Archive for January, 2011

The App Marketing Formula Myth

Friday, January 28th, 2011

It’s great to back on iDevBlogADay! If ever you needed proof that it serves as the prunes to a lazy man’s blogging habit, I am it. Thanks again to Miguel for all his hard work on this. 

I’ve been keeping up with reading the iDevBlogADay entries, as well as many other inspirational and relevant posts. I probably read too many blogs in fact, which can make it hard to work out who to trust. Seemingly everyone is offering their advice on how to become successful on the App Store, how to make it in life, how to get things done better, but I’ve come to realise that you always need to be careful to realise that it’s only ever one person’s opinion, and no matter how successful they may be, what worked for them won’t necessarily work for you. 

Marketing for example is something most of us probably suck at. There are lots of good posts talking about how to market your app, and they offer some good advice that you should follow. But if anyone ever tells you they have a formula for success, then they’re lying. Take Flying Cats Game for example. I think I ticked a lot of boxes with what you should do to get the word out about your app. I made a good game that people enjoy playing, I tweeted about it from the word go, I got it out to beta testers and got their feedback, I added social leaderboards, I set up a Facebook page, I set up a Touch Arcade post, I made a gameplay video and put it on YouTube, I tweeted about all of that, I blogged, and I sent promo codes and press packs to all the big review sites. And the result? FCG’s sales have been below my lowest estimates. As I’m trying to set this up as a business, sales and the bottom line is my primary metric for measuring success, and so far, in this respect FCG has failed. 

There is no formula for success. Not even successful people can tell you what it is. But I’ll give you my opinion on why FCG has slipped into the obscure 0-2 downloads per day section of the market. I think it’s precisely because it’s a good game. 

I’m not suggesting that bad games are the way forward — certainly not. But the fact is that good doesn’t cut it anymore in this market. Just being good is dull, it’s what everyone else is doing and it won’t make you stand out. You might get lucky being good, and get featured by Apple, but that’s an incredibly risky strategy and not the foundation for building a business. What you need is something remarkable. 

Ironic really that in my last iDevBlogADay post, I claimed that originality was overrated, and that creating magic was key. Didn’t I tell you not to trust blogs already? I think I was wrong. Magic is crucial, but playing it safe is fatal. Just because Nintendo keep the same characters a lot, doesn’t mean they’re not doing some of the most innovative gameplay out there. And because they’re massive, the need to innovate is less anyway. If you’re one or two people, amongst thousands of other ones and twos, you need to be remarkable. 

But this is all just my opinion, and I may change my mind later! What I do know is that I need to try a different strategy, because the last strategy didn’t work. After all, the definition of insanity is doing the same thing over and over again, and expecting a different result, right? The problem I’ve found with accepting nothing less than the remarkable, is that it feeds procrastination, which has characterised the month of January for me. I want to have a clear direction and a clear vision before I set out on the next project, so I’ve been taking time to regroup and reassess everything. How I make things remarkable, I don’t know, and I certainly don’t know how you make things remarkable yourself. But if you set out to be average, you set out to fail. In my opinion, anyway.

Goals for 2011

Monday, January 3rd, 2011

I thought I’d share some of the things I’m aiming to achieve in 2011. I’ve tried to make them SMART goals, which means I’ll have no excuse not to look back this time next year and assess how far I’ve come. Goal setting can be very powerful when done right — I’m intentional about wanting to grow my business, so it’s a vital activity to make sure things are progressing and I’m not stagnating.

Release four unique games

This will be a big step up from the two in 2010. I want to make sure I’m outputting games at a reasonable rate, but not so crazily fast that the quality will suffer. I feel four is a good number for this, as it’s certainly stretching, but still achievable. I also want to do some fairly big updates to Brainz and Flying Cats Game.

Games to account for a minimum of one third of total income

Currently freelancing makes up about 95% of my income. One of my more short term goals for Rizer is to work on my own projects full time and ditch freelancing, but that can’t happen until I grow the games side of the business significantly. Getting more games out will help I’m sure, but I also need to improve my marketing skills and think differently to make this happen.

Submit a game to IGF

I can’t see any reason why this wouldn’t be a great idea. It’ll bring added coverage to future projects and also I think it will help the games themselves to keep this in mind. I want to build a business not by jumping on band waggons and producing crap, but by producing games of true creativity and quality, and I think keeping IGF submission as a consideration will help me to keep on this track.

Attend two developer conferences

I want to do this primarily to get out and meet new people. So much in life and business comes from the people you’re connected to, so I want to increase and strengthen these connections. Things seem a little bit limited in the UK, so the chances are these might both be World of Love – I’m already booked in for the one in January, so that’s a good start!

Spend money

The guys at Retro Dreamer did a great post about this a while ago, so I’m planning to make it happen this year. My laptop is nearly three years old and showing signs of age, so I think a new one would be a good thing to plan for. Also, planning an iPad 2 and iPhone 5, and a few enhancements to make make my office set up more ergonomic.

Consume more

I’m not talking about food – I think I do enough of that already! But I’ve realised that there are a lot of films I want to see, a lot of books I want to read, and a lot of games I want to play, but I don’t make time for that sort of stuff because I’d rather be working. The truth is that I’m limiting my creative input, and so limiting my creative output. So (being specific and measurable), I want to watch one film per week, play a game every week and read one book every month.

Looking forward to a great year ahead!