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Re: Share your sales numbers
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Artoon:
Released 17th Nov, 400 MSPoints.
Downloads: ~54,000
Sales: ~2,200
Conversion Ratio: ~4%
Net Income: ~$7,500
Whilst this certainly will not allow me to give up my job, I still consider this a moderate success. The most dissapointing aspect is my conversion ratio (which is where early stats would have been useful). I am guessing that either Artoon is priced just a little too high, or my demo doesn't create enough upsell (the demo is generous in providing 3 full levels, which might be too much!).
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Re: Share your sales numbers
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I remember my first question ever to you was how much content is actually in the game, because the trial levels were played through so fast and easy. A price cut obviously always helps but without proper marketing nobody will know that Artoon drops in price. I think you should change the trial levels. Tutorial level, one medium level and one of the hard ones. Slam suffers from a similar problem judging by comments on the trial. The first levels are way too easy so most people expect there'll be nearly no challenge at all and so they don't buy it. With 54,000 downloads (now we know why Artoon was always at the top of the popularity charts) a slightly harder trial would've probably tripled, if not quadrupled your sales. If I were you I'd change the trial levels and try to push the game. Maybe add one or two new levels as well to get back the attention of those that bought it already to spread the word again. You're one of the lucky ones that still are in focus due to the contest tab. So that should help as well. If that doesn't work you'll still have the choice to reduce the price. That way you can actually find out what went wrong with the first release and change things for your next project.
BTW it's amazing how few people visit the xbox.com forums. 2,200 sales and only <10 people went there to talk about the game.
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Re: Share your sales numbers
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TnTGaming:Well by my count it seems like none of the 800 point games have released sales data. While I won't give my exact numbers, I will say that we have sold more than 250 copies in the 1 month that our game has been out. I was really worried about the 800 point price, and now I am wondering if I should have gone lower. Our conversion rate was low, < 4%, and we seem to have hit a steady amount of sales the last few weeks. I wonder if my conversion rate would have more than doubled at 400 points. The main problem I see is how the popularity ranks and sales charts hurt 800 point games. Our first week of sales was pretty good, but we didn't make the top ten on units sold at all. Regardless of that we made over 1000$ take home the first week. Looking at the numbers I find it hard to believe that 1000$ in sales won't make you into a weekly top ten list if you are a 200 point game. I think the top ten lists should be based on cash flow made and not the units sold. We that are investing the extra time and money into 800 point games get stiffed by sales charts that pretty much cater to 200 point games.
My overall analysis is that games with lots of content don't work as well on this service. I have had many customers report taking over 20 hours to beat our game in one of the 3 career paths you can play. Yet if I had made the game 4 hours long I don't think our sales data would have been affected at all. Most of our time was spent stretching out the game to make it that long. Our game now sits around 80-120 in popularity on the daily XBLCG charts, but we are still making more actual money per week then some games have made since november. To me this setup seems to really hurt the 800 point games.
With these lessons learned, our next game will not be a standard Console-Style RPG, but an episodic one. I think that format will work better on XBLCGs.
Its a shame but I have to agree with you. The system is skewed toward the 200 and 400 point games.
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Re: Share your sales numbers
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I don't think it's so much that players won't appreciate a game with longevity, but rather that they prefer quality over quantity. A really polished 4-5 hour Action/RPG will probably sell a lot better than a decent 20 hour Action/RPG. But yeah, I think a 200 point game with 3 hours of gameplay will probably do better than a 400 points game with 8 hours, for example. I also agree with you about pricing: from the look of things, 800 point prices are a really bad idea. If your game is good enough to warrant that kind of price tag, you'd probably be better off trying to get an XBLA deal.
Your sales do fill me with confidence over the market for RPGs on Community Games. If you were able to sell a few hundred copies in a month despite the really high price tag & the rough edges (no offense intended; there are a lot of good things about your game, but it is a little unpolished), then it looks like an inexpensive, well polished RPG with a bit of marketing could really do well.
EDIT: The comment about varying difficulties in the trial is a good one. I was thinking about just making the first 3 stages (out of 20) of the game playable in the trial, but I think now, I'll make the 1st, 5th, and 10th playable (or something similar) so that people can get a good idea of the difficulty progression as well as see some of the later skills & abilities.
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Re: Share your sales numbers
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RainbowDespair:I don't think it's so much that players won't appreciate a game with longevity, but rather that they prefer quality over quantity. A really polished 4-5 hour Action/RPG will probably sell a lot better than a decent 20 hour Action/RPG. But yeah, I think a 200 point game with 3 hours of gameplay will probably do better than a 400 points game with 8 hours, for example. I also agree with you about pricing: from the look of things, 800 point prices are a really bad idea. If your game is good enough to warrant that kind of price tag, you'd probably be better off trying to get an XBLA deal.
Your sales do fill me with confidence over the market for RPGs on Community Games. If you were able to sell a few hundred copies in a month despite the really high price tag & the rough edges (no offense intended; there are a lot of good things about your game, but it is a little unpolished), then it looks like an inexpensive, well polished RPG with a bit of marketing could really do well.
EDIT: The comment about varying difficulties in the trial is a good one. I was thinking about just making the first 3 stages (out of 20) of the game playable in the trial, but I think now, I'll make the 1st, 5th, and 10th playable (or something similar) so that people can get a good idea of the difficulty progression as well as see some of the later skills & abilities.
I do see a future for RPGs on this service based on what we have done. In the future we are probably gonna make episodes with 4-5 hours of gameplay and lower the price down to 400 per episode. We have gotten lots of emails from customers yearning for more RPGs so I encourage any of you fledgling RPG developers to get on it as the market is definately there. We are averaging 70-100 trial downloads per day right now, despite being middle of the pack in popularity. That says to me that people are hunting for a good RPG to sink their teeth into.
I do agree with a shorter more polished game. TWP Spine of the World would have done better if we had made it 2 levels instead of 5 but spent more time on polish and less on filling it with the long gameplay that it ended up with. Level 1 is such a simple level, and having that as the trial level was a HUGE mistake that we are fixing on a future update. People don't have enough time to get into enchanting, skill developement, leveling, and all the cool RPG features in 8 minutes. This is our fault for a poor use of trial mode, but we are working on fixes to these RPG related problems in future games.
TnT Gaming Trinity Wars - Episode 1 - 3D Console Style RPG - Fall 09! TWP Spine of the World - Action/RPG (Sidescroller) - Approved
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Re: Share your sales numbers
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Thanks for the kind words guys. To answer the question about bulk of sales, yeah, most of them came in the first couple of weeks after launch. There was another spike from the 17th Dec to the end of the year then it's kinda bottomed out. I'm guessing only players who really want the game now can be bothered to search for it but yeah it's < 10 a day now it's off all the lists.
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Re: Share your sales numbers
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Devilduck: TnTGaming:Well by my count it seems like none of the 800 point games have released sales data. While I won't give my exact numbers, I will say that we have sold more than 250 copies in the 1 month that our game has been out. I was really worried about the 800 point price, and now I am wondering if I should have gone lower. Our conversion rate was low, < 4%, and we seem to have hit a steady amount of sales the last few weeks. I wonder if my conversion rate would have more than doubled at 400 points. The main problem I see is how the popularity ranks and sales charts hurt 800 point games. Our first week of sales was pretty good, but we didn't make the top ten on units sold at all. Regardless of that we made over 1000$ take home the first week. Looking at the numbers I find it hard to believe that 1000$ in sales won't make you into a weekly top ten list if you are a 200 point game. I think the top ten lists should be based on cash flow made and not the units sold. We that are investing the extra time and money into 800 point games get stiffed by sales charts that pretty much cater to 200 point games.
My overall analysis is that games with lots of content don't work as well on this service. I have had many customers report taking over 20 hours to beat our game in one of the 3 career paths you can play. Yet if I had made the game 4 hours long I don't think our sales data would have been affected at all. Most of our time was spent stretching out the game to make it that long. Our game now sits around 80-120 in popularity on the daily XBLCG charts, but we are still making more actual money per week then some games have made since november. To me this setup seems to really hurt the 800 point games.
Its a shame but I have to agree with you. The system is skewed toward the 200 and 400 point games.
I disagree because a "game" is a both a game and a price, combined. To a gamer, that is. You might make more money selling your game at 800 points, but some 200 point games are better deals. It is not always in this direction, just look at Halo 3, etc. Whatever game sells the most copies is the best "game" if you define "game" as both the gameplay and the price for the gameplay. You can see we could argue over definitions here. And Halo 3 had the best marketing of any game, ever, of course, and we have almost none.
However, in disagreeing with you, I do agree there is a problem with these top lists. Your game will have a hard time making the "best sellers" list, but we should not change the "best sellers" list to a "most profitable" list. By they way, I think we should call these lists exactly what they are. So, the "most popular" list should be "best sellers" if they are, as "popular" can mean many things. Back to my point, we need a "top rated" list, which will cater to the 800 point games as they have the most effort put into them. This would solve your problem. And I am eager to push this "top rated" list before the others, so newcomers will experience the best games first, as measured by ratings not sales.
Please attack anything I have said that is wrong...
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Re: Share your sales numbers
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Devilduck:
Its a shame but I have to agree with you. The system is skewed toward the 200 and 400 point games.
Everything is skewed towards lower prices. No surprise games aren't any different.
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Re: Share your sales numbers
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I think it would be cool if the "most popular" list was actually a "best conversion" list (conversion from trials to full game purchases). But the XNA team can do the math on this and see what that list would actually be. A best converting list are all games that gamers are most apt to purchase after playing the trial, which is an optimization of their time. I wish so badly I could see the XBLCG data, to calculate what this list would look like.
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Re: Share your sales numbers
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Matthew Doucette:I think it would be cool if the "most popular" list was actually a "best conversion" list (conversion from trials to full game purchases). But the XNA team can do the math on this and see what that list would actually be. A best converting list are all games that gamers are most apt to purchase after playing the trial, which is an optimization of their time. I wish so badly I could see the XBLCG data, to calculate what this list would look like.
I like this idea... a sort of rating taken from the real data. Great! (I said the same in another post..)
Alfio Lo Castro - Life less seriuos - follow me on twitterSee latest B4E video - worths a click... Bricks4Ever - the first dual stick breakout style game Crystal Crush - dead alone in the community launch...
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Re: Share your sales numbers
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Matthew Doucette:I think it would be cool if the "most popular" list was actually a "best conversion" list (conversion from trials to full game purchases). But the XNA team can do the math on this and see what that list would actually be. A best converting list are all games that gamers are most apt to purchase after playing the trial, which is an optimization of their time. I wish so badly I could see the XBLCG data, to calculate what this list would look like.
In all these discussions, this is by far the best I've read. It would be easier to implement (I guess) because it requires no UI, and could probably be made serverside without any NXE updates.
100 internets to that man!
Managing Director, Binary Tweed Ltd. binarytweed.com New games that're a bit like old games, but better. Clover: A Curious Tale - New, improved, and coming to PC. Clover - Watercolour political platform puzzler. Free Blitz 1UP games in return for testing!
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Re: Share your sales numbers
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I agree with you that a game is both the game and price.
Let me clarify what I ment by the system being skewed toward the lower priced offerings. There are few ways for a community game to be noticed. One is the New arrival list, the other the popularity listing.
It would probably be surprising to most to know that the conversion rate for Valhyre was higher than what most have posted in the sales number thread. And that conversion rate has held steady, but what has dropped in the total daily download, and that number dropped sharply when Valhyre dropped off the New Arrival list.
Now I look at the numbers that people have posted and then I look at the records I made as I tracked Valhyre and notice that Valhyre's converstion rate seems to be higher than games with a lower conversion rate , but yet those games consistently posted higher on the popularity listing than Valhyre. Which is where my comment that its skewed toward lower price games comes from.
Now would Valhyre have had more sales if I would have done my job and marketed it better, and those increased sales push it up the popularity which would have fueled more sales? or would a lower price led to more sales? Success breeds success after all. Probably and that is one of the lessons I take away from this.
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Deej:Maybe I'm giving our audience too much credit, but am I in the minority in thinking that upsell messages do nothing except annoy people? I can understand the point if you're holding back cool features, but otherwise I think they're a bit of a blunt tool. I know I for one have never been 'talked into' an XBLA purchase by an upsell message, but then I'm not the average consumer I guess.
My current plan is to see if I can write my ScreenManager so that all GameScreens draw everything to a RenderTarget or ViewPort. If TrialMode is detected the plan would be to slightly shrink the main target/viewport to make room for a banner at the bottom or top. It would contain the obligitory "Trial Mode" and "Press Back to Purchase" messages. It would also contain a text slide-show describing the features of the game. I think humor could work well here.
The idea is that the trial mode is never interrupted (yes, annoying). I'm also not relying on a fixed trial time.
Sound plausible?
Matt
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Re: Share your sales numbers
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DXL540: Deej:Maybe I'm giving our audience too much credit, but am I in the minority in thinking that upsell messages do nothing except annoy people? I can understand the point if you're holding back cool features, but otherwise I think they're a bit of a blunt tool. I know I for one have never been 'talked into' an XBLA purchase by an upsell message, but then I'm not the average consumer I guess.
My current plan is to see if I can write my ScreenManager so that all GameScreens draw everything to a RenderTarget or ViewPort. If TrialMode is detected the plan would be to slightly shrink the main target/viewport to make room for a banner at the bottom or top. It would contain the obligitory "Trial Mode" and "Press Back to Purchase" messages. It would also contain a text slide-show describing the features of the game. I think humor could work well here.
The idea is that the trial mode is never interrupted (yes, annoying). I'm also not relying on a fixed trial time.
Sound plausible?
Matt
This is definitely not posted in the correct forum...
Independent Game Developer - Blog
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Re: Share your sales numbers
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Lets get this thread back on topic folks... share your sales figures and discuss those numbers... ideas to change the system and analysis of the big picture should make their own threads.... no I'm not going to split things off - there's too many and the split/join UI sucks unless I catch things early. So get backon topic or I will just start deleting posts..
Play Kissy Poo - a game for 4 year olds on Xbox and windows The ZBuffer News and information for XNA Follow The Zman on twitter, Email me Please read the forum FAQs - Bug/Feature reporting Don't forget to mark good answers and good playtest feedback when you see it!!!
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Re: Share your sales numbers
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Head Banger
Released: 11/29/08 (though was up on launch day prior before being pulled and tweaked)
Downloads: 25,689
Sales: 845
Conversion Ratio: 3.29%
Total Income: 845 * 200pts = ~$2112.50
Our take: ~1478.75
Not the best, not the worst, for a game that wasn't the best and wasn't the worst.
<shrug>
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Re: Share your sales numbers
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Re: Share your sales numbers
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Foosball For Two
| Release Date: |
1/11/2009 |
| Point Value: |
200
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| Total Downloads: |
23,642 |
| Total Purchases: |
786 |
| Conversion: |
3.3% |
| My Take (after taking away 30%): |
$1,375.50 |
Hey, that'll pay my rent for 3-4 months! ;-) Not bad for the little time and effort I put into it - I actually made a little more than I thought I would. I hit myself for not making this game 100% better than it is. Perhaps I still will! I've been too busy with work and making a few other games.
EDIT: Removed the previous images. The URLs are no longer valid.
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Re: Share your sales numbers
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Nice charts but shouldn't it say M T W T F S S instead of S T T S M W F?
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Re: Share your sales numbers
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Pandapadawan:Nice charts but shouldn't it say M T W T F S S instead of S T T S M W F?
The scale is compressed so its only showing every other day ;-)
S M T W T F S S M T W T F S
Compressig the x scale works well for numbers, not so well for days ;-)
Play Kissy Poo - a game for 4 year olds on Xbox and windows The ZBuffer News and information for XNA Follow The Zman on twitter, Email me Please read the forum FAQs - Bug/Feature reporting Don't forget to mark good answers and good playtest feedback when you see it!!!
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Re: Share your sales numbers
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Thanks ZMan! I was going to answer that, but you beat me to it. I guess I shrank them a little too much. :-(
I just linked the images in my last post to the full-sized images, for those who care. :-)
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Re: Share your sales numbers
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Squimball, can you elaborate on any reaons (besides the obvious) of why the sales were high at first and then dropped? I mean, if you have any specifics of where your game was advertised at each phase to share with us. And, good job. Congrats!
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Re: Share your sales numbers
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Matthew Doucette:Squimball, can you elaborate on any
reaons (besides the obvious) of why the sales were high at first and
then dropped? I mean, if you have any specifics of where your game was
advertised at each phase to share with us. And, good job.
Congrats!
My best guess is that the "promotional period" gave me a good start, but as more and more new games came out and got promoted, mine fell in the rankings. The lower it was in the rankings, the fewer the number of people that bought it. Into the pit from there.
Also, I'm sure if I had polished it more, it would've stayed around a little longer. ;-)
P.S. I did no advertising for this game. I've seen it reviewed from place to place, but they are always bashing it. LOL
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Re: Share your sales numbers
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Here are my sales to date:
The collector:
Released: 12/29/08
Total sales: 43
Total downloads: 2140
Conversion: 2%
Gross: $72.84
DoubleVision:
Released: 2/27/09
Total sales: 294
Total downloads: 4792
Conversion: 6.1%
Gross: $996.07
I figured out the gross using the 70% of $0.0121 per point as described above.
Not fantastic but not terrible i suppose.
TheCollector is probably through, as it didn't recieve a single purchase in march.
Doublevision on the other hand will probably keep selling, just needs some more publicity so people know about it.
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Re: Share your sales numbers
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Just to make calculation a little easier for developers...
One sale at:
200 MS points = $1.694
400 MS points = $3.388
800 MS points = $6.776
(Points * 0.0121 * 0.7)
So if your 200-point game sold 500 copies, that's 500 * $1.694 = $847.00 in revenue.
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