Other discussions often hit on this issue, so I'm starting a new thread to discuss it. There have been similar threads before, but the market is always changing, so I thought I should start a fresh thread on the topic. It's probably worth revisiting now and then. Maybe between us we can find some ways to make a good game financially successful.
First a preface: Money isn't the only reason to develop games, or apps. Some of the best work is done by people who do it for the love of it. If you create for the fun of it, I applaud you, and hope you keep at it! But a lot of people would like their work to earn enough money to allow them to quit the day job, and develop games or apps full time. Many of those who create for the fun of it wouldn't mind earning at least some money for their creations.
Suppose you've developed a really fun game. Your friends tried it, and they can't stop playing it. You recruited some beta testers, and they love it. Things are looking great. To paraphrase the gnomes from South Park:
Phase 1: Make a great game.
Phase 3: Profit.
Phase 2 is a bit fuzzy.
In my experience (and I'm not claiming this is the same in every app store or in every country) I used to be able to publish a game, and people would find it while it was a new release. If I released a new fishing game, it would show up for a month in Games/Sports/New. There would be dozens or hundreds of games in the category released every month, but most were poorly designed, poorly executed amateur projects. A good game could rise to the top of that list in a few weeks. Before the month was over, it could be highly listed in the category for that type of game, and organic growth could continue. I no longer see a "new" listing or any other listing that includes all the games released recently in any category. There are still "new and recently updated" listings by category, but those contain only a handful of games, hand picked by editors of the app store.
@oleg, you described game development as a lottery. I think you're right, at least partly. A really good game might get picked by an app store to be featured, or they might miss it. If they pick it, millions of people will see it, and many thousands will try it. If not, it might be virtually invisible on the app store.
So a great app might be a big hit, or it might not, depending on the whim of a handful of editors, and that sure feels like a lottery. To win that lottery still requires that you have an excellent game, but under this system, having an excellent game is not enough to guarantee success.
If you have other ways to get your games noticed, then the question about how much attention the app stores will give your new game is less critical. I for one am counting on my email list and cross-promotion from my established apps to get my new ones some exposure. But not everyone has a mailing list or established apps. I gather that getting a social media influencer to promote or at least review your game may be the best route to success these days. I frankly have no clue how one would make that happen.
So hypothetically: Suppose you've created the game you've always dreamed of. Everybody who has tried it loves it. You hope to win that lottery by having an app store editor pick your app to be featured, but you know you can't count on it. So what do you do? What is within your control?
What's your Phase 2?
Paul
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He told me he used to invested in off-line advertising.
In other words, he used to pay a guy whose went to schools and distributed stuffs like calendars, notebooks and mouse pads, among other things.
All these things had both a QR code and a link to his portal in plain text.
Also he had QR code with the URL of his portal in his car, in his clothes, posters and so on.
To make students keep what he gave to them there were amazing game images from super heros in them.
When people went to his site he earned with ads in it. Many games were available in Play Store too.
He claimed that it was a great (and relatively cheap) way for him to get downloads for his games.
But I don't know for sure if that's true.
In Brazil it would not worth it because here everything cost a lot of money.
Likes: SinisterSoft
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Alas, now Google has restricted the monetization of YouTube channels ..
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Does it work for casual games? Aren't they too tiny to make a game play?
And did you tried it? In affirmative case, had you any success?
Thanks.
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
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Also you get to the same problem of the game itself: generate traffic for it.
I do not generate traffic, passive traffic from users who see the game in the store even if they do not download the game.
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I haven't really tracked the demo videos for my games, but I see that the one for Fly Fishing Simulator has had about 300,000 views. It seems those could have generated a couple thousand dollars over the last few years. That's not a fortune, but it looks like a really simple way to earn some extra money. I might just try that.
Has anyone else monetized the demo videos for their games shown on the app stores?
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Likes: oleg, MoKaLux
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I monetized the channel before the rules changed
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Likes: MoKaLux
I'm going to need to look into Pocketgamer, and for other events where an indie game can compete and possibly earn some exposure.
Likes: MoKaLux
https://deluxepixel.com
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
https://tankix.com/ru/news/tanki-x-zakryvayutsya-v-konce-2019/
https://play.google.com/store/apps/developer?id=razorback456
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"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
https://play.google.com/store/apps/developer?id=razorback456
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- To raise the game in the top stores you need: spend $ 100 / day on advertising
- spend $ 2 per user
-your game should bring more than you spend
That is, 1 user has to spend more than $ 2 per game
-You should only promote the game on mobile platforms - Facebook, Adwords.
-These tips to get into the top in all countries. To get to the top not in all countries - you can spend less money.
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I remember I read some years ago that at most 10% of all active users would by something in your app/game.
Suppose you expended $2,000 in a PPI campaign. You acquired 1,000 users.
If 10% of them will buy goods in your game it means only 100 users would monetize the game and each one had to expend at least $20 just to recover the money invested.
In reality, situation is worst.
Your 100 users expended $2000 but Google has its 30% so you would receive $1400.
After that government wants its part too. In Brazil it would mean I'd pay 30% over $1400.
My net revenue would be $980 (not taking in account any extra cost). In other words I'd be in red.
For me, that live in Brazil, each paying user would have to expend $40,82 just for me to recover the money invested.
Definitely it's complicated and almost impossible if your monetization is based just in ads.
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1 user costs $ 0.01 to $ 10 on average $ 2
The user brings in $ 0.01 to $ 20 — an average of $ 4
Users who buy nothing at all make a profit - they watch ads, they generate organic traffic
The amount that the user must bring, of course, taking into account taxes and other expenses
Also it all depends on the game, if the game is bad then advertising does not help.
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I have no idea how are prices nowadays but I believe it is not any better.