Communicating With Players

By now every iOS developer knows that making a great game and putting it on the App Store is only part of the work. In order to get significant sales, it needs to be noticed. You need to spend a significant amount of time in marketing and PR, making sure that blogs cover it, magazines review it, or at least jump-starting it with a group of devoted and vocal forum fans.

Most often, the advice stops there. So you get your initial sales spike and then sales go way down. What do you do then? Usually, developers release new features and updates. That’s great, but how do you get people to notice it. You need to establish some form of communication with your players.

Update Messages

The simplest form of communication is through the “What’s new” section in the update. You can use that section not just to list what features you added and what bugs you fixed, but also to let your players know about other things: plans for the future, other games to try, or even the URL for your Facebook group.

Credit goes to Igor for bringing up this idea and pointing out the URLs are even clickable in this field (but they aren’t in the app description).

Of course, if you’re like me and you update your apps only once in a while, this technique isn’t as effective. Right now my iPhone tells me I have 67 new updates available. I’m clearly not going to be reading through the release notes of each one.

In-Game News

fg_promo.jpgA more direct way of reaching out to your players is to have some sort of in-game news system. At any point you can update a file in your web server with any news, and it is displayed in the game. It can be implemented in many different ways depending on “on your face” you want to be about it: a pop up that comes up when the user runs the game, a ticker that runs constantly across the bottom of the screen, or, what I did for Flower Garden, a news icon with a badge indicating how many unread items there are, that brings up the news page when you tap it.

Make sure players are able to click on URLs in your news messages so you can direct them to different web pages easily. More on that on a bit.

Emails

Update messages are only good for players who update their apps (ahem, ahem), and in-game news for active players who’re currently launching your apps. For maximum effect, you can send an email newsletter and that way you can also reach users who played the game at some point in the past, but aren’t currently playing it now. They’re the ones probably most interested in new updates and features, and chances are you can rekindle their interest in the game.

To do this, you should encourage users to register for your mailing list, or collect their emails with their consent in some other way. This was a technique I started using back in December of last year with great success.

I’m currently using Your Mailing List Provider as a means to delivering thousands and thousands of emails [1]. By the way, don’t miss a chance to join the Flower Garden mailing list :-)

Facebook

Similar to the mailing list approach, Facebook groups can be a very effective form of communication. An additional benefit is that friends of your players might see them participating in the page and might make them try out your game.

Case Study: Pocket Frogs Cross-Promotion

All that is fine in theory. How does it work in practice? I have been using all four forms of communication for a while, and I’m definitely seeing good bumps of sales and downloads with each update and each major communication.

Last week, Ian and Dave from Nimblebit and I, decided to set up a cross promotion between Pocket Frogs and Flower Garden.

pf_promo.jpg

I updated the in-game news and send out an email newsletter coinciding with the latest Flower Garden update telling the players that if they downloaded Pocket Frogs from within Flower Garden, they would be awarded 5 doses of fertilizer. Nimblebit awarded players a flower if they downloaded Flower Garden Free from within Pocket Frogs.

When you have over a million downloads in a week like Pocket Frog did, that kind of player communication is the equivalent of a nuclear cannon. The effects of the cross-promotion were obvious the instant the news went live:

fgf_chart.png

As you can see, Flower Garden Free made it all the way to the number 56 in the iPhone Top Apps chart in the US! The effect even spread to the paid version of Flower Garden:

fg_charts.png

Pocket Frogs at the time was hovering at around #9 on the charts, so it was difficult to have much of an impact on that position without major numbers, but we suspect it might have hovered there a little longer because of the extra downloads from Flower Garden.

Here is what the downloads for Flower Garden Free looked like for the last month. The Pocket Frogs cross-promotion is quite noticeable:

fg_downloads.png

All those downloads also translated into in-app sales through the Flower Shop. Here are the revenues for that time period:

fg_revenue.png

One consequence I wasn’t expecting, but in retrospect I’m not that surprised about, is that the ratings for Flower Garden Free dropped by a whole star (from 4 to 3), with a large percentage of 1-star reviews. That’s because a lot of people who wouldn’t have downloaded Flower Garden otherwise did it anyway, didn’t like it, and deleted it right away.

To wrap things up on a better note, there was yet another side effect of the cross promotion. The Pocket Frogs link was using my LinkShare referral code. Sending all those users to the App Store to download a free game link resulted in about $200 in referral profit for the week.

Conclusion

Communicating with your players is more than just profitable: It’s crucial to the sustained success of your games. Make sure you try to engage with them in every way you can, keep them up to date with developments in your game, and don’t hesitate to run the occasional cross-promotion, especially with other games that are a good match for your target audience.


[1] If you decide to use them and wouldn’t mind using my referral code (WQHVUF), I can get a small percentage back.


This post is part of iDevBlogADay, a group of indie iPhone development blogs featuring two posts per day. You can keep up with iDevBlogADay through the web site, RSS feed, or Twitter.

My Standing Desk Experiment

I’m not sure where I first heard about standing desks. It was probably about a year ago in some online article, but it didn’t have much of an impact at the time. Since then, the benefits of standing (or rather, the dangers of sitting down for prolonged periods of time) has been appearing in the news more often. Some people even went as far as setting up treadmill desks!

Initially I dismissed it for me because I’m reasonably active: I either run or bike 5 or 6 days per week, and the rest of the days I go for a walk around the neighborhood. It was the combination of increased studies on the effects of sitting, some people in my social circle finally making the jump and raving about it, and me developing some problems in a hamstring that finally made me consider it more seriously. And trust me, if you’re a cyclist or a runner, the last thing you want to have is hamstring problems.

It turns out that my 5-mile morning runs weren’t making me immune to the dangers of sitting. It’s not how much exercise you get per day, but how long do you sit on a chair continuously. And no, buying an fancy, expensive chair might help with your back, but it’s not going to do one bit of good with all the other problems.

One of the many advantages of working from home is that I can try weird things that would be much more difficult in a regular workplace. I also have a track history of liking to experiment on myself [1], so it didn’t take much convincing to give this a try.

After some initial research, it appeared that the way to go was an adjustable-height desk. That way you can work standing, but you still have the flexibility to sit down whenever you need to. I also found out that apparently this is not all that uncommon in Europe. The only drawback is that adjustable standing desks are not easily available here in the US, and the ones that are out there are aimed at offices and big companies, with matching eye-popping price tags. Even though Flower Garden continues to do well, I wasn’t quite ready to plop down several thousand dollars on something I might end up hating.

standing_1.jpgSo I decided to start cheap and work my way up from the bottom. First I had to decide if I even liked this whole working-while-standing thing. I wasn’t even sure I would be able to type! I thought about raising my desk with cinder blocks, but I would have to raise a lot and would make it very unstable. So instead, I created four stacks of books on top of my desk and put a board on top. Then I was able to put the keyboard, computer, and monitor on the board and give that a try.

Let me tell you: It was weird.

At first I didn’t know how to type. My fingers were constantly off to the side. It turns out my initial height was too low. You really want to have the keyboard at a height that puts a 90 degree bend on your elbows. That’s what they say about the sitting position, but somehow I can manage to have less. However, standing, I really needed that height.

Even once I adjust the height, the first day was kind of rough. After an hour, I was definitely feeling it in my feet. I think I did half a day the first day and I felt totally exhausted. All that running wasn’t helping that much standing at my desk apparently.

Fortunately things got better very quickly. In a few days, I was able to work for hours without much problem. I would find myself constantly shifting my weight between my feet and moving around a little bit. I was definitely liking that whole standing thing.

standing_2.jpgAt this point I decided that the stack of books was too annoying, but I wasn’t quite ready for an expensive desk. So I picked up a Fredrik Ikea desk from Craigslist for $50. The nice thing about this desk is that it can be assembled so the top of the desk is almost at any height. You can’t change it on the fly, but at least it serves as a standing desk.

Finally I was able to work standing and be comfortable at the same time now that I had space for more than a mug along with the keyboard. The extra shelves on the desk were also very handy (one over the table top and one underneath).

After spending a couple of weeks with the desk, I decided that I definitely liked standing and it was something I wanted to continue doing long term. I felt more focused while standing, and my productivity was up. An unexpected side benefit was that when someone else comes into the room, they can walk right up to the desk and we can look at the monitor together, or look at some papers, much more easily than if it was a sitting desk.

However, it was also clear that I needed to switch things up a bit. Spending the whole day standing continued to be pretty tough on my feet, and it even made it so I didn’t want to work any longer than I had to. I really had to combine the standing with some hours of sitting down, which is probably a healthier thing to do anyway.

At this point I had two options: I could go full out and get a motorized adjustable desk, or I could get an adjustable draft chair which are tall enough to sit comfortably at a standing-height desk. Since I already had a nice office chair, and the Ikea desk was a bit wobbly set up like that, I decided to spend the money on the motorized desk.

Again, after a bunch of research, it seemed that one of the best options was to order a (very appropriately named), GeekDesk online. They have them in two sizes, Classic and Mini. It turns out I wanted something more in the middle (around 60″ wide), so I ended up ordering the Mini frame and a desk top from Ikea for $80. It wasn’t cheap, but it was way cheaper than the alternatives and all the reviews and experiences I read were very positive.

It arrived very quickly and it was a breeze to assemble. I did have a scary moment that it looked like one of the wheels didn’t fit in the metal opening, but I eventually managed to coerce it. Hopefully this kind of manufacturing problems aren’t common.


x2_277d29f.jpegx2_277d225.jpeg

I can only describe the final setup with one word: Awesome. The desk isn’t wobbly at all, and it takes just a few seconds to change heights with the push of a button. Not just that, but I can fine tune the height at any moment in tiny increments. And in the sitting position, I can put it low enough to make typing very comfortable (most desks are set up too high to type really comfortably for me).

My daily work routine has settled into working standing in the mornings, sitting for an hour or so after lunch, standing all afternoon, and then sitting in the evening I have have to do some work. With the wonderful weather here in Southern California, I’ll often take my sitting work time outside in the back patio in the shade. So all in all, I probably spend one or two hours sitting down at the desk.

Yes, it was a significant amount of money, but it’s something I’m using every day and it improves both my productivity and my health. Definitely worth it.

Standing desks have one downside though. This situation happens embarrassingly often. Good thing I work home alone!


[1] A few years ago I gave polyphasic sleep a try. It was actually really great for gaining extra hours, but eventually I gave it up because I was constantly out of sync with the rest of the world. I’d do it again if I were spending months alone in a research station in the Antarctica.


This post is part of iDevBlogADay, a group of indie iPhone development blogs featuring two posts per day. You can keep up with iDevBlogADay through the web site, RSS feed, or Twitter.

2009: The Year of The Indie Developer?

A few days ago I went out to lunch with some friends and they brought up an interesting thought: Will 2009 be the year of the indie developer?

I loved the sound of that! I’ve been an indie developer for a year and a half, and I’m seeing more and more people taking tha route. I think indie development is necessary for a healthy game development industry. Where else are people going to try weird ideas, experimental development techniques, an commercially unproven designs? I think it’s a sign of maturity that we’re seeing a need filled by independent development next to the Maddens and Worlds of Warcraft and other chart-toppers.

Continue reading

Stranger in a Mac Land

I’ve worked with many operating systems over the years: from the humble CP/M, to early versions of DOS, to  Windows 3.0 (if you can even call that an OS), along with many different versions of Linux since 1993, a smattering of VMS, and, of course, all the recent flavors of Windows. But somehow, I always managed to avoid Apple operating systems.

Starting iPhone development was a bit of a change since it required me to work exclusively under OSX and use a new IDE (XCode). I had talked to people who found the change very cumbersome and found the new environment got in their way, so I approached it with a bit of trepidation.

It’s An OS X World

With my new Macbook Pro under my arm (actually, it wasn’t new, I bought it used off Craigslist because I couldn’t afford a new one), I embarked on an adventure to this strange, new world of OS X development.

Some background is necessary here: I”m a minimalistic, no frills kind of guy when it comes to my preferences when working with computers (although now that I think about it, it probably applies to most other things in my life as well). The first thing I do with a new install of Windows is turn off all the GUI animations (don’t get me started on the search puppy dog!!), most of the sounds, all the auto-complete and auto-spellcheck features, and automatic upgrades. When I want the computer to do something, I’ll tell it to do so. Otherwise I want it to be quiet and responsive.

My ideal Visual Studio setup is also pretty similar: No fancy web startup page, no animations, no autocompletions by default (unless I press CTRL-Space), out with all the toolbars, just give me two text windows side by side and control everything from keyboard shortcuts (which I’m still using the ones from Visual C++ 6.0).

Needless to say, I was afraid of clashing with Mac OSX’s environment. I had a suspicious that it was full of eye candy, GUI frills, and required a mouse for everything. Not a good match.

There wasn’t as much of a learning curve as some getting-used-to. There are some Mac quirkiness that I just don’t get: The disembodied menu on the top of the screen, the lack of change of mouse cursor when you can resize a window, or not being able to automatically restore a file to its original location from the recycle bin.

But those are all relatively small things that don’t overshadow the fact that I just love this new environment. I used to like the Windows fonts, but after a week of using a Mac, I can’t go back to those tiny, jaggedy Windows fonts. Handling of multiple monitors is perfectly integrated and works like a charm. In general, things Just Work (TM).

Then there are the things that I love from my time in Linux that I can’t live without: Multiple desktops with Spaces, a decent command line shell, or being able to tweak settings directly in low-level config files.

And the thing that has changed how I work the most: Spotlight. No need for icons everywhere, or “Start | Programs” or anything. Just start typing what you want and there it is. It’s like the return of the command line on steroids. Between Spotlight, Firefox smart locaton bar, GMarks, and Ubiquity, I feel right at home. Now combine them all somehow and I’ll be in heaven!

But Wait, What About Windows?

I ended up falling in love with OS X so much, that I quickly moved to it as my primary environment at home for everything. Frankly, these days, it’s pretty easy for me to change environments since most of what I do is online. Just give me Firefox (or a good browser) and I’m there: GMail, Google Calendar, Google Reader, Google Docs (hmm… I sense a theme here), and a Wiki cover most of what I do on a daily basis.

For the rest of the apps, almost everything I need runs under OS X: good media visualizer (Preview), photograph organizer (Lightroom), image editor (The Gimp/Photoshop), audio editor (Audacity), music player (iTunes), and a few more odds and ends. OS X comes with some great utilities out of the box too, like Grab, Preview, or Activity Monitor.

Unfortunately, there are still a couple of things that I can only run under Windows. The main thing are games unfortunately, so I need to keep my Windows box around just for that. Although I just started playing World of Warcraft and it runs great on my Mac. Thanks Blizzard! Apart from that, every so often I need to do something in Visual Studio, or run some application I wrote in .Net. For that, I go about it in two different ways.

I can run it on the Windows box itself. Instead of keeping two sets of keyboards and mice (or a switch box), I used Synergy for a while. It was pretty cool being able to move the mouse cursor from one screen on the Mac to the screen on Windows and continue working there, and that might be a great solution if you’re working 50-50 on both platforms. In my case, it was more like 90-10 at the time (more like 99.9 to 0.1 now), so it felt a bit of a waste to have a full monitor dedicated to Windows. Instead, I decided to use Remote Desktop to control my Windows computer from the Mac. Amazingly enough, Microsoft wrote a Remote Desktop app for OS X that works like a charm, much better than some of the VNC programs I tried.

Whenever I don’t need to run something that is performance critical, I reach for Fusion. I’ve tried many products in the past that claim to run programs for another platform in your own computer: Wine, CrossOver Office, earlier versions of VMWare, but they’re always plagued by problems and incompatibilities. VMWare Fusion really surprised me by running anything I threw at it flawlessly, including Quicken (yes, I need to switch to Mint or Buxfer) and some hardware-accelerated 3D programs (those were a bit chuggy though, but they worked). And the coolest feature ever: Unity–I can run Windows apps in a window of their own directly on the Mac desktop. Totally awesome! On top of all that, I can have multiple snapshots, restore earlier states, and I can even run other operating systems like different versions of Linux. A geek’s true dream!

Some people will claim that I have drunk from the Apple kool-aid, and to a certain extent, they’re right. But I’d like to think I was swayed by many good reasons having to do with using the computer and being more productive, rather than Apple’s brainwashy, lifestyle marketing message. That and the smooth feel of the Macbook against the palm of my hands, its sleek profile, and sexy design. :-)

What about XCode and development? That’s another story for another day.

Prototyping for Fun And Profit

So here we are, ready to start development of our first game. We have the time, the resources, and the game idea itself. Where do we start?

Since both Charles and I are tech guys, we knew we could implement our game idea without any problem and make it sing and dance at a silky-smooth 60 fps. But would it be fun? Now that we have these brand-new designer hats, finding that always elusive fun factor is a big concern. The idea of waiting for a couple of months before we could tell if our game idea was fun seemed too risky, so we tackled that problem first and head-on by prototyping.

We could start at the bottom, write some low-level input handling, some graphics rendering, a basic asset pipeline, and all the other usual suspects. The problem is that, even if we try to keep things as simple as possible, it would still be several weeks or even months before we can actually start implementing the game itself. And even when we do, we’ll always be running up against incomplete technology and having to spend time fleshing it out as we try to make a game come out of the other end.

Instead, we decided to start with a prototype. This isn’t supposed to be a “prototype” that eventually morphs into a shipping game, or a prototype that uses the same technology as the production code, or even a prototype that’s used to impress the big-wigs to squeeze some money out of them (ha!). No, all that stuff detracts from the ultimate goal of our prototype. Our approach was very similar to what Chris Hecker and Chaim Gingold described in their GDC presentation. We had the need to answer one very specific question: “Is our game idea fun?” And we wanted the answer as quickly and cheaply as possible. Everything else was secondary. Continue reading