opportunity

You are currently browsing articles tagged opportunity.

My previous work on gaming came to a standstill several months ago. Many things happened to cause me to abandon my foray into the gaming market.

  1. Project Darkstar was shut down by Oracle. It has since re-emerged as Red Dwarf Server. I hope this project finds great success, but the risk involved was making me uncomfortable. As a one person shop, there were too many uncertainties and too frequent changes to keep up with my limited time.
  2. Observing and learning the Game market – it is very crowded. I knew this when starting, but the competition continues to improve. Games which feed the masses (think Farmville) continue to grow, and nothing I would be creating would likely change that.
  3. Timelines are too long. Making a high quality game, my project plan was extending into the multi-year when taking into account server design, client development, and graphics. Add to that integration into portals, marketing, and so on – it quickly became too much time invested for too little chance of return.

So I made a couple of games, worked on distributing them, and then came up with a new method to start anew the process of value creation. Instead of going B2C for my next project, I am planning on launching a B2B niche product with a much better price structure and target market. Development is already underway, and I’ll be posting here over time once it is nearing completion.

Key Success Metrics

In keeping with my learning in the single-founder startup market, here are my key success criteria I used to judge market opportunities. Expect to see a post on the idea generation process at some point.

  • Idea to Launch planned to 6 months of part time work or less. I want to have everything up and running as fast as possible. My current project has been through design, and is about 50% of the way through initial development, and about 2 months have passed. So far, so good.
  • Product should target a niche where competitors already exist, but fewer than 10. This is to ensure I don’t have to create the market from scratch. In this case, I will be offering a solution at a far lower cost point and with much greater ease of use compared to my competitors. I will be going down the road of cost+ and differentiation (ease of use) compared to my competitors.
  • Product should have a sales price. Previous efforts of mine focused largely on the free or freemium markets (freemium being 90/10 free/paying customers). I still like those business models, but I have found the required volume reduces potential revenues too much for niche products. It also tends to extend the break even time by a significant amount, since you must constantly add infrastructure and scale for non-paying users. In this case, I am looking at a $20-$30 price point, recurring.
  • Keyword competition should not bee too high. In my target niche, very few keywords are very highly competitive, and ample traffic flows to some very low competition keywords.
  • Market has a long tail (Many possible sub-niches) or the market has a ways to grow before becoming mature. In my case, there is not many possible niches, but the market is still in its infancy for non-enterprise customers.

Overall, you’ll be seeing more about my product in the coming months as I prepare to launch. I will also be releasing some tutorials based on my technology choices which took me some time to figure out, based on the lack of documentation for exactly what I am trying to do.

Tags: , ,

I recently entered the Indy gaming market, a crowded market if ever there was one. I liken being an Indy game designer / programmer to being a first cut author, except without an entire publishing industry looking for hot talent. Imagine being an author and getting your first book put on Amazon for download, or included in an online store along with millions of other titles, many of which have name brand recognition, thousands or millions of dollars in marketing spend backing them, or a lower price point (free). Your book is new, it touches universal themes, the writing is solid, and the characters alive. Still, it is useless unless people see it and buy it. How is such an author to make enough to feed the family?

Similar to the author I describe, Indy game shops face a steep uphill battle to make a game profitable. In this post, I will walk you through the basic economics of game distribution, price points, revenue models, and the business side of game design. In future articles, I will expound on low or no-cost marketing initiatives, distribution methods, and design for cost and quality.

Revenue Models for Independent Game Shops

There are a variety of revenue models to pick from, all of which can make your game profitable. Each method has different pros and cons, and are generally not mutually exclusive with other methods. If you can reasonably include one of these methods with your game, then include it, even if other revenue streams are already integrated. I like to look at each model from the perspective of the question “How many (unique) users do I need to have before a game is likely to make a million dollars?”

Revenue Model: Advertising

Probably the most widely used today for small independent games, advertising is when you use an ad network of some form and include it in your game. You can run ads during load screens, between levels, at start up, and really any time you want to. The most well known ad network today is Mochi ads, which adds additional benefits to the game design team by distributing the game for you.

Benefits:

  1. Ads are very easy to add and can boost your bottom line.
  2. Ad networks may help distribute your game to many game portals (generally for flash only)

Downsides:

  1. Some users are turned off by ads. If you throw in too many, you may lose customers.
  2. It can be hard to charge for a game up front, and then force users to sit through ads. Some games have been burned by this recently, but it may come to be more accepted by the gaming populace over time.
  3. Ads pay very little.

How does it pay?

Assuming you hope to make some cash from your game, lets see how ads work for payoff. Similar to ad supported web sites, you need a lot of traffic to generate any significant revenue, so your per-ad payout is going to be low. You can find published rates for CPM anywhere from $.05 per 1000 ads shown to roughly $1 per 1000 ads, though in actual experience you are unlikely to see a rate this high for any extended period. Across all games, the general consensus for average rate  is around $0.30 per 1000 impressions. This assumes a decent but not incredible game. This means you will need more then a billion players to break the $1 million mark on your game. That’s a lot of players. I have heard that using Mochi nets a game an average of 1 million plays, so a decent game can generate around a thousand dollars from advertising. One important thing to keep in mind is as the quality and popularity of your game increase, the expected CPM increases, and the value of each player increases accordingly. There are some games which can be supported purely on this model, but generally only the top 10 or 20 games in a year.

Revenue Model: Direct Sales

Direct sales ask a gamer to shell out up front for your game. Some recent successful examples of this method are Machinarium, which retails for $20 a copy. This nets you much higher revenue per player, but it is a lot harder to get a single player.

Benefits:

  1. Higher upfront payout per customer
  2. potential to generate a lot of revenue quickly

Downsides:

  1. Generally requires high quality game play and play length to attract customers.
  2. Distribution channels are more challenging. Options include through your own website, Steam, Amazon, or for some games XBox Live or PlayStation Network.
  3. Requires a more extensive marketing effort to get the word out.
  4. This model can be significantly harmed by piracy, as seen with other indy games with a 90-95% piracy rate.

Common around this strategy is packaging a Demo which is free to play and gives the player a good feel for the game. This means you actually need to sell two products to your customers – first a demo which they play and enjoy, and second the game itself. It is easy to leverage ad networks or other models with the demo to improve distribution and revenue from non-buyers.

How Does it pay?

This kind of sales can pay off very quickly if the game sells even decently. Assuming the $20 price point, you will hit your $1 million mark after only 50,000 game purchases. You can hit it faster if your demo is ad supported and does well. The main challenge with this strategy is in gaining distribution through third party channels, marketing the game, and convincing players to purchase instead of pirate your game.

Revenue Model: Micro Transactions

Micro transactions have been used for some time by game companies, even longer then most people realize. Micro transactions consist of selling pieces of your game to players over time, so their up front cost is lower or even zero. Players can be sold a variety of products including the game itself and expansions (the earliest form), additional game content such as expert levels or new areas, player items, fashion accessories for avatars, or virtually any game feature you can imagine.

Benefits

  1. Players can consume your game with lower up front risk due to lower cost. This increases total players
  2. There is typically a higher ceiling for player expenditure then with direct sales. A direct sale gives a max of $20 of revenue per player, but every time you add a new virtual good to the game, players increase their revenue potential.

Downsides

  1. The game must be designed to support these transactions. If not, they will generally not sell well. This can be difficult, since you must provide value to both non-paying and paying customers without unbalancing the play ascpects too greatly.
  2. Traditionally, it is difficult to successfully sell players items when not in a multi-player environment.
  3. Some players are turned off by the idea of spending any money on in game items. This is known as the ‘penny gap’ where some players refuse to pay for anything no matter the cost.
  4. If you use multiplayer, which is common in this model, ongoing server costs will dampen profits, and a large percentage (80-95%) of players will be non-paying customers.

How Does it Pay?

Studies have shown that paying players in these kinds of games are price insensitive, so you can charge sometimes significant amounts for certain items. Additionally, players which spend one time are also likely to continue to spend over the life of their gameplay, averaging around $30 per paying player. Unfortunately, many of these games have poor purchase rates, hovering between 1 and 5% of players being paying players. Thus, if we assume that you get 4% of players paying $30, it takes around 800,000 players to hit a million dollar revenue. Keep in mind that this is revenue, not profit. Since by nature this model assumes online play, you have additional costs for servers and support, which will detract from your bottom line. It is possible through good game design to change these numbers so a higher percentage of players are paying customers, and they pay more for the content, though that is another discussion entirely.

Revenue Model: Licensing

Licensing can be a rewarding model. You sell your game up front for big bucks directly to a game portal, distributor, or other third party, and make money regardless of how well the game does.

Benefits

  1. Make money regardless of game popularity
  2. It is possible to license to multiple 3rd parties depending on the terms of the agreement.
  3. You may be able to use this model in conjunction with advertising depending on terms of the agreement.

Downsides

  1. You lose some control over your game – publishers may request changes or additional features.
  2. You are unlikely to be able to use certain other revenue models such as in game or up front sales.
  3. Most license agreements are relatively low revenue.

How Does it Pay?

This model pays well if you have fewer views, and poorly if you have many. It is highly unlikely you will hit a million dollars with this model unless you make many high quality games. In general, licensing deals run from $100 to $10,000 at the very high end. This is not a lot when you consider salary costs for team members. The saving grace of this model is when you sell it multiple times and also distribute with an advertising model, or have a game which you don’t believe will make a lot in advertising.

Conclusion

Overall, there are a variety of revenue models to choose from. Most of these models rely heavily on the game design, and vice versa. It is wise to select a revenue model during the early design phase of a game in order to ensure the maximum revenue potential is achieved. Adding features to support one or another model at the end of thr project is likely to degrade overall game playability and under-perform from a revenue perspective.

All but one  of these methods share one thing in common: They don’t do well unless you have a lot of players. Players are mostly willing to pay for good entertainment, though you have to present a clear value model for them to make a decision. Competition is fierce for attention, so making a high quality game is still the best way to make a buck.

Tags: , , , , ,

To be perfectly honest, when I started this blog, I already knew that my current direction was towards creating multi-player games with niche appeal for profit. It came to me one day a few months back as I was brainstorming and looking over a few ideas I had for my next venture. The problem I usually came up against was the problem of passion. Most ideas made good business sense, but weren’t very interesting from a lifestyle perspective. I always asked myself: Do I really want to be working on this for the next x months and then supporting it for y years if it is successful? Generally the answer was no, especially when I did a bit of market research.

So I came up with an idea for a game which asks the player to change who they are from the inside out, in a fun way. The game will take a bit of work to create, and is not going to be the first thing I make either. Instead, I have done some research in the intervening time period around the current casual gaming market, and I think there is a lot of opportunity there. So, to get my feet wet I worked on creating a very basic game (like what you might find on a typical flash portal, but not so good as their best ones) to learn a bit about Flash, ActionScript3, and how to build a game using that framework.

I am glad to report that it was not very hard to do.  I certainly learned a lot about what not to do when designing my next game. The game revolves around the idea of being cupid, and trying to match two people together to make a couple. While the player is trying to remember which people on screen were thinking which thoughts, and trying to match them, Dark Cupids are popping up and trying to stop you. The game is pretty simple, but can get pretty challenging as you move up in the levels. I don’t expect it to hold anyone’s attention for more then 15 or 20 minutes, but I do think I will try placing it on a few portals for some additional feedback from gamers.

The other test I want to perform is whether or not using this as a marketing strategy (by placing clickable links in game back to this site) will drive any traffic. Though for such a game as this I expect any result to be small, I will test it out and report back with my results.

I have included the game here for you to try out:

Tags: , , ,

A few months ago I joined a local social club to relax and meet other people in the area. Before long, I had made a few friends, and we would occasionally meet up for dinner to relax and talk about our lives. One of the other members had been hatching a plan to make money off the stock market, and began talking about his ideas. Unfortunately, he had no finance or stock market experience, and I knew from my financial training and past experience that what he was proposing was almost guaranteed to lose money rather then make it. Still, I listened carefully, offered a few suggestions, and mentioned my financial background. Before long, he asked me to join a group he had formed to start this venture. I agreed, and have since been meeting with them regularly.

It may seem backwards to join a venture I am sure will fail. How could such a situation turn profitable? The other members are smart, motivated, and experts in their fields of programming, networking, data mining, and so on. Their downfall is only their lack of financial information, and nothing else. I know that little will come of this venture, but that doesn’t mean these relationships can’t be leveraged into partnerships in the future. If I had simply disregarded my friends ideas as a failure, I never would have met these talented people.

One of the keys to starting a small business without help from venture capital, banks, or your friends and families cash flow is to look for every opportunity, and leverage it. That doesn’t mean you should take the human aspect out of your relationships. I only suggest you might add more into the relationship then just a fun factor where you can.  In fact, some of my most rewarding long term relationships have come about when I have recognized beneficial qualities or skills in another, and they have seen the same in me. Many times, we have called on each other for advice, career counseling, or job leads, and we are each happy to lend a hand where we can.

So how can you start to evaluate every day occurrences for opportunities? Like most things, it starts with looking inside yourself. Getting to know your own strengths and weaknesses (and not the kind that we might state in a job interview, but the real “I’m scared of this thing inside of me so I’ll pretend I know everything and argue with anyone who says differently” kind of weakness). There are three main places to find long term opportunity: The people you interact with, the events you observe around you, and the random everyday happenings of life.

The people you interact with is an easy group to leverage and also the scenario I have spoken about already. The most frequently cited business use of those around you is the complementary skills and mentoring you can receive. I urge you to listen carefully when people around you talk of everyday things – to get a deeper understanding for human nature and emerging trends. Hearing that your best friend will stop shopping at store X may give you a clue that some kind of trend might be starting you hadn’t heard of. Likewise, if your friends are complaining about lacking something, this indicates a need unfulfilled. Perhaps a perfect business opportunity…?

The events you see around you can also be a powerful way to become aware of sudden trends and opportunities. When you do everyday things like going to the grocery store, commuting to work, or watching TV, keep your eyes and ears open. Often, we spend this time lost in the clouds of our mind, and hours could pass without our realizing it (Have you ever driven on autopilot?). You might miss a lot of interesting information that you would otherwise pick up. Keeping your mind alert to everything around you is critical.

Finally, taking advantage of random happenings in your life is one of the best ways to find opportunities you would not normally see. If your car runs out of gas in an unfamiliar place and you stop at a gas station you have never been to before, a chance has arrived for you to see things you have never before seen. As above, keep your eyes and ears open, and never let the unexpected put you in a foul or negative mood, which can blind you to opportunity, and drive strangers away without you realizing it.

In all, what I am really getting down to is awareness. If you are aware of yourself, others, and your surroundings, and open to the possibilities, you will suddenly find life is full of openings waiting for someone to come along and fill them with ideas. All you need to do is pick the one where you will be the happiest.

Now, all you have to do is practice, and watch.

Tags: , , ,