As ‘Slither.io’ Goes Viral, Game’s Creator Scrambles to Keep Up
wsj.com
wsj.com
1. A three year old could learn to play in minutes. Simple to learn, harder to master.
2. Your best runs last the longest, so as a fraction of your overall time played your better ones are the biggest portion. You remember winning a lot of the time.
3. It's absolutely pure animal player vs player. There is no chat, no real teams, no organization, just outplaying one another.
I hope future game makers learn from this.
if I were him I'd focus first on identifying & fixing his bottlenecks, and consult a cheatsheet list like this to see if he's overlooked anything:
> Mr. Howse spent weeks finding server space in regions where demand bubbled up. He is trying to save money by avoiding cloud services from the likes of Amazon Inc. or Alphabet Inc. “It’s incredibly expensive because of the amount of bandwidth this game uses,” he said.
[Edit with more quotes]
> Three months ago, Steven Howse struggled to pay rent. Now, the 32-year-old developer is trying to keep his hit videogame running smoothly as it pulls in more than $100,000 in revenue daily.
> “Slither.io” is profitable, Mr. Howse said. He pays about $15,000 monthly for online-hosting services, and shares revenue with Apple Inc. and Google.
So $3M/month in revenue on $15k/month in hosting ;). I'm sure much of the $100k/day is recent and likely a fad, but I guess I'm surprised that he's apparently spent weeks trying to get capacity while his revenue is skyrocketing "just" to keep his bandwidth bill down. (It seems like all the networking would be effectively player state back and forth, not assets).
Disclosure: I work at Google on Cloud.
This is probably the reason and the unexpected scale. Initially as a broke(referring to part where struggled to pay rent) 32 year old developer, you don't want to share spend a lot on AWS/GCP. If the revenue stream is consistent, I'm sure, he is going to move to either of the platforms. So much less headache that way.
He could get his OS of choice, customize it with his server software, then copy the AMI to various regions, spin up dedicated instances as he needed them, use what he needed in various regions and direct players to their closest server. Turn on and turn off servers as need arises and they are close to players. After his game settles down to predictable traffic, he can move to some bare cost ISP. He would not have to call anyone and within a hour or so he could have a game that gave a much better experience.
What kills a flavor of the month game like this is being laggy and having an awful experience.
The only thing I think would be an issue is the bandwidth charges. I wonder why his game creates so much traffic?
EDIT: After playing the game it seems plausible that each and every mouse event is sent to the server. That's a low of mouse events.
from slither.io creator(s)
About their infrastructure, sw, hw architecture.. revenue model.. etc.. could be very interesting read
As a person who is working on a game project on the side (that I have been neglecting recently due to time pressures), I find this double revenue model very interesting. So the game is free to play, but with ads upon death, of which he gets less than a penny.
"Those ads drop less than a penny in Mr. Howse’s pocket each time a player sees one. But with an average of 460 million fails a day"
So he is making mad revenue just off the ads, and then the percentage of players who pay add up too... all while providing an entertaining game that people like.
While I have always hated ads in game, I have a feeling this is going to be the main model for the next few years given the dominance of advertising. It saddens me that novel content creators don't get as rewarded for pure exchange of product (here is game, here is money), but I can't really say I blame them for starting to adopt this model, and to be frank it is making me reconsider my traditional approach of pay once.
I make a living off software development myself, and I love the "pay to remove ads" model. I play a game a while with ads to decide if I like it, then I pay a couple of bucks. It's like a demo to me. And ads drive me nuts.
Was popular with my students for a few days, but they're back to agar.io now
The only accomplishment here is that someone figured out how to make serious cash from multiplayer snake.
Multiply that for millions of players every day.
EDIT: The WSJ article mentions an average of 460 million game losts a day (which means about 460 million ad impressions a day...you know, some of us have adblockers on android)