
Diagram of the influenza virus, courtesy Chris Bickel/Science
In Part I of Bill Harris' 180 Degrees column, he and Armageddon Empires' creator Vic Davis discussed how Davis got into game development, as well as the gamer interest and sales pattern for AE during its first three months of release. In today's second and final installment, the two examine the impact of influential journalists and outlets had on AE's sales in the months that followed. Finally, Harris steps back from his interview to extract some lessons that are invaluable to understanding how independent developers must approach their publicity and marketing campaigns differently from their peers at the big publishers--what Harris calls "the infection vector." Enjoy.
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Part Three: Post-Release, Four to Six Months
At the end of October, Armageddon Empires was
selected as "Indie Pick of the Month" in Games for Windows magazine.
With that mention, page views on the website went up sixty percent in
one week.
Yes, it was a real boost. Breaking the downward trend was a huge
morale booster. The sales benefit was not immediately noticeable and
still pretty modest, but it was a definite turning point. I'm still
trying to figure out a model for how customers come to make their
purchase decision for AE. You could probably identify sub-groups of
customers... those who bought within the first 48 hours, those who
spend a week with the demo, those who needed to hear something positive
from a third party, and those who are still on the fence but might
revisit it when their gaming backlog gets whittled down...that type of
thing.
Then, in December, there were three prominent mentions. First, in
the "Tom vs. Bruce" feature in Games for Windows. A week later, Kieron
Gillen posted a highly favorable review at Eurogamer. At almost the
same time, Tom Chick put AE as #4 in his top games of 2007 list.
There was more. In early January, Gamasutra/AIGameDev.com gave
Armageddon Empires the "Best A.I. in an Independent Game" award, and
Bill Trotter posted another highly favorable review at The Wargamer.
Here's what page views and sales look like with the second three months added (the arrow marks three months from launch):
So, to put it in technical terms, what the hell happened?
It really just went super critical like a nuclear
reaction. And during this time, other contacts were starting to bear
fruit, which just built more momentum. It's really interesting to try
and trace the spider web of connections and word of mouth buzz that
kept rippling slowly along. And let's face it, Armageddon Empires is
not a casual or mass market game and even among the NGG crowd it can be
an acquired taste.
That's a remarkable lineup. Tom Chick, Kieron
Gillen, Tim Edwards, Bruce Geryk, Gamasutra, Bill Trotter (who reviewed
the game in late January)--it's a Who's Who of game criticism. I don't
ever remember so many influential people lining up behind the same
indie game.
It was great and terrifying at the same instant. I
know the game is rough around the edges. Even after 8 months of
polishing it's still got some big ***. I'm grateful that they could
all look past that and see some of the things that I think AE does
really well... like offering difficult decisions, depth of strategy and
stimulating complexity.
You've used a few military analogies to describe
your marketing campaign, but I think it's closer to a model of
infectious disease. To cause a pandemic, a disease must be highly
contagious, but it can't be so virulent that it kills the host before
it can spread. Players are infectious agents.
When a player's interest dies off in a week, it's unlikely that
they'll influence anyone else to try the game. Armageddon Empires has
so many different strategic decisions in the course of a game, and the
game generates so many interesting stories, that players have a ton of
things to talk about. That seems like a critical goal: make a game that
gives players something to talk about. That way, their interest stays
high, and they can infect others.
Ah, so I'm like the Black Death rather than Ebola. I
like the disease analogy because I've always been intrigued by the
concept of how "awareness" of the game spreads among possible "hosts."
I think it's called an infection vector if you want to use the
epidemiology analogy.
My role as plague bearer among the gaming community,
though, wasn't anything calculated or something that I came up with as
a coherent marketing strategy. I suspect that raw sales due to forums
are not actually that significant...respectable, sure, but the big
value is that it exposes your game to the opinion
makers/critics/reviewers that frequent the boards and that's the huge
hurdle any indie faces.
Summary: The groundwork of
continual improvements and forum activity, along with discussions
engendered by the rich strategic complexity of the game, drew the
attention of gaming critics. That attention translated into far more
widespread exposure.
Part Four: Post-Release, Seven to Eight Months
So interest in the game had turned around in terms of page views
and was gathering a huge amount of critical interest for an indie
title. On January 25, there was a long interview with Kieron Gillen
over at Rock, Paper, Shotgun. Then, on January 30, Armageddon Empires
was mentioned in one of Tycho's news posts over at Penny Arcade.
I track all my demo downloads via my Amazon S3
control panel. A couple of times a day, I log in and jot down the
bandwidth used and enter it on my journal calendar. On January 30th, I
did a double take when the bandwidth had jumped 50 Gigabyte. I was
thinking there was going to be hell to pay for this billing error! Then
I checked my analytics page and saw the referrer spike and knew
something was going on. I nearly fell off my seat when I saw it listed
as Penny Arcade. I've often been asked what the secret was to getting
on the PA radar screen and I can only reply that that is still a
mystery known only to Tycho and Gabe. But I can tell you what not to
do. Don't be like me and send an email on release day daring them to
break your server. I'm thinking they probably didn't remember that lame
email or they would have just skipped saying anything.
Let's look at what that Penny Arcade mention (and
an additional mention in a subsequent post) did for page views and
sales, as well as forum traffic.
I think it's worth noting that even before
the PA mention, the game had clearly moved onto a different track. It
took four and a half months to get to 40 percent of your sales goal,
but you went to 70 percent+ in just seven more weeks. So while Penny
Arcade was certainly the Big Bang--total sales roughly doubled in just
three weeks--the game had clearly distinguished itself and was bringing
in more players.
Oh yeah, I was really pleased by the time January
had rolled into view and the downward trend had been completely
reversed. But the PA mention made me go from hopeful optimism about
continuing long term to certainty.
How much continued development work did you
originally anticipate when the game was released? Did you ever think it
would stretch for another nine months?
Yes and no. I honestly didn't anticipate that I
would have as many bugs to fix. That's been humbling, but you just have
to take responsibility and lower your head and wade into them.
Armageddon Empires is really a nightmare in complexity as far as the
rules go when units are moving around the board. I think it's something
maybe only other programmers can really empathize with. It's a little
bit like chaos theory--a really small and simple set of variables can
yield a tremendous amount of complexity. So when you click on a hex to
move that army to attack a Mutant stronghold, under the hood there is a
lot going on...everything from observations checks, to supply path
determination using A* to a complex recursive rules arbitration for who
can attack whom and who gets a message telling them that their
stealthed unit has a great opportunity to strike a blow for the Empire.
From a marketing standpoint, I think going beyond
the bug fixing and making the game a bit of a living creature is
something that I just stumbled upon. I got some great suggestions for
improvement both on the many boards I frequent and via email. I've
tried to pick and choose what is feasible and most economical to
implement. So the game is a quantum leap from where it was at release.
The other thing that I am pursuing is additional
content. I love the game and the world that it's set in so creating the
additional content is a real pleasure. I decided to do at least one and
maybe more (if it's successful) free mini-expansion packs. I got the
idea that I should build the pack around a coherent theme. The first
pack is intended as a reward for the players who have bought in to AE
and supported it. So Cults of the Wastelands has been invented to make
the indie factions more mobile and dangerous, and to add some
additional challenge to the game.
Has anything happened post-release to change how
you plan to market and support your next game? What have you learned
about pursuing a market for a game after it's released?
I've certainly learned a lot. I'm not sure how much I can really
change, though. My advertising budget is always going to be modest.
I've found that the best advertising is one friend telling another.
Somebody blogs about it and then somebody else notices. I'm probably
going to rue saying it, but I think I've jumped the first hurdle and at
least made my tiny presence felt. There is a small but growing
awareness of Armageddon Empires.
So now you've exceeded what I thought was a
crazily ambitious sales goal by over 50 percent, and the game's still
selling. After grinding away for three years, you're an overnight
sensation.
I'm not going to quit my day job though...well you
know what I mean. And if the game is a minor "sensation" then I'm happy
for that, but I've got to try and parlay this hard won awareness into
the expectation that you can come back to my website and find more
stimulating turn-based strategy games in the future. I'm hoping to get
the next game out by early next year (Winter 09). I've got a lot of the
design patterns and technology that I built for AE so I don't have to
reinvent the wheel. But on the other hand I've got a lot more business
and marketing duties as well as upkeep on AE to worry about. Indie life
suits me just fine, though, so I'm not about to trade it in for
anything else.
***
For indie developers trying to gain an economic
foothold, Vic's experience is invaluable, and discussing what happened
after the game launched in such detail made me realize that the single
most aspect of marketing an indie game is the infection vector.
It's easy to understand why. The first week sales of
Armageddon Empires are only 1.66 percent of the nine-month total. Sales
for the nine-month period are 60 TIMES the sales of the first week.
Even if Vic had focused heavily on pre-release marketing, it's unlikely
that first week sales would have been even 10 percent of the nine-month
total.
Traditional studio releases don't have an infection
vector as a sales model. Traditional releases are more like a strongman
at the fair, swinging a big marketing hammer to send the excitement
bell as high as it can go. When the game is launched and the bell is
rung, though, it's very rare for excitement to continue to grow.
Instead, it falls at a rate that's often far faster than its rise.
Because of a sales curve that is totally different
than traditional studio releases, indie marketing tactics must be
different as well.
Here's the traditional big-game model:
The size of the objects aren't exactly scaled, but
they're sized to represent the general importance of each kind of
communication to a potential customer. For big publishers, media (be it
advertising, reviews, or previews) constitute their primary form of
customer communication, and it's the most important factor in producing
sales.
Indie developers know they can't use this model.
It's just not possible to attract the kind of attention that a
commercial release from a large publisher routinely receives.
If they know, though, why do they keep trying to do it that way?
From the conversations I've had with indie
developers over the years, the #1 subject on most of their minds is
getting more press coverage. Even though they know they can't use the
big-game model, they're so familiar with seeing games that way that they still spend most of their time trying to imitate the model.
Vic didn't do that. Here's a representation of Vic's strategy:
Initial sales are so small that even the object I
used is really too big. Post-release improvements and tremendous
customer support via gaming forums, though, resulted in personal
recommendations to purchase the game, and over time, this drew the
attention of reviewers and the gaming press.
Will this work for every game? No, of course not.
Vic's model, though, seems like a much more realistic strategy for an
indie developer.
Let's look at a few specifics in terms of Vic's strategy.
1. He gave his customers immediate gratification from day one
Vic didn't show up in forums until he had a finished
game in hand. If someone was interested in the game, they could
immediately head over and download a demo, and if they liked it, they
could purchase the game right there. Everyone who wanted to check out
the game was able to, and the game, even in v1.0, was extremely solid
and fun to play.
Everyone wants an indie developer to succeed, but that doesn't mean that everyone is willing to wait for the patch.
2. He used the launch of his game as a starting point
The day that Armageddon Empires shipped was a
beginning, not the beginning of the end. Instead of just focusing on
bug fixes, Vic continued to develop and improve the game in significant
ways. Many indie developers put out a patch or two to fix critical
bugs, then move on to the next project if the game hasn't gained
traction in a few months. Games without marketing, though, usually
require longer to gain a foothold.
Releasing new versions with significant improvements usually
stimulated forum activity, and kept pushing threads about the game back
onto the front page of the forum.
3. He maintained a responsive forum presence
Vic was always around to answer questions in forums,
and he was never defensive about what the game could or couldn't do. It
was impossible not to get a very positive feeling about the game from
his steady and thoughtful presence on the forums.
Here's an example of his persistence: in the primary
game thread over at Quarter to Three, whenever anyone had a question
about Armageddon Empires, Vic answered it the same day. For six months. He didn't miss a single post during that period.
Plus, and I think this is important, most of the
people who write about games hang out in gaming forums, too. Vic's
steady approach to improving the game and maintaining a forum presence
wasn't speaking directly to the press, but it had the same effect over
time.
4. He decided against hosting his own forums
I've never thought about it before seeing what
happened with AE, but not having forums on the Cryptic Comet website
turned out to be a great idea. The problem with dedicated forums for an
indie game is that, over time, fewer and fewer people make a larger and
larger percentage of the posts. Almost no one new is exposed to the
game in that environment--they have to go looking for the forum. In a
general gaming forum, in contrast, the number of people who are active
readers is exponentially larger. That's a much larger group of people
who could eventually become interested in the game.
The dedicated forum over at The Wargamer was an
excellent hybrid, because while it pooled interest, it was also part of
a much, much larger gaming community, and there's much more
cross-infection (continuing with the disease analogy) in an environment
like that.
For a game in long-term development, like Dwarf
Fortress, dedicated forums make sense. But for a shipping product, a
more decentralized kind of interest can ultimately result in many more
people being exposed to the game.
5. He made a game that people could talk about
For an indie developer to succeed, they must get as
many people as they can talking about their game, but the game must
have something to talk about. Offering complex and rich
strategic choices naturally stimulates discussion. Even a
perfectly-executed game may not get people talking (for long) if it's
simple and offers no unique narrative for the player's own experience.
This might sound self-evident, but I think it's a huge part of what
keeps people talking about a game.
6. He discovered the infection vector
The sum of all these decisions--immediate
gratification; continued improvements; a forum presence; and rich
strategic complexity--helped keep people interested in the game, and it
kept them talking. Keep people talking long enough, keep them
"infected," and they'll infect others.
It's a good infection, though--the kind that people don't want cured.
To read Part I of Harris' post on how Armageddon Empires became a success, click here.