Go big or Go Home!
04-23-09
My previous post has gotten some interesting reactions. One really worth noting, is this article by app genie Steve from Slide to Play. Steve argues in his article that the market for small games trumps the market for large games 1000 to 1. Even all things being equal, and development time was the same, a successful small game is likely to be more successful than a successful large game.
He’s probably right there. In fact, I know he’s right. But here’s our POV. The issue is, even though the small game market is huge compared to the large game market, it’s also insanely crowded. You want a small, 99 cent distraction app? Well, have I got 35,000 apps for you! But if you want a larger, fleshed out game? Well, I’ve got… 50, 60 games for you. Maybe the reward is larger for the insanely lucky small app, but I don’t want to try and be insanely lucky. I want to make video games for a living. I’d rather be in competition with the large game market, than another drop in the bucket in the small game market.
Of course, Steve, ever the whiz kid, points out correctly, that the missing factor in my caluclations is marketing. Like it or not, there’s still only one app store, and I have to get attention and link love from all over to make it big. There’s three paths to that route, get insanely lucky, give Apple a beej behind an arbeys for a feature, or spend bank on advertising.
I’d definitely say that Steve is right, marketing and attention is the weak link in my theory. If I want to make it big with an App, I’ve got to do more than just push it out and hope. I’ve got to spend the dough to make it a reality. You can’t count on an apps merits alone to rise to the top 10.
But, the central assumption there is that a successful app is only one that makes it to the top 10 list. What if I’m not trying to make it big? It’s an easy assumption to make, that we iPhone developers are all trying to do nothing but strike iPhone gold. 3 or 4 developers get made hundred thousandares a month on the app store, which has colored everyone’s perceptions of what success and what failure on the app store is. That’s part of the gold rush problem. Not only has the gold rush brought in thousands and thousands of developers playing me too with shovel-ware, but even decent developers, making decent profits, feel like failures if their not making rock star money.
Up There came out 4 months ago. That’s ancient history in the app store world. It’s on no top 25 lists on the store anywhere, not even in the family category. But it still made about 110 bucks yesterday. For a team of two (Sam was a lie, more on that later), that’s going to keep us going as we make our next game. And that’s my goal for the next one, to keep us going, as we continue to live the dream, and make video games. Sure, we’d love to be millionaires, but eating ramen and making video games for a living is not a bad consolation prize.
If we want to make it big with the next one, we have to be really phenomenally lucky, or willing and able to invest bank in getting attention. But I’m not defining a failed app as an app that makes less than 15,000 a day. I’m defining a failed app as one that doesn’t help us continue doing what we love, which is making great games.
Can you keep a secret, all of the internet? Veiled Games has a second identity, that we use to test the market with. We put together a simple, straightforward app in about 3 weeks, and put it out. Being perfectionists, even for a crap app, it’s pretty darn polished and great, but it is no work of art or anything that needs to be on the Veiled name. And it is the definition of a distraction. No I won’t tell you what it is. Kind of kills the point of having a testing brand. Yesterday, the small app sold 2 copies. And that’s OK, because it was our test to see if we’d be better off making a bunch of small games, at a month a piece, or to try out the big one. Like I said, the chances of getting a return on a small app decrease every day, as more and more distraction apps enter the market. So those three weeks, from a financial sense, we’re a complete loss. I’m banking that an impressive app, something with real depth and impressive features, will be able to stand out enough to make us a few thousand a month, and keep us doing what we’re doing.
Let me put it another way. The price war has gotten even more fierce. 99 cents for a small app isn’t the bottom of the barrel anymore. Even asking 99 cents for a distraction has become too much for the market to bare, if you want to do this for a living. If you want to have a better guarantee of a living, you have to offer more for 99 cents than what other people are offering for 99 cents.
So that’s the plan. Make a great game, and stand out from the distractions enough to earn a living wage. If we make a million bucks, great, but I won’t feel jaded if we don’t. I’ll only be upset if I can’t keep making games. And that’ll happen if the market can’t even bare a living wage for 6 months for a great, expansive game at 99 cents. In which case, the market is fucked anyway, and the house of cards will come crumbling down when developers start to realize that hard work on the app store is like playing the lottery with your career. But I don’t think we’re there, and I don’t think we will get there. The guarantee of making livable money off of small distractions was nice while it lasted, but it was unreasonable to expect the market to continue to bare it. But I think we can succeed with our game, which is more than a distraction. I hope we make a million bucks, but I only want to keep making games. Anything else is icing on the cake.



























