Our Failure In the App Store May Help You
makeitbigingames.com
makeitbigingames.com
I'm concluding any reliance on App Store promotion is a non-starter. Get out and advertise the app! For months I drove past a big Road Ninja app billboard. Our company's app (granted it's more of a service than just the iOS app) is being promoted to success with zero App Store visibility - requiring a substantial sales/marketing team. With over a half-million apps available, there's just no sense in expecting the App Store will make it easy to find yours. Don't just put it there and hope it sells, get out and advertise it!
We actually do know how to make hits. I have been making them all of my career. Our last game was Social City on Facebook. It has 3MM DAU, and was a top 1o game.
The only thing I see changing is that there are now too many apps in the App Store to rely on in-store marketing alone. But I fail to see how the situation is any worse than it was for a lone programmer working on a text editor or RSS reader in the 90s or 00s. Assuming you find a similar unfulfilled niche, write excellent software, and talk about it on relevant forums/mailing lists/whatever, isn't it likely that you'll be a whole lot more successful than you could have hoped for a decade ago?
This is why I'm surprised when people say "don't play the App Store lottery". I understand where they're coming from, but isn't that tantamount to saying "don't be an independent software developer"? Or am I missing something?
The ad networks on mobile devices move the same batch of users around that are looking to get hard currencies for games like Puzzle and Dragons that they are engaged in.
As the market moves more and more to mobile, talking up your app on an Internet based forum is not going to work. Plus, I don't think that relying on getting a buzz going on Reddit is a very repeatable marketing strategy.
I am certainly not saying "don't be an Indie game developer. There is still a lot more opportunity now than when we started GarageGames in 1999 and Indies were called Shareware developers. But, that does not mean that we should not call for Apple and Google, two of the most valuable companies in the world, to make their stores better. Indies are pouring their lives into these games and they deserve the best market possible. There are things that could make them much better. For instance, fixing Search, giving us analytics for the store listings, allowing A/B test on the listing, opening up the stores to additional front ends so people passionate about a subject could sell games there, etc.
If I understand you correctly, you seem to be implying that people will do most of their app discovery directly through the App Store in the future, not via other sources like forums, word of mouth, blogs, podcasts, review sites, etc. Why do you think this is going to change? It's not like people are going to stop browsing the web just because they get their software directly from Apple. As I see it, the App Store is nothing more than a glorified download manager.
(CAVEAT: Yes, Angry Birds is going to get thousands of downloads when it shows up in the top 10, and if your app is even remotely similar it probably won't compete. Similarly, if there's an app in the listings that fixes a common problem -- text editing, calculator, whatever -- your similar app will probably get less hits. But if you make software to solve new problems or provide new experiences, then I don't see how the listings would detract from your sales.)
Ironically, App Store distribution is becoming nearly as difficult and cost prohibitive as pre-internet game retailing. Everyone is competing for the same limited shelf space and end caps. Once a network of games is built cross promotion is helpful, but entering the market is extremely expensive. You either need to win the featuring lottery, have something that is organically viral, or know your LTV and spend tons on marketing.
Unfortunately it seems the most surefire way to build a top 100 mobile game nowadays is to partner with a big publisher in order to leverage their marketing dollars and cross promo network. Hopefully some of the early indie link sharing cross promo networks will do some good to change that.
The only reason that this is true is that game development is essentially a game of madlibs. As soon as I say "rail shooter" or "turn-based strategy" you instantly know how to play, because it is exactly the same as the last four games of that type you played with different artwork.
I don't play a lot of games these days, but the last game I played that was mildly innovative was Portal. Big-box success, right? No. It was a student design project that had actual dead-tree mainstream press coverage[1] before it got bought by Valve.
Imagine for a moment if all the spreadsheet software that was written were Excel clones with slightly different menus. Success would all come down to the marketing lottery, no? But take a look at the world that we actually live in [2] [3] [4] [5]. It is easy to stand out if you are doing something legitimately different than the other entrants in the space.
And there are plenty of people making innovative games. I've compiled this list in five minutes: LiquidSketch, Fez, Amnesia, Monaco, Gish, Darwinia... I don't see these guys worried about standing out in the App Store.
I played the game in TFA and it is literally 1 drag and tap per game. During the two games I played, I got four different upsells and confused the ads with the user interface at least twice. If there is any innovation in this title, it revolves around delivering the least amount of game per ad/upsell than anything I have ever played before.
[1] http://www.jeepbarnett.com/gallery2/v/scrapbook/narbaculardr...
[3] http://grid.binarythumb.com
[4] http://www.lumina.com/uploads/technology/Whats%20wrong%20wit...
[5] https://itunes.apple.com/us/app/glimpse/id423562777?mt=8
Pray tell, what checkbox?
I can't imagine being commercially dependent on that kind of process.
Android App Store's zero delay publishing is really attractive.
This is how installs are sold, after all - 'yes, X per install sounds like a lot, but if you buy enough you'll top the leaderboard and get many many more, so you'll really only be paying X/10 per install...'
Google Play seems better than the App Store right now in terms of both search and recommendations (though both are still bad). Still, it is brutal out there and you need not just hefty UA budget, but a real operation around this stuff.
OP had great thoughts on solving this. App Store / Play APIs would be awesome. Wonder if AMZN will do (or already has done?) this and set the pace.
Thanks for writing and sharing this article, Jeff. It is great to be able to learn from your experience, and the candid and humble approach is appreciated!
On Apple products, we already have Facebook and the Game Center, you can advertise that feature all you want, but you're not going to sell me on signing up for another stupid network that no one I know will be on to socialize with in the first place.
- it seems weird to spend time developing a "social backend" when you could have bootstraped using OpenFeint or Game Center and saved development time which seemed to be an issue for you
- it also seems to be a huge lack of focus to first try developing 3 games instead of 1, then start a PC game and before that one is even released, restart yet another one with a different strategy.
All I have tried to do here is to explain things that we have done so it can help other people in the future. Of course, we did not do everything or even the majority of things right on this game, but I have pointed those things out in the article.