Category Archives: marketing tips

Perceived vs real success

I want to talk about an aspect of indie development/business which is very often ignored, but in my opinion is important: the perceived vs real success of a game.

Recently I released two games, Cursed Lands and Love Bites. As always I got some positive reviews but also negative ones (it’s inevitable). Beside some obvious troll-reviews, one thing that always amuses me is when a player decides if a past game was successful or not depending on his/her own tastes or perceived success.

For example: I like sci-fi, so if you make a game that is not sci-fi, I could say “you should do another game like Bionic Heart which had really an original plot, was popular, etc etc”. If I like card games, I could say “instead of making a new RPG you should do another card game because clearly did better” and so on. Assuming results that are real only in the mind of the person who is writing it πŸ˜›

A popular game is not always the best selling one

This seems strange, but it happened to me in the past, and I also know of other indies who had the same experience. A game could be popular, meaning that has a big following, many people tried the demo, people and review sites talk about it, youtubers do let’s play, but… it’s not as successful as you might think. Maybe a smaller, hidden niche game has made definitely more money than the other, for a variety of reasons (game price, bundles, platform, time of release, piracy, luck).

I could make some examples with my own games: my game Bionic Heart was definitely more popular than Heileen (the first game of 2008). It appeared in some japanese sites, many bundles, has more Steam reviews…Yet, Heileen sold almost double its amount!

Another case is when a game, for some unknown reason (really, sometimes we developers have no clue ourselves!!) sells very well on a specific platform, that screws up perception. Loren did well both direct and on Steam. But if we exclude Steam and consider only direct and mobile, Roommates did better than Loren. So as you can see it’s really hard for the users to know how a game really did simply because only the developers have the whole picture.

Steam reviews are also very misleading, since people assume that a high rating means it’s a better game, or a game that sold more. It’s true in many cases, but also not true in many others. Personally I think that rating is high if the product meet people’s expectations. That’s why you see many short, super linear, but erotic VN with 90% positive: people know what it is, they buy it, they like it and leave a positive review. If you start to add gameplay, non linear plot (or, an ACTUAL PLOT haha), allow to choose the gender, have many romances, the score will decrease. It’s ironic but making simpler and shorter games will be rewarded much more on Steam (and that’s why most of other indies I know doing VN follows that system).

Also, back in 2014 or even earlier, releasing a game on Steam automatically meant a LOT of exposure. Right now things have changed completely. So a better game released now could perform much worse than an average game released back then. As you see, there are many things to consider.

The morale is…

The morale of this story is that if a developer says something like “from now on I’ll only make yuri games” (no, don’t worry it’s not my case…yet) there is a reason. Maybe that developer saw that the 90% of the top selling VN games on Steam are yuri, and this for sure had an impact when planning their new game(s).

Or if the public clearly want content of a specific type. It’s no secret at all that more sexy/erotic contents in VN does better. Like, a magnitude of order better. I think that nowadays if you make a VN that doesn’t at least have a sexy component, you could save your efforts (obviously exlcuding already famous indies) since it will be wasted time. Luckily, in this case I can solve it “simply” by having suggestive content on/off in options screen, so it’s not something drastic as deciding to have only a specific romance type.

Of course everyone has their own favorite games or themes, settings, romance types and it’s normal to support your own ideas, you should totally do it. But ultimately, since this is a business, the choices are made usually thinking about profit.

So far, I moderately ignored the “profit factor” when making games. Spending 10 months making SOTW RPG part, or all the time doing Amber’s crafting without a clue if was worth it or not (spoiler: it wasn’t). Making a yaoi only game (Heirs & Graces) when every dev I knew told me that was a bad idea (and from profit point of view, it definitely was!). Trying ot make BIG games with a lot of love interests and protagonist gender choice, when almost every other developer is making much more money doing MUCH shorter games with just one gender and less romances and erotic content.

All of these choices nowadays make little sense from a business point of view, but I honestly hope to be able to keep going like this thanks to the generosity of people supporting me in various ways, buying the games full price, being patrons on Patreon, leaving positive Steam reviews even if they’re not completely happy about the game, and so on.

We’ll see how it goes in future, but remember, very rarely the decisions of an indie (serious ones doing it for a living) are taken because of personal tastes or randomly. When players think of an indie as truly independent artist, I laugh. Maybe in the beginning we were, but right now if you don’t obey to the market’s laws you won’t stay in business for long.

Happy Holidays!

This year the latest blog post of the year will be the Friday 25th, so I’m wishing you happy holidays now πŸ™‚

About the future : 3 points to survive

I’m going to review this year in the blog post next week, but here I want to talk about the necessary changes I’ll need to do in future.

You may have heard the word “Indieapocalypse” around the net. What is it? Well, some developers (I’m among them) have this theory that it’s going to be a tough future for indies, since the quality bar has raised, the market has been flooded, prices have collapsed, and exposure is really hard to get.

All those things are happening at same time.

While I’m not a big/famous indie, I’ve noticed this phenomenon myself too. Personally, I never had much exposure (I wasn’t on Steam until last year!) but what really changed is the prices drop and the market flood. I honestly think it’s an uncommon situation that will settle itself in the next 4-5 years (lots of devs entered the market thinking to make big bucks, but when they’ll see how hard is to just break even, they’ll probably quit and do something else). But the real challenge will be to survive those next 4-5 years!

Yes, because while for now things for me are “OK”, if the current trend continues like this, I would be likely forced to shut down everything next year around this period or early 2017. And absolutely don’t want ever to write a blog post called “I’m quitting the game business”! πŸ™

Note added later: it sounds scary but to continue like this, means I shouldn’t release any game even in 2016. I’m fairly confident that it won’t happen! πŸ™‚ However, I need to do some adjustment to my workflow, described below.

Point 1 – release games more often

If you have noticed, my newer games feature a LOT more content than before, and I kept more or less the same prices as before. But what I really need to do, is go back to releasing at least two games in a year. That is of course impossible, if one of those two games is a big RPG like SOTW, or a complex card game like PSCD πŸ™‚

Which means, I really need to go back making more visual novel/dating sims. I have already a lot of them started to be honest (as you might know) but I need to get personally involved in some. Never Forget Me is one of those: I did all the storyboard myself, which was quite helpful for the writer since she is almost finished in about 10 months (and she had some troubles during Summer, otherwise would have been faster!).

This method works well because writers don’t need to imagine each scene or think about the story or anything else: I do that, and then they expand the storyboard I write. Luckily I don’t lack imagination, so I can do the storyboard rather quickly: I did Never Forget Me in a month. Of course writers still have a lot of freedom about writing the scenes. But is definitely easier for them this way.

So in the coming years I will need to make sure to have at least 2 games out each year, like I always did in the past.

From what I’m writing it seems that making a good visual novel or dating sim is easy: not at all!! But it’s just that… compared to a RPG/card game or similar, it’s honestly MUCH easier, for obvious reasons (think that just the balancing part of SOTW took me 4-5 months… lol).

Another possibility of course is to still do the usual games, but on a smaller scope. Long Live The Queen by my dev friend Hanako is the perfect example of something smaller, but still definitely fun to play.

Point 2 – I’m done with bundles

One of the big mistakes I did in the past 2 years was to do too many bundles. I thought it was harmless and a way to get more fans/attention, but the long term impact of doing too many is really disastrous and apparent now. No surprise there, it’s all my fault. So it’s safe to say that you’ll never see again another “Winterwolves Bundle” because was a total loss of money for me, thinking long-term.

The only bundle I might still consider is Humble, but anyway it won’t happen as often as before for sure.

Point 3 – moderate discounts

I still want to offer discounts to people, since I know not everyone can afford to buy my games at full price. However even in this case I need to be a bit more careful, and never go higher than 50% discount. Why? also because luckily there are still several people buying the games when they’re just out at full price, and I want to “reward” them. It’s not cool to see the game you bought at full price discounted by 50% shortly after. To be fair, I always waited at least 1 year before doing a big discount (for example SOTW was out in November 2014, and the first 50% discount was indeed last month, not sooner).

So it’s not like I’m doing what too many other indies do, starting to discount the game already after 6 months. But in future I’ll stick to smaller discounts and go up to 50% only when a title is really old.

Conclusions

The points above might make me look like a greedy person. The reality is that it’s what I think I need to do to survive πŸ™‚ I see a dangerous trend recently in which everyone is bundling and discounting everything, without thinking about the future. And while I don’t know about the others, I plan to stick around for several more years to come.

2014 the year… of change

happynewyear

Reading back the previous end of year post, I can’t stop thinking how things have changed so rapidly for me. This is probably the biggest “problem” of being indie: things change at lightning speed, for good but also for bad!

Last year I was happy because Loren Amazon Princess was accepted on Steam. Nowadays, I have 13 games there, with the 14th (Seasons Of The Wolf) to be released next month!

Last year I had zero games for iOS. This year I ported almost all of them on Apple’s platform, and I plan to do more next year, especially since Ren’Py will get its own porting system!

Last year beside my loyal long-time fans, I was mostly unknown to the general public. Now, while I’m still not *that known*, people talk about me. Some adore my games, others hate them, others are neutral, but at least people talk about me. The worst thing is being ignored/unknown πŸ™‚

This year I made “only” two games, but two big ones: Roommates and Seasons Of The Wolf.

Roommates

Roommates is a title that totally exceeded my expectations. I’ve made “a few” dating sims before, but this one basically is of another league! I think probably is due to the fact that, like my RPGs, it is not focused on only a romance genre/combo, but all of them. Playing as male or female, straight or homosexual romances. It’s a game for everybody.

But also, great comedy writing. There’s nothing wrong with more serious/mature themes, but sometimes people just want to escape the mundane problems with funny stories πŸ™‚ So, thumbs up to Michael (Roommates’ writer) for his great job on the game!

The game soundtrack by Leetstreet Boys was also a very good move. I really can’t find an issue in that game, something that “if I could go back, I would have done differently” and it’s a good thing!

ToA: Seasons Of The Wolf

SOTW is officially out since just little more than a month. It was a challenge, a bet. I wanted to see if I could make “a real RPG” myself. With romance, with a story, with my usual artwork style, but… much more detailed, with a Nightmare difficult level that would actually make people go crazy with it, with a map system, secrets, randomized items, etc.

I won that bet. The game is doing VERY WELL, beating Loren’s first month sales. Of course, is not an entirely fair comparison since 2 years have passed from Loren’s release and now I have a much bigger following. But to be honest, I was fearing that it would be a flop πŸ˜€ So seeing that is doing well reassures me and was already worth it.

Still, I’m not going to do another insanely big game like this one anytime soon! It really “burned me”, because I worked on it 10 months straight, every day, fixing/tweaking stuff. I know it’s my job, but now I need a break from such big games. I’m going to make some smaller games (this time, FOR REAL!! LOL) like Queen Of Thieves. They’ll still be RPGs, but have limited party members/skills/items/and so on. They will also be easier to balance πŸ˜‰

However, there could be something new related to SOTW, maybe next year. I just received this letter via a pigeon from a certain Jariel the bard from the green lands of Grandtree:

letter

End of year’s thoughts

Even if this year was good for me, the future is still very uncertain.

I personally know several indies who this year took a huge hit on their finances, some have abandoned the business to move elsewhere, others went back to contract work or looking for funding. And only a few years before, they were earning six figures! So, you never know what the future holds! Doesn’t matter how much you plan things ahead… because this business moves so fast, is easy to be caught by surprise.

I think the most important thing is to stay humble, never think to have “made it”, and keep working on what you love. At least, this is what I’m planning to do in 2015 πŸ™‚

Happy New Year!

My first 40 years (10 as indie)

IMGP0938I don’t have any decent recent photo so I’ll just go with this one, a few years ago πŸ™‚

Today I’m 40, and it has been more or less 10 years since I’m doing indie games!

The Past

All began back in 2003, when I discovered the now defunct Dexterity forums. I was working as webdesigner, after the small italian software house where I was working before went bankrupt (they were making story-based games too, but more like point’n’click adventures).

To be honest I had sort of given up working on games, since at the moment the situation was impossible. Italian software houses were all very far away from me and I wasn’t ready to leave everything and move away from home, besides the situation wasn’t really good (in the next few years indeed more companies shut down).

But I thought I could still do them in my spare time, as hobby. Then I discovered about the online distribution, and being indie, and it was like a whole new world opening in front of my eyes! So I started using Blitz3d to make a soccer management game. First advice to new indies: don’t try to do a project too big as your first attempt!

In the end I managed to finish it, but was quite bugged and in general, did poor. After that, I made some smaller games to learn C/C++. A match-3 game called Spin Around, a platform/maze game called Ignazio The Frog πŸ˜€ I still laugh thinking at those games, but they helped me to learn coding and most importantly selling games online.

The “big step” was when later that year I made Universal Boxing Manager and The Goalkeeper. Both sports sims, rather simple, with art made by myself. But at those times the market was MUCH LESS competitive than is nowadays. Those two games gave me hope, even if I was still living with parents πŸ™‚

I made some more games in C like Magic Stones or Supernova 2: Spacewar, before finally moving to python and open source dev. I posted about this already not too long ago.

The Present

In the “recent history”, the past 3-4 years, it was an up and down. I had some decent successes like Spirited Heart, followed by games acclaimed by “critics” like Bionic Heart but that sold poorly (same thing happened to the sequel).

I remember back in September 2010, when I had just released the two lowest-selling games I’ve ever made, both Vera Blanc titles, and the situation was rather critical. I didn’t expect it because the previous year was good, and I didn’t think that revenues could go down so quickly! I had only a few months of savings left before I had to quit and go back in a office work!

That was when I took two important decisions: make also more complex games like RPGs and outsource more people.

The first resulted in Planet Stronghold being frantically coded by myself in 4-5 months, including game design, writing and everything. The second decision lead to releasing games made with the help of other people, in particular in the writing department, but recently also coding.

One of them, Always Remember Me later today will debut on Steam, and I have two more coming shortly next month, for a total of four games. I arrived on Steam a bit late compared to other indies, but hey, at least I’m there now πŸ˜€

I’ve written already post-mortems of my more recent games like Loren, Heileen 3,Β  Rommates so I won’t repeat myself here.

Even if things are going well now, I’m definitely not sitting on my laurels. What happened back in 2010 could still happen. Two or three consecutive flops, and things might look grim again. Of course I am more relaxed now, but I must still work a lot of hours every day. Luckily for me, I love this job πŸ™‚

The Future

Is really hard to say what will happen in the next 10 years! Don’t know if the main gaming platform will be SteamOS or still Windows, or some console/mobile platform. But I honestly hope to be still around, and still make the kind of games I make now.

I love hand-drawn art, and while I can see the benefits of 3D for certain type of games (I always wanted to do a sequel of my boxing game with 3d for example) honestly I think doing a full 3d game is out of my reach, and probably couldn’t even be a good idea for a good return of investmentΒ  since doing 3d games is more expensive/time consuming.

While I have some ideas for other kind of games, like a tower defense game and a dungeon crawler, I think that most of my next games will be similar to the one I made recently: story-based RPG or dating/life sims, with a variety of romances for all tastes.

One thing I want to do differently is: make some gay/lesbian exclusive games. Won’t be soon since I have a big backlog of games to finish first, but once I’m done with them, I plan to do it πŸ™‚

Thanks for reading, and for supporting me during all those years. Even if I went through some rather rough times, I never felt I was actually working for a single day since I went indie, and that is really something ! πŸ™‚

Game development is a puzzle game

rebecca
Rebecca will help you train to keep in shape…! (from Planet Stronghold 2)

Game development feels like a puzzle game to me. How? Simple, let’s consider one of my games. How many roles/elements are needed to make one?

Let’s try to make a list:

  1. gameplay/rules = work of the game designer
  2. programming/coding = work of the coder
  3. artwork = work of the artist (in many cases, 2 or more for backgrounds and GUI)
  4. story/text = work of the writer
  5. music/sfx = work of the musician
  6. marketing/promotion = work of the PR guy
  7. hosting/demo/support = support / web dev guy

So as you can see, for each of my games there should be the need of 8 people. In reality, I almost always do point 1,2,6,7 myself, and sometimes I also do some GUI and write storyboards for the texts!

In the past I used to to really EVERYTHING on my own (using Poser 3d and royalty free music tracks) but luckily I realized that was much better to hire other people to help πŸ™‚

The main problem when working with external people, is that since to finish a game you need all those roles/elements, often happens that I have some areas covered/completed, while others not. Some people work fast in an aspect of a game, others slow downs in different aspects.

In the end that’s why I say it’s like a puzzle game. You need all the pieces to finish and release the product. Unfortunately very often that takes a lot of effort πŸ˜€ but like all things in life, nothing comes easy, you have to sweat and work hard.

Another thing I often have to decide is the scope of the game. For example now I am playing with the great freeware tilemap editor Tiled, trying to make isometric tilemaps. For which game? well for Planet Stronghold 2, but also thinking if to make them for Seasons Of The Wolf.

The idea was to have a big map like Loren, that once clicked would let you zoom-in and explore the areas in more details, rendered as isometric map. I think the idea is great and I’m sure that I can make it, the only problem is: how long will take me? will I need extra tiles, so contact artist to make more?

When making those decisions I need to consider that there are two types of fans: those who wants the games fast and pressure you to finish them, and others that say “take as much time as you need”. But besides what fans say, I need to keep releasing games at regular intervals to survive in the competitive world of indie games, so right now, I am unsure if to use this system.

I set myself a deadline – if I can have the isometric map thing working in 2 weeks I’ll use it, otherwise not. Also because in theory very shortly Roommates public beta should start, and then will have even less time to make tests… πŸ™‚