Archive for the ‘ The Experiment ’ Category

The Experiment, Part 3

This post is long overdue, but it’s finally here! So what’s the verdict?

FAILURE

All of the goals I set for the games failed miserably, the games got played nowhere near the amount of times I had expected and earned nowhere near what I expected. So what went wrong? The short answer is a lot of things, I failed to polish the games, I failed to make the core mechanics fun, I failed at following all the advice that I’ve blogged about in the past, but before I get into too much detail let’s start off this post with some numbers…

Monolith Guardian

Plays: 134,000
CPMStar Earnings: $60
NG Score: 3.81
Kong Score: 2.71

Beyond Escape

Plays: 32,000
CPMStar Earnings: $20
NG Score: 3.57
Kong Score: 2.79

Save The Egg

Plays: 15,000
CPMStar Earnings: $1
NG Score: 3.07
Kong Score: 2.32

Now for the long answer on what went wrong.

Beyond Escape

One of the biggest problems in this game is the User Interface. It’s absolutely awful and doesn’t fit together well at all. Even though the background art is nice it appears as if stuff was just thrown on top of it with no rhyme or reason. This made me come to realization that just because someone is a good artist does NOT make them a good game artist. If your artist doesn’t understand basic game design the game will not turn out well no matter how fun the underlying concept is. This issue plagued all three of the games, but it definitely hit the hardest in this one.

At the base this game actually had some potential with its core concept, but the further I got into it the more I lost sight of the my first vision. Originally the game was meant to be a mix between winterbells and endless migration, but got morphed into just another lame distance game as I went. The game also lacked a lot of polish I gave my normal games, but that was not the main reason for its downfall. It was doomed the second I received the art. (Again I would like to clarify that the artist is amazing, but just didn’t understand the difference between game art and regular art which is completely my fault).

Monolith Guardian

This was the only game which didn’t end up as a complete failure. The one redeeming quality is that the game does contain a fair amount of polish, but you can still feel the disjoint between the art and the code. The failing point of this game was not the lack of connection but rather the fact that the the core concept just wasn’t fun. I tried introducing a unique mechanic of having the enemies move based on where they were shot and bounce of walls, but it simply didn’t work for this type of game.

The game also feels very flat and seems to be missing real content. Despite the fact that I introduce a new type of enemy almost every wave it feels like there is no variation in the gameplay. The main strategy for the whole game is to stay at the bottom of the screen and move back and forth as fast as possible. Variety doesn’t mean having a lot of different types of enemies, it doesn’t mean having a lot upgrades, it means the player has to do something noticeably different every so often to get pass a challenge.

Save The Egg

This game was amazing when I made it and is still amazing in my eyes. It deserved to perform MUCH better than it did. The biggest shortcoming on this game was the amount of polish, had I made everything fit together a little better it probably would’ve done better. The game isn’t really targeted towards the NG and Kong market either which didn’t help as far as getting the game distributed. It probably would’ve performed better if played by more casual gamers on sites such as Mindjolt. It might make for a good iOS port too if I could think of a good control scheme. I really don’t have anything else to say about this game.

So what’s next?

For the sake of redemption I intend of continuing this experiment with another one week sprint of game making in the near future. I really do believe I am capable of getting the kind of results I had originally expected. After this experiment had ended I created a game called Castle Guardian which earned several thousand dollars, caused Agitated Ferret to make some real money, received millions of plays, and was legitimately fun. I did most of the development in about 2 days worth of work.

I’ve been focused on a lot of other projects recently which doesn’t really give me too much time to continue this. Unless you’re interested in following my other endeavorer I’ll be stopping “The Experiment” after my next one week sprint. You may have also noticed that I didn’t mention the website that I advertised with these games, but that’s due to my lack of data on the subject. I messed up while implementing tracking, but the money I made from that was pretty small.

Since the whole artist thing seems to have finally blown over I’ll probably return to blogging on a much more regular basis. Writing these things help me realize my mistakes and learn from them. Hopefully they’ll help you to not make the same mistakes I have.

Happy Holidays!

The Experiment, Part 2

Alright, so the development portion of the experiment has just finished yesterday. I have managed to get three games to point of where I want them so those are the three games that will determine how I fair in the contest.

Other Games

As for the other 4-5 games I developed during the contest time frame, they will be finished, but not included in this contest as far as scoring goes. These games include: Avoider, Dodger, Runner, Clicker, and Defense. (Yes, they will all get real names once art has been added to them). It should take 1-2 hours to implement art and polish to each game when I get back around to them. Unfortunately many of the artists I contacted did not respond so I was unable to get everything needed.

Completed Games

Now let’s do a quick breakdown of the three games I manged to complete. I did not record time that it took to implement art so I’ll try to make a reasonable guess for all of the games.

Beyond Escape (Used to be Jumper):

Game Size: Large
Game Type: Distance
Game Length: 30 – 60 minutes
Total Dev Time: 12 hours 30 minutes
Art Costs: $430

Monolith Guardian (Used to be Shooter):

Game Size: Large
Game Type: Shooting
Game Length: 30 – 60 minutes
Total Dev Time: 9 hours 15 minutes
Art Costs: $220

Save the Egg (Used to be Dropblock):

Game Size: Small
Game Type: Avoiding
Game Length: 1 – 2 minutes
Total Dev Time: 2 hours 0 minutes
Art Costs: $70

So that’s $720 in total art costs which starts me off at -$360 for this contest. I have fairly large expectations as far as performance goes for these games. If my guesses are correctly I will have earned that back on ads alone in a matter of days. My competitor managed to complete 6 games during the allotted time, with total art costs of $150 starting him off at -$75 for the contest.

Expectations

I enjoy making guesses about how my games will perform so I’ll list below expectations for the first two months. After two months have passed, I will go back and analyze actual performance to expected performance.

Beyond Escape (First two months):

Expected Plays: 3,000,000
Expected CPMStar Revenue: $3,000
Expected CTR: 20%
Expected NG Score: 4.00
Expected Kong Score: 3.75

Reason: This is a fairly unique game that has a whole atmosphere incorporated to make the game very enjoyable; this is something I haven’t tried doing before. It has stellar graphics along with a large amount of content so I expect it will fair well as far as distribution goes. No matter how this game performs, I’m very proud of how it turned out.

Monolith Guardian (First two months):

Expected Plays: 2,000,000
Expected CPMStar Revenue: $2,000
Expected CTR: 25%
Expected NG Score: 3.80
Expected Kong Score: 3.60

Reason: This game turned out to be a fairly generic space shooter aside from a twists which will hopefully keep it interesting for users. It’s a well built game, but I don’t feel it stands up to the others as far as the wow factor goes. Despite this, I still think it will spread well due to it’s outer appearance.

Save the Egg (First two months):

Expected Plays: 500,000
Expected CPMStar Revenue: $500
Expected CTR: 10%
Expected NG Score: 3.80
Expected Kong Score: 3.40

Reason: This game actually deserves to perform better than I expect it to, out of the three games this is a close second to Beyond Escape in terms of my favorites. The concept for this game is very simple, but I’ve managed to turn it into more of a novelty. I’ll wait until it’s released to tell you more :) .

Analysis

If all goes according to plan I should $5,500 pocketed from this 7 day frenzy, and a nice 1,150,000 clicks to our website. The long term revenue should be closer $10,000 and 2,000,000 clicks after 6-12 months if expectations hold. Hopefully I’m not being too ambitious with these numbers, but they’ve been estimated based on the success of my previous games.

The clicks to the website should earn approximately the same amount as the ad revenue so that would mean all the revenue statistics posted here should be doubled. I also intend on selling a couple non-exclusive licenses to give all this revenue a nice boost. If my numbers are correct that means I’m worth about $1000/h as far as coding goes!

In my next post I will include the swf files to the game both prior to and following art implementation. Hopefully some of the games will be released as early as tomorrow. The follow-up to this post should be coming in the next few days once I’ve released everything.

Stay Tuned!

The Experiment, Part 1

An unnamed friend and I decided to have a contest with one another to see who could create the best games in a 7 day time period. We are currently three days into the contest (It was broken up into two three day programming periods with one day to implement art) with the second set of three days commencing tomorrow. I plan on using all of the concepts I’ve blogged about so far. Hiring Artists, Making a Great Game, Doing Self Sponsorships, Submitting to the Top Portals, etc…

Goals for the Contest:

1. Find out how much you are capable of developing in a 7 day timespan
2. Find out the true potential for self sponsorship (CTR, Bounce Rate, Best way to attract users, etc..)
3. Test the effect of small games vs. large games
4. To not slack off :P

Rules of the Contest:

1. You may only program during the days of the contest.
2. After the 6th day of the contest you will have one week to hire artists, and collect the art.
3. You will have one day a week after the last programming day to implement art you’ve acquired.
4. All the games are to be self sponsored.
5. Sources of revenue include Ads, Non-exclusives, and contests.
6. Each walk through and high score click is worth $.01
7. All other clicks are worth $.03
8. Clicks from China are not counted.
9. $500 bonus for getting approved on unnamed site.
10. All art costs are counted 1/2 against your earnings.

After the first three days I have managed to develop 5 games and start on a 6th one.

The Games

1. Jumper
2. Shooter
3. Avoider
4. Dodger
5. DropBlock

No, I have not actually named any of the games yet. I’ve just given them temporary titles based on the concept, titles will be decided on the last day. The last three games are fairly similar to one another, but should have a very different feel once the art is implemented.

Jumper

Game Size: Large
Game Type: Distance
Game Objective: Get to altitude X in the least amount of days possible
Game Features: Upgrades, Pickups, Special Mode, Enemies, Achievements
Game Length: 30 – 60 minutes
Total Dev Time: 6 hours 45 minutes
Art Costs: $430

Shooter

Game Size: Large
Game Type: Shooting
Game Objective: Complete all 25 waves with the least amount of deaths possible
Game Features: 25 Waves, 20 Unique Enemies, Achievements, Upgrades
Game Length: 30 – 60 minutes
Total Dev Time: 5 hours 45 minutes
Art Costs: $180 (probable)

Avoider

Game Size: Small
Game Type: Survival
Game Objective: Don’t get hit by any blocks and collect the coins
Game Features: None
Game Length: 1 – 2 minutes
Total Dev Time: 1 hour
Art Costs: Searching for artist

Dodger

Game Size: Small
Game Type: Survival
Game Objective: Avoid the meteors and space debris
Game Features: None
Game Length: 1 – 2 minutes
Total Dev Time: 1 hour 20 minutes
Art Costs: Searching for artist

DropBlock

Game Size: Small
Game Type: Survival
Game Objective: Avoid falling blocks as they pile up
Game Features: None
Game Length: 1 – 2 minutes
Total Dev Time: 1 hour
Art Costs: Searching for artist

As you can see so far I’ve managed to develop 2 large games and three small games. On the fourth day (Today) I intend on polishing the two larger games by fixing any bugs, and adding more effects. The following two days will be dedicated to creating more small and medium games. Art costs for all the games combined is expected to be somewhere between $1000 and $2000 which means I will be starting the contest at a $500 to $1000 disadvantage.

As for the person I’m competing with, I’ll let him decide if he wants to posts the statistics and analyses on his games. He has focused more on small and medium sized games so we will be able to see how they compare to my approach with some larger games.

I think I’m going to end up hiring 5 or more highly skilled artists in the next week. I’m hoping that they will all be able to stick to this very short deadline I have put in place. These games will not fair well without some kind of aesthetics to enhance the game play experience.

We’ll see how the games perform when they’re released a little under two weeks from now. I will be updating you all with more blog posts on their progress and revenue. Once these games are released the posts involving this contest will become more statistical and attempt to draw conclusions about self sponsoring and development times. Hopefully they will be very interesting reads for all of you! I’m very interested in seeing the results of this contest myself.

Stay tuned!