d walkable world??&#8221;</li>
<li>implementation &#8211; this starts great, but as the time goes on, in 99% of cases become like any other &#8220;real job&#8221;. Bugs shows up, testers complains, you realize that what you thought would be a  great gameplay system actually sucks. Then, what you do? You necessarily have to rethink some parts completely, so you rewrite them and then start testing again, and so on. In this stage you also realize how &#8220;this quick 2 months project&#8221; will turn into a &#8220;long 9 months project&#8221; easily.</li>
<li>polishing/release &#8211; polishing is really an IMPORTANT stage but so many people (including myself) don&#8217;t take it into much consideration. How some small little insignificant features are going to change the game sales so much? is not possible! No, you&#8217;re wrong, it is very possible <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Then there&#8217;s release day and unless your game sells within a few hours you&#8217;ll start having some serious crisis.</li>
</ol>
<p>Some people get so pissed during stage 2 or 3, that they put project on hiatus, or even abandon it completely. It might seem strange but this happened to me too in the past, with two games. One was a fantasy RPG which I was coding (I realized that was insane to do all the coding myself!) and another was a mission based shoot&#8217;em up (I realized that it was such a poor selling genre that I would have wasted my time).</p>
<p>There are some solutions though that can help indies to finish their project and avoid burning. Some are rather obvious, others less:</p>
<ol>
<li><strong>take breaks from PC.</strong> Seriously, go out, take a walk, take a break of a few days, go on holiday, anything &#8211; if you&#8217;re burned, and if you&#8217;re late but insist on working you&#8217;re most likely to be burned even more and lose days doing nothing but getting stressed. Even only a small break can let you regain motivation and reduce stress.</li>
<li><strong>have a small side-project.</strong> This has really worked well for me. For example now I&#8217;m doing Planet Stronghold but at same time several other &#8220;minor&#8221; games. This helps me because if one day I&#8217;m too tired to code complex RPG mechanics, I can always &#8220;relax&#8221; by going on with some much simpler gameplay elements.</li>
<li><strong>do other tasks. </strong>When making a game there are LOT of other task beside programming it. Things that are usually easy and don&#8217;t take much time/resources. You have done the website of the game? did you setup the product in your vendor control panel? did you wrote the PR (press release)? have you blogged about it? did you contact some journalists to ask for interview/previews of the game? the list is long&#8230;</li>
<li><strong>outsource/find a partner</strong>. This is really useful if you&#8217;re like me, and even if you can code yourself you&#8217;re too tired to do it now. Beside, if you outsource to the right person, you&#8217;ll get a better overall result. In the beginning I was doing *everything* myself: coding, art (using poser), gamedesign&#8230; But now I have started outsourcing art already since 2 years, and next year I&#8217;m probably going to outsource coding as well, because what I do better is gamedesign. If you&#8217;re a coder, is stupid to save a few thousands and try to do yourself the art. And viceversa if you&#8217;re an artist, is stupid to waste lot of time trying to understand how to code (even with some easy tools) when you can outsource or partner with someone else.</li>
<li><strong>better have a smaller game finished than a big game never finished</strong>. Some indies attempt making something too big. Cut features out , as long as the main gameplay stays intact. If the smaller game works out, you can always make a sequel with all the features you cut out and the game will sell more. Some examples of this are Positech Kudos 1-2 and Democracy 1-2. Each sequel adds much more to the original game and I&#8217;m sure they sold more. So, build a smaller game to &#8220;test the waters&#8221; and if works, work on something bigger.</li>
</ol>
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		<title>Why you shouldn&#8217;t compare adventures with other kind of games</title>
		<link>http://www.winterwolves.net/blog/2010/09/why-you-shouldnt-compare-adventures-with-other-kind-of-games/</link>
		<comments>http://www.winterwolves.net/blog/2010/09/why-you-shouldnt-compare-adventures-with-other-kind-of-games/#comments</comments>
		<pubDate>Sun, 12 Sep 2010 10:07:18 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[adventure games]]></category>
		<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[mystery / detective games]]></category>
		<category><![CDATA[online games]]></category>
		<category><![CDATA[Vera Blanc]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=776</guid>
		<description><![CDATA[Was talking by email with Dave Gilbert of WadjetEyeGames yesterday about some complaints from players for the length of story-based games like adventures or visual novels. Some would say that for $20 they expected at leat 8-10h of &#8220;gameplay&#8221;, since most other games you find (especially in portals) offers you that. As I wrote already [...]]]></description>
			<content:encoded><![CDATA[<p>Was talking by email with Dave Gilbert of <a href="http://www.wadjeteyegames.com/">WadjetEyeGames </a>yesterday about some complaints from players for the length of story-based games like adventures or visual novels. Some would say that for $20 they expected at leat 8-10h of &#8220;gameplay&#8221;, since most other games you find (especially in portals) offers you that.</p>
<p>As I wrote already a few weeks ago in my <a href="http://www.winterwolves.net/blog/2010/08/how-long-is-it/">&#8220;how long is it&#8221;</a> post, you can&#8217;t really compare such kind of games with other games. Take a look at the Hidden Object Games you see in portals: they offer usually 4-5h of gameplay, but they do that using several tricks:</p>
<ul>
<li>first of all, there&#8217;s much less text/narration. This isn&#8217;t necessarily bad: many people don&#8217;t like to read much texts, and that&#8217;s why I want also to make some more classic adventure games alongside my actual Visual Novel and Dating Sims. But is much easier to write a story with less dialogues, than come up with a long story rich of plot twists and interesting situations, as you can imagine</li>
<li>then they&#8217;re filled by minigames. Many minigames are mini-puzzles, so it depends also how skilled you are. But should that count towards the gameplay length? If so, the problem then is not the actual story/plot length but the kind of minigames that are in it. Also the risk is of breaking the narration by putting too many minigames, so there will always be someone unhappy</li>
<li>reusing content. Many games reuse locations, for example the same background, but you have to find different set of objects. That&#8217;s ok of course, as a game designer I know perfectly that you often have to find a compromise. But is the player really happy about that? I mean, why stretch the story/gameplay recycling stuff, just to &#8220;reach 5h of gameplay&#8221;?</li>
</ul>
<p>I understand the complaint of some people, but you need also to understand the amount of work that&#8217;s behind those games. Is much easier to come up with a new &#8220;reskin&#8221; of time management games or even strategy games (unless you put something different). Many RPG made with RPGMaker XP uses all the same tilesets/sprites! So you need to understand how hard is to make adventures, since you can&#8217;t recycle/reuse stuff, but everything needs to be drawn from scratch, a interesting story needs to be written, and so on. There is a reason if mainstream AAA companies left adventure games a few years ago. Now they&#8217;re coming back a bit because with 3d content is indeed possible to re-use many assets (a new character can be easily created starting from a old 3d model as base).</p>
<p>I really think that the only solution in this case would be recurring to microtransactions but also some online game. If I was selling my Vera Blanc games for $9.99 I probably would sell more copies but would almost for sure make less money overall (believe me I tried so many times to lower prices but I simply couldn&#8217;t survive with the revenues).</p>
<p>So I was thinking that a webgame made like an adventure, at a very accessible price (price based on game length) should make everyone happy and at same time being online could get more viral and known, so get more exposure (needed because if I set such low pricetag I need to shift much more copies).</p>
<p>Though I&#8217;m sure there still would be someone who complains about price <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>Minisurvey about VN/Dating sims results</title>
		<link>http://www.winterwolves.net/blog/2010/08/minisurvey-about-vndating-sims-results/</link>
		<comments>http://www.winterwolves.net/blog/2010/08/minisurvey-about-vndating-sims-results/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 08:28:35 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[survey]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=745</guid>
		<description><![CDATA[Disclaimer: speaking with some friends who knows more about statistics than me, they said that the data collected might be not really reliable. I know, I made it mostly for fun with no intention of providing the &#8220;ultimate guide to make visual novels&#8221; for game developer However, from my personal experience (I&#8217;ve made many VN/Dating [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.winterwolves.net/blog/wp-content/uploads/2010/08/finalsurvey.png"><img title="finalsurvey" src="http://www.winterwolves.net/blog/wp-content/uploads/2010/08/finalsurvey-63x300.png" alt="" width="63" height="300" align="right" /></a>Disclaimer: speaking with some friends who knows more about statistics than me, they said that the data collected might be not really reliable. I know, I made it mostly for fun with no intention of providing the &#8220;ultimate guide to make visual novels&#8221; for game developer <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>However, from my personal experience (I&#8217;ve made many VN/Dating Sims in past 3 years) I have to admit was quite surprised by the results, because they match completely my experience regarding which games sells more. The data collected comes mostly from <a href="http://lemmasoft.renai.us/forums/">Lemmasoft</a>, <a href="http://www.amaranthia.com/">Amaranthia</a>, <a href="http://twitter.com/pcmacgames">my own twitter</a>, <a href="http://www.winterwolves.net">my forums</a>, and <a href="http://forums.indiegamer.com/">indiegamer forums</a>.</p>
<p>The total people who answered is 126, but recently has been progressing of only 1 new person a day, so I guess is time to draw conclusiong and post results.</p>
<p>I&#8217;ve made a PNG image of the final result, so anyone can link to it or share it easily, look on the right side of this post for the clickable thumbnail. As you can see, the standard Otome and Bish?jo are the most popular genres (well, no surprise here). As for art-style, detailed manga (I suppose like Heileen, Bionic Heart) wins hands on over all other art genres. People don&#8217;t like american comic style and cartoon style (I wish I did this survey before making Vera Blanc, I would have used manga art for that game too!).</p>
<p>As for setting, again no surprise: fantasy settings are always the most popular in any kind of games, not just VN/Dating Sims, so really I expected that. The other settings are more or less equivalent, only the modern drama/slice of life is slightly more popular (and yes, sci-fi isn&#8217;t much popular!).</p>
<p>Sexyness in games is a bit surprising, and probably the result less reliable IMHO. From my experience is always safer to go with family friendly (if you&#8217;re interested in maximizing revenues) for the simple fact that most big portal/sites wouldn&#8217;t accept your game otherwise. If you are making the game just as hobby or with direct sales in mind only, then you can ignore it <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  So far most of my games fall into the 2nd category from top, sexy stuff, but I have many family friendly games coming out next. One day I would like to make a very sexy, almost erotic game though. Maybe when I have enough funds to make Bionic Heart 2 as I have in mind of doing it.</p>
<p>The extras question is really a surprise. And I believe is very accurate: Most people don&#8217;t want to mix genres. If they want to play a minigame, they can find plenty of them in casual games. I really think VN/dating sims should focus more on typical dating sims elements and statistics. Or just let the players to read the story. You can also argue that if you put too many minigames in a VN, then it isn&#8217;t a real VN anymore but a &#8220;game with a story&#8221; <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  It&#8217;s somewhat hybrid territory here.</p>
<p>&#8220;What is most important&#8221; result is also interesting. The most important thing is WRITING! Not art, as I was always thinking. Also, the starting idea, and I agree completely. If the starting idea is good, and the writing too, you have all the elements needed for a good VN. That&#8217;s the reason why I&#8217;m not personally writing my future games anymore <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /><br />
Also is interesting that most people don&#8217;t care about voice overs. I had already given up on that because of too many unreliable voice-artists, and the result somehow comforts me. People don&#8217;t seem to care too much about the number of endings as well. Maybe better to make a more linear story, but longer to play ?</p>
<p>Based on the next question, &#8220;Do you really replay dating sim/visual novels to see all the possible endings?&#8221; it really seems so. Not many people are obsessed about unlocking all endings, apparently. I sort of agree since I do the same. I did the same also for AAA titles like Dragon Age / mass effect 2. I simply went to youtube and looked for videos for the other possible endings <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>About the remaining results, people seems to like game series (after a slow start I am now getting good results with Heileen 1+2 bundles), most people use a PC to play, and they don&#8217;t seem too much enthusiast about the idea of having to be connected to play a game.</p>
<p>That&#8217;s all! Again, this is not the holy-bible-of-VNs, but I found the results quite interesting and in many cases matching my own experience.</p>
<p>It means that you should all make fantasy based VN with stats and RPG elements? Well no, I believe that any game that is GOOD can sell: is your choice if you want to try to appeal mainstream (but have more competition) or niches (smaller market but much less competition). Personally I&#8217;d like to see more horror VNs, for example! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Simulate my life, please</title>
		<link>http://www.winterwolves.net/blog/2010/08/simulate-my-life-please/</link>
		<comments>http://www.winterwolves.net/blog/2010/08/simulate-my-life-please/#comments</comments>
		<pubDate>Wed, 04 Aug 2010 08:20:44 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[adventure games]]></category>
		<category><![CDATA[development tricks]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[simulation games]]></category>
		<category><![CDATA[tycoongames]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=731</guid>
		<description><![CDATA[Of my upcoming games, there&#8217;s basically no &#8220;pure-VN&#8221; game. Flower Shop spin-off will have mini and meta games (more details in the coming weeks), and the other two otome game projects will have all a dating sim / life sim structure. I know is a bit hard to define what is a &#8220;pure VN&#8221; and [...]]]></description>
			<content:encoded><![CDATA[<p>Of my upcoming games, there&#8217;s basically no &#8220;pure-VN&#8221; game. Flower Shop spin-off will have mini and meta games (more details in the coming weeks), and the other two otome game projects will have all a dating sim / life sim structure.</p>
<p>I know is a bit hard to define what is a &#8220;pure VN&#8221; and what isn&#8217;t. As practical example, Heileen is a pure VN: mainly text and choices (there are also quests but they&#8217;re not complex as the quest you might find in a RPG game). Summer Session instead is clearly a dating sim: you have stats to raise, several places to visit, character relationships, and so on.</p>
<p>What&#8217;s the difference then between a dating sim and a life sim? This is really tough. I might say that Summer Session and Flower Shop were dating sim, while Spirited Heart was a life sim. But really in this case the difference is much more subtle! I dare to say that dating sim focus more on the romance/relationship, while life sim have also other aspect. Spirited Heart has romance option but you can play it completely ignoring that, trying to raise your stats and become the best researcher, dancer, and so on.</p>
<p>I always loved life simulation games: I played The sims until the latest installation. However, while they&#8217;re very nice and varied to play, they miss completely dialogues as you might know. Making &#8220;dynamic dialogues&#8221; that change every time is impossible even for EA. However I would prefer some sort of &#8220;scenarios&#8221; where you have specific character background, life goals, relationship, etc. Sort of smaller scale, but more detailed.</p>
<p>On other news, I might be opening a new website soon specifically for otome games, since in my main website I always focused more on RPG/Strategy games. Games like Spirited Heart are OK, but for the new ones I&#8217;ll use a separate website. Beside I&#8217;ve read somewhere that if you put too many choices in front of the user he gets confused (I seem to recall the number was 12, don&#8217;t ask me why!).</p>
<p>So makes sense to keep in homepage only the best selling games, but some games deserve space anyway. So, better start a new domain with a new specific market in mind.</p>
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		<title>Five golden rules for new indies</title>
		<link>http://www.winterwolves.net/blog/2010/07/five-golden-rules-for-new-indies/</link>
		<comments>http://www.winterwolves.net/blog/2010/07/five-golden-rules-for-new-indies/#comments</comments>
		<pubDate>Wed, 28 Jul 2010 18:58:02 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[indie tips]]></category>
		<category><![CDATA[indie tricks]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=726</guid>
		<description><![CDATA[I thought to take all the years of experience as indie, and write down five ESSENTIAL rules/tips to follow if you want to be a fulltime indie, focusing on direct sales: keep your IP / retain control - seriously, everyone agrees on this. Cliff posted about it a while back on his blog, and I [...]]]></description>
			<content:encoded><![CDATA[<p>I thought to take all the years of experience as indie, and write down five ESSENTIAL rules/tips to follow if you want to be a fulltime indie, focusing on direct sales:</p>
<ol>
<li><strong>keep your IP / retain control </strong>- seriously, everyone agrees on this. Cliff posted about it a while back on his blog, and I want to reiterate this concept. There are SO many examples of people carelessly giving up their IP (Intellectual Properties) to find out a big company XYZ had made a fortune from what they just sold. So, if you think you have a good IP, think twice before selling it. Or ask for some big money upfront <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Also: whatever tool you use, be sure that you have FULL CONTROL over it.  Some  examples: you can let a portal carry your downloadable game, but be  sure that you agree with their terms. If they&#8217;re going to sell it at  $6.99, you won&#8217;t have much success trying to sell it directly at $19.99.<br />
Another example: someone just published a new platform to build games  online easily. Awesome! But does that platform let you publish the games  ON YOUR SITE? No? Then, it&#8217;s not that great. Remember that promoting  YOUR site, building up YOUR mailing list, YOUR fans, will let you  survive even through really tough periods (like this year of crisis).  See Jeff Vogel posts about getting &#8220;1000 true fans&#8221;. Also, don&#8217;t forget  that if you build up your site, you can later resell the domain if has  enough traffic / relevance.</li>
<li><strong>marketing</strong> &#8211; this is a very controversial point. I see to many people wanting to burn thousands dollars investing in a marketing firm or simply Google Adwords. It&#8217;s a wrong choice and I tell you why: marketing/advertising works but ONLY in certain situation you&#8217;ll get a decent ROI (return of investment).<br />
Example: a MMO. The nature of MMO, with his increased revenues per user, makes advertising much more viable than trying to promote a single-player-downloadable game.<br />
I get decent ROI from ads because over the year I built a catalog of SEVERAL games. So people that come to my site from a Spirited Heart banner, might end up buying also Flower Shop and/or Vera Blanc. It is not uncommon to see same person buy 3-4 games at once. Now what would happen instead if I had just ONE game for sale? Probably wouldn&#8217;t recover the costs. In the beginning, the best thing you can do is either release several games or partner with some affiliates.</li>
<li><strong>partnership &amp; affiliates</strong> &#8211; Affiliates can be PURE GOLD: find someone that has a similar user-base  (sells similar games to yours) and ask if he is interested in selling  your game. Or, look if he is affiliating his games. I regularly promote  other people&#8217;s games in my newsletter and I get a nice chunk of cash  from affilite sales, plus I remind people of my site and sometimes they  even end up buying games of mine (it&#8217;s really like if they forgot about  them, and sendind a newsletter about other games reminded them!).<br />
Also, build up relationships with fellow indies. Over the years I got to know some people and now I have several business relationships with many of them. I did games together with Phelios, with Hanako, with Sakevisual. We didn&#8217;t even need a contract, because everyone had a reputation to keep (of course, be careful about people you just met). We exchange tricks and tips, and we keep updated about the latest news. What you learn through those relationship is often priceless.<br />
It&#8217;s a pity that not many people see the enormous potential in doing partnership and affiliate other developer games, especially niche games!</li>
<li><strong>differentiate / experiment</strong> &#8211; I started making sports games, then RPG, then simulations, then wargames, and now visual novels, dating sim&#8230; unless you have a fixation for one specific genre, and unless that genre gives you good sales (in this case would be pretty stupid to try another!) you should really try to differentiate.<br />
In my example I&#8217;m talking about game genre: another way is to change platforms (iphone, android, flash) or system (microtransaction, social games). I&#8217;ve heard so many stories of people that changed completely field and made a fortune&#8230;</li>
<li><strong>no epic projects</strong> &#8211; this is true especially when doing the first games. Doing an awesome 3d space battle should be done ONLY AFTER you built up a good catalog of games and lots of experience in doing indie games. I&#8217;m not saying that they should be avoided: only that if you go for the &#8220;big hit&#8221;, it can work but can also be a &#8220;big miss&#8221;, so you could end up with a unfinished game (because you&#8217;re burned) or run out of funds, or simply have to get back to daily work and then not have time to market it properly, and so on.</li>
</ol>
<p>Of course, this is based on my personal experience! I hope you found this post informative, and if you did, spread the word about it <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Is worth having a Flash version of your downloadable?</title>
		<link>http://www.winterwolves.net/blog/2010/07/is-worth-having-a-flash-version-of-your-downloadable/</link>
		<comments>http://www.winterwolves.net/blog/2010/07/is-worth-having-a-flash-version-of-your-downloadable/#comments</comments>
		<pubDate>Tue, 06 Jul 2010 15:29:53 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[antipiracy]]></category>
		<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[online games]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[simulation games]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=710</guid>
		<description><![CDATA[That&#8217;s one of the most frequent questions I see asked around in game development forums. I released in May a flash version of my downloadable game Spirited Heart, so thought to share some info about it. The stats are quite clear (timeframe, 2 months): gameplays: 60-70k estimate (mochi-ads is 55k, plus a few more thousands [...]]]></description>
			<content:encoded><![CDATA[<p>That&#8217;s one of the most frequent questions I see asked around in game development forums. I released in May a flash version of my downloadable game Spirited Heart, so thought to share some info about it.</p>
<p>The stats are quite clear (timeframe, 2 months):</p>
<p>gameplays: <strong>60-70k</strong> estimate (mochi-ads is <strong>55k</strong>, plus a few more thousands in Kongregate, Newgrounds and other portals I submitted my game to)<br />
unique visitors to my site:  <strong>12,886</strong><br />
tracked sales: <strong>7</strong> !!</p>
<p>As you can see, the visitors to sales ratio (called also CR, conversion rate) is 0,05%! Well below the standard CR of downloadable demos that is around 1% (actually, for my game it&#8217;s 2,6% well above average). If we calculated the people per sale ratio from everyone that played the game, we would get 1 sale every 10.000 players <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>And I even put lots of &#8220;nag stuff&#8221; in the game, in several parts there was a hint that certain game functions would be available only in the &#8220;Deluxe Version&#8221; and not in the free flash demo.</p>
<p>That said, I probably made some mistakes in it: putting too many &#8220;hints&#8221; that the game was only a &#8220;flash demo&#8221;, pissed some people off and especially on Kongregate I got very low rating only because of that. Also, the flash market is known to like more male-oriented games (zombies, blood, violence!) so my game was badly targeted also for that.</p>
<p>Still, even if my game was played by 7 milion people (that would be a TOP record!) according to those visits/buy ratio I would have got &#8220;only&#8221; 700 sales, or translated in money, about $15000. But just so you know, Desktop Tower Defense, one of the most popular flash games of all times, made 15million plays. So getting 7 million would be almost an impossible task unless you have something really UNIQUE.</p>
<p>Based on this, the conclusion would be quite easy: is NOT worth it. However, I know some other devs doing online only games or browser MMO got much better results than me. So is correct to say that making a flash version of your DOWNLOADABLE game is a bad move. But for a online/browser game that could be very different.</p>
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		<title>New screens and facebook app</title>
		<link>http://www.winterwolves.net/blog/2009/02/new-screens-and-facebook-app/</link>
		<comments>http://www.winterwolves.net/blog/2009/02/new-screens-and-facebook-app/#comments</comments>
		<pubDate>Sun, 01 Feb 2009 14:23:01 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development screenshot]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[spirited heart]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[viral marketing]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=334</guid>
		<description><![CDATA[I&#8217;ve uploaded on my facebook profile new pictures of the upcoming game, but I have reuploaded here in my blog too: related to facebook, I made an app to play my webgame inside facebook. If you liked the game and want to see more of those in future, please take a minute to try it [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve uploaded on my facebook profile new pictures of the upcoming game, but I have reuploaded here in my blog too:</p>

<a href='http://www.winterwolves.net/blog/2009/02/new-screens-and-facebook-app/screenshot0001-2-2/' title='screenshot0001'><img src="http://www.winterwolves.net/blog/wp-content/uploads/2009/02/screenshot0001.jpg" class="attachment-thumbnail" alt="screenshot0001" title="screenshot0001" /></a>
<a href='http://www.winterwolves.net/blog/2009/02/new-screens-and-facebook-app/screenshot0002-2/' title='screenshot0002'><img src="http://www.winterwolves.net/blog/wp-content/uploads/2009/02/screenshot0002.jpg" class="attachment-thumbnail" alt="screenshot0002" title="screenshot0002" /></a>
<a href='http://www.winterwolves.net/blog/2009/02/new-screens-and-facebook-app/screenshot0003-2/' title='screenshot0003'><img src="http://www.winterwolves.net/blog/wp-content/uploads/2009/02/screenshot0003.jpg" class="attachment-thumbnail" alt="screenshot0003" title="screenshot0003" /></a>
<a href='http://www.winterwolves.net/blog/2009/02/new-screens-and-facebook-app/screenshot0004/' title='screenshot0004'><img src="http://www.winterwolves.net/blog/wp-content/uploads/2009/02/screenshot0004.jpg" class="attachment-thumbnail" alt="screenshot0004" title="screenshot0004" /></a>

<p>related to facebook, I made an app to play my webgame inside facebook. If you liked the game and want to see more of those in future, please take a minute to try it at this URL:</p>
<p><a href="http://apps.facebook.com/heileen/">http://apps.facebook.com/heileen/</a></p>
<p>it will ask your permission to post a small feed on your facebook profile saying that you&#8217;re playing the free flash game Heileen. This way I hope to get more people interested in visual novels to be able to release more soon! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>Supernova 2:Spacewar awarded!</title>
		<link>http://www.winterwolves.net/blog/2008/12/supernova-2spacewar-awarded/</link>
		<comments>http://www.winterwolves.net/blog/2008/12/supernova-2spacewar-awarded/#comments</comments>
		<pubDate>Mon, 15 Dec 2008 21:35:16 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[other games]]></category>
		<category><![CDATA[strategy games]]></category>
		<category><![CDATA[supernova 2: spacewar]]></category>
		<category><![CDATA[tycoongames]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=320</guid>
		<description><![CDATA[Yes, the indie game website Gametunnel, in its popular Indie Games Of The Year awards, included my Supernova 2: Spacewar into the top5 simulation games of the year. While I think my game is more a wargame or a strategy game than a simulation, I&#8217;m still proud of have it included among the bests indie [...]]]></description>
			<content:encoded><![CDATA[<p>Yes, the indie game website Gametunnel, in its popular <a href="http://www.gametunnel.com/articles.php?id=726">Indie Games Of The Year awards</a>, included my <a href="http://www.spacewargame.com">Supernova 2: Spacewar</a> into the top5 simulation games of the year. While I think my game is more a wargame or a strategy game than a simulation, I&#8217;m still proud of have it included among the bests indie games of this year, also looking at the tough competition.</p>
<p>On the development side, some good news: Spirited Heart is going very well, though I think I won&#8217;t include a combat sub-game in it (I&#8217;m still not sure about that). But the characte generation is done, and also the status screen with all the various game options: Work, Study/Train, Relax, Relationship and Check Status.</p>
<p>It will be a weird game I think. Similar to <a href="http://www.winterwolves.com/order/cuteknightdeluxe_game.htm">Cute Knight</a>, but without the dungeon part, and with a slightly different gameplay mechanic. I am also thinking to ask Hanako&#8217;s programmer to license the use the dungeon-crawler engine he used in that game, so I finally could resume working on Tower Of Destiny, which is in hiatus-mode since 2005! :/</p>
<p>Anyway for now I&#8217;m concentrating on Spirited Heart and 3 more &#8220;mysterious games&#8221; that will be released during next year. I don&#8217;t want to disclose too much, but each game can be described with a word: <strong>Poker</strong>, <strong>Robot</strong><em> </em>and <strong>Flower</strong>.</p>
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