Anawiki Games 2008 resolutions

1 02 2008

Yeah, I know it’s odd to post New Year resolutions in the beginning of February. My thinking is that if you post them so late then actually they are worth anything.

Year 2007 was not a very good one for me. I had great plans in the beginning, but in December I started to wonder why it didn’t happen? The first half of the year wasn’t so bad, but the second one was devastating to all my plans.

  • We released Pony World… and then received request to translate it to 6 different languages. We had a contarct and we couldn’t deny request and each translation took so looong, because Pony World is a complex game with a lot of written and rasterized text. If you ever want to translate your game, make sure it doesn’t use rasterized text or make it data driven. Each menu, caption, buttons, icons should be defined in a file that you can change without the need to recompile the game.
  • We started 2 or 3 game projects and run into cash-flow issues… I didn’t expect that getting money from released game takes so long.

Well, there are other minor things that made it difficult, but 2008 looks much different.

Year is very long… and it’s very difficult to predict in detail so I decided to split my predictions into 3 parts: short term (first quater), medium term (first half of the year) and long term (second part of the year).

My main goal is to improve company efficiency at making games and selling them. Making games is time consuming so when I written down all our projects I was shocked. If I want to finish them as I plan I should release a new game almost every 2-3 weeks. Yep, it’s sounds unbelievable… though we create games in a way that we can easily make add-ons and sequels.

    So here it goes:

  • Pony World Deluxe – should be released in Feb
  • Runes of Avalon 2 – should be released in Feb
  • JigSaw Quest: Avalon – scheduled for release in March
  • Alice Adventures – scheduled for April
  • … and 5 more games to be released in the first half of the year
  • … and 2 more in the second half of the year

Sounds crazy when I look at it… though first four titles on the list are in production or near completion at the moment. We just have to focus on finishing it one by one instead of making little steps in each game. In the second half of the year we will release only two games. If game development is your business, then monetizing comes first and if you have no games to monetize you run out of the business.

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Test your banners. Even small change can improve them by 50%!

1 12 2007

In Get the most out of your banner ads article I presented you technique to select the best banner for your advertising needs. In this article I will present you results of one of my tests.

A while ago I created a banner ad for Runes of Avalon. I’ve run couple of campaigns and had a feeling that it is not doing the best job. I decided to create new version and test if it will do better than the old one.

In one of my experiments with Google Website Optimizer I’ve learned that qouting a good review can increase page effectiveness very much so I wanted to check if it will work the same for banners. I added same review quota to my banner: one version with review on the top and one with review on the bottom.

I’ve set campaign details and waited couple of days for results. After about 60000 impressions I had a winner.

Runes of Avalon banner test AdWords results

Screenshot above presents you results of last test. Previous test showed that banner with review on top has the worst CTR so I dropped it in final test.

As you can see original banner is 50% better. 0.09% CTR is still low, but it’s much better than 0.06%. Results prove once again that you always need to test, test and once again test. There is no 100% sure solution for advertising.

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Cross-selling statistics from www.ANAWIKI.com

19 11 2007

Cross-selling is one of the easiest way to maximize your revenue per order. Cross-selling is not only the easiest, it’s also effective technique. I started using this technique in August 2007 and I wish I have started using it earlier. Here are stats from www.ANAWIKI.com from August till mid November.

I created 7 cross-selling groups. I’ve selected suplementary games that are similar to primary item (the first one that visitor puts into the shopping cart). Here is the list of groups and their effectiveness:

Maggie X – 13.6% effectiveness.
Runes X – 0% effectiveness!
Maggie X – 14.3% effectiveness.
Runes and Path of Magic – Windows – 50% effectiveness.
Path of Magic and Runes of Avalon – Windows – 13.8% effectiveness.
Runes and Path of Magic – Linux – 90% effectiveness.
Path of Magic and Runes of Avalon – Mac – 14.81% effectiveness.

Thanks to this technique I made $577.92 more than I would without using it (before I started cross-selling I had only 1 or 2 orders with multiple products). The best thing about it is that I didn’t have to pay a penny for it to get this extra revunue.

Effectivenes depends on suplementary game. It is a great way to sell sequels or level packs. It doesn’t work if you sell game for kids with puzzle game (that’s why Rune X had 0% efficiency). It works better if primary game is more expensive than supplementary game (50% of Runes of Avalon ($19.99) customers ordered Path of Magic, but only 14% of Path of Magic ($9.99) customers ordered Runes of Avalon).

Now, while I was writing this article I found out that Runes of Avalon for Mac was set up with wrong cross-sell group (Runes X). That mistake probably cost me around $200. Remember, always test your sales machine. If it is not set the way you want it to be set you will most probably lose money.

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Double your game development budget with UE Funds

18 11 2007

If you live in one of EU countries you can double your game development budget. You need to send an application to MEDIA EACEA/17/07 program. First deadline passed on November 15th 2007, though there is second deadline on April 15th 2008. There’s plenty of time to prepare.

How does it work?

You need to send an application and if it wins, you get 50% of development budget refunded. 75% upfront and 25% after project completion. So you can either double your development budget or increase ROI.

I sent my application 2 days ago. It was one of the easiest applications that I’ve seen to gain EU funds. It has 26 pages, but most of them is filled with instructions on what to do or just an honorable declarations that you need to sign. But don’t be fouled. When I filled up and printed it all it weighted 730g! That’s because you need to send your project description in 3 copies and you need to attach proof of distribution of one of your games. In my case it was a publishing deal (13 pages).

The hardest part about it was creating a design documentation for upcoming game. You don’t want to spend to much time on it, because you don’t know if you win and you need to make it as great as possible, so you’re chances of winning are as high as possible. The problem is that you need to think about the game that you will want (and be able) to start developing in 6 months (that’s when you’re going to find out if you won). You don’t want to start unless you know that you received funding. Another problem is that you should include a lot of elements such as GUI concept, visuals or interaction description (and it takes time to create it good looking).

Each country has it’s own consulting agency and all papers localized. The agency was pretty helpful, though I was the first one that was applying for game development so in many cases they didn’t know what proofs or documents should I supply.

The whole thing looks very indie friendly. While you can’t be an individual (you need to be a registered company), there is a lot of restriction that don’t let big companies take part in this program.

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