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	<title>Grey Alien Games &#187; Marketing</title>
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	<description>Casual Game Development and Positive Thinking</description>
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		<title>Mac App Store Tutorials</title>
		<link>http://greyaliengames.com/blog/mac-app-store-tutorials/</link>
		<comments>http://greyaliengames.com/blog/mac-app-store-tutorials/#comments</comments>
		<pubDate>Wed, 19 Jan 2011 22:42:08 +0000</pubDate>
		<dc:creator>Grey Alien Games</dc:creator>
				<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://greyaliengames.com/blog/?p=421</guid>
		<description><![CDATA[Apple recently launched their new Mac App Store. It works like the iPhone/iPad app store except it&#8217;s for Macs instead. Previously developers could list their games on apple.com and would keep 100% of the revenue and also the customer emails. Now Apple is controlling that process and developers get 70% of revenue. It may sound [...]]]></description>
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<p><a href="http://greyaliengames.com/blog/mac-app-store-tutorials/applemacappstorelogo/"><img src="http://greyaliengames.com/blog/wp-content/uploads/AppleMacAppStoreLogo-150x150.jpg" alt="AppleMacAppStoreLogo" title="AppleMacAppStoreLogo" width="150" height="150" class="alignnone size-thumbnail wp-image-777" /></a></p>
<p>Apple recently launched their new Mac App Store.  It works like the iPhone/iPad app store except it&#8217;s for Macs instead.</p>
<p>Previously developers could list their games on apple.com and would keep 100% of the revenue and also the customer emails.  Now Apple is controlling that process and developers get 70% of revenue.  It may sound like a worse deal, but Apple are pushing the Mac App Store (it&#8217;s built into OSX 10.6.6 &#8211; Snow Leopard) and it&#8217;ll probably get quite a bit more traffic than before.  However, another downside (for developers, not customers) is that generally the prices on the Mac App Store are lower than before when games/apps were sold independently. Of course if you sell more copies, this downside is somewhat negated.</p>
<p>I know some people who are doing pretty well from the new Mac App Store and so naturally I was keen to try it out myself.  I paid the $99 annual fee to join the developer program and then looked into how to get my games on the Mac App Store.  Turns out it&#8217;s quite a pain, but luckily other people have trodden that path before me.  My games are in BlitzMax and needed some special tweaks but not too bad.  I still haven&#8217;t finished the process, but I&#8217;m in the last stages of it now, wish me luck!</p>
<p>One thing I&#8217;m not bothering with (yet) is the whole validating of receipts because adding that DRM is a whole extra layer of work.  However, if I ever add in-game micro-transactions, I&#8217;d need to make the receipts thing work properly I believe.</p>
<p>Meanwhile, here are some Mac App Store Tutorials that I found useful:</p>
<p><a href="http://technology.blurst.com/unity-games-and-mac-app-store/">Mac App Store Tutorial 1</a> (for Unity, but the information is generic enough to apply to other languages.)</p>
<p><a href="http://forums.realsoftware.com/viewtopic.php?f=7&#038;t=37030">Mac App Store Tutorial 2</a> (very thorough, and contains a list of app/game categories in the appendix.)</p>
<p><a href="http://www.blitzbasic.com/Community/posts.php?topic=92471">Mac App Store Tutorial 3</a> (on BlitzMax.com but contains useful general info).</p>
<p><strong>If you have any more tutorial links, please post them in the comments and I&#8217;ll add them to the main article!  Thanks.</strong></p>
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		<title>Getting your game on Big Fish Games</title>
		<link>http://greyaliengames.com/blog/getting-your-game-on-big-fish-games/</link>
		<comments>http://greyaliengames.com/blog/getting-your-game-on-big-fish-games/#comments</comments>
		<pubDate>Thu, 30 Dec 2010 01:37:35 +0000</pubDate>
		<dc:creator>Grey Alien Games</dc:creator>
				<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://greyaliengames.com/blog/?p=399</guid>
		<description><![CDATA[Someone just emailed me with some questions about submitting a game to Big Fish Games. I already wrote an article about this before but there is some different information in this post. Please take note that I am writing from my perspective as an Indie who has submitted games to BFG before, and not as [...]]]></description>
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<p><a href="http://greyaliengames.com/blog/how-to-get-your-game-distributed-on-big-fish-games/bfg-logo/"><img src="http://greyaliengames.com/blog/wp-content/uploads/BFG_logo-150x150.jpg" alt="BFG logo" title="BFG logo" width="150" height="150" class="alignnone size-thumbnail wp-image-740" /></a></p>
<p>Someone just emailed me with some questions about submitting a game to Big Fish Games.  I already wrote an <a href="http://greyaliengames.com/blog/how-to-get-your-game-distributed-on-big-fish-games/">article about this before</a> but there is some different information in this post.</p>
<p><em>Please take note that I am writing from my perspective as an Indie who has submitted games to BFG before, and not as a BFG representative in any way, thanks.</em></p>
<p><strong>Q. What kind of criteria does the game need to meet? Would a Windows only game work, or does it need to be cross platform? Do they have some kind of minimum system requirement for all games?</strong></p>
<p>A. Windows only is fine.  If you can convert it to Mac easily you will make a decent amount of extra sales.  Also make sure that all your game text is read in from a Unicode text file because then if the game does well you can localise it and make more sales on BFG&#8217;s foreign language portals.</p>
<p>Minimum requirements are XP (they don&#8217;t support Windows 98 any more).  Also the game has to be able to save data in the correct location for Vista and Windows 7 properly which is a bit of a headache (you&#8217;ll need to research this).  You can&#8217;t put any web links in your games or connect to any online service (for high scores etc.)  You should test your game on XP/Vista/7 just to make sure it works the same and there are no graphical or sound anomalies (I use a different sound driver for Vista/7 for example).</p>
<p>Your game should start in full-screen at 800&#215;600 minimum and have a windowed mode option.  There&#8217;s a bunch of other &#8220;nice to have&#8221; things too such as simple options screens (not complicated ones), making sure you can Alt-Tab out/in of the game without graphics corruption + pause it &#8211; stuff like that.  Just check out any of the other top games and see how they handle things.  Also you can always ask for a QA checklist when you submit (or before) and hopefully they&#8217;ll send you something.</p>
<p><strong>Q. What kind of additions need to be made to the game itself for it to be sold on the service? I assume I&#8217;d need to add some splash screens with the Big Fish logo, but what else would there be?</strong></p>
<p>A. No special additions apart from the stuff I&#8217;ve already mentioned and a splash screen with the BFG logo.  I don&#8217;t think they even need &#8220;box art&#8221; if you just supply them with assets they&#8217;ll make it for you.  This could have changed though, but they&#8217;ll tell you.</p>
<p><strong>Q. How does the payment work with Big Fish? What kind of cut do you get from games you submit to them? How often are you paid?</strong></p>
<p>A. I can&#8217;t publicly state their royalty rate but let&#8217;s just say that portals pay between 25% and 40% depending on who they are and what deal you get.  This is less that Apple or Microsoft&#8217;s 70%, but that&#8217;s just the way it is if you want a huge volume of people downloading your game.  If you go &#8220;exclusive&#8221; with them for a limited period (like a month) they&#8217;ll give you a higher percentage of revenue (after some minor transaction processing fees of <10%).  If non-exclusive, you'll get a slightly lower percentage.  Exclusive gives you better marketing too so you'll sell more copies.  Ask them what the exact percentages are and they'll tell you themselves.</p>
<p>BFG pay once per month by wire-transfer.  They are very reliable.  If you are not based in the US you'll need to fart around filling out a couple of tax forms to make sure they don't without 30% tax (all US companies have to do this if paying non-US people).  It's a pain in the ass but once it's done, it's done for good.</p>
<p><strong>Q. If I get Big Fish to sell one of my games, am I still able to sell it? For instance, if I made a game on XBOX Indie, and decided to try submitting it to Big Fish, would they allow that? Could I sell the game on my site?</strong></p>
<p>A. If you are non-exclusive you can sell your game anywhere you want including on rival portals.  If you are exclusive, you might still be able to sell it on your own site, but nowhere else.  Best check with them, but that was my understanding when I last looked into it.</p>
<p><strong>Q. Any advice on submitting games? Their submission process looks pretty straight-forward but I could use any pointers.</strong></p>
<p>A.  Yes the submission process is simple.  You&#8217;ll be dealing with Nate, Jessica or Tyler (or maybe someone else too now).  All of them are very nice and helpful, but also swamped with submissions, so make sure your game is awesome and well tested before submitting it (see the other post I liked to at the top of this article for more details.)  They may test your game on an audience and make suggestions, take heed of them because they know what they are talking about.</p>
<p><strong>Design Consultancy Service</strong></p>
<p>A service that I&#8217;m offering in 2011 as an Indie (after my 3 month non-compete expires) is Design Consultancy.  I will take a look at your game (in the early, mid or end stages) and offer advice on how to make it more successful on portals.  I do this in return for a small % of the backend royalties and my advice should pay for itself in increased sales.  <strong>Please let me know if you are interested in using this excellent service.<br />
</strong></p>
<p>P.S. if you are part of the XNA Creator&#8217;s Club/App Hub, please keep an eye out for my first XBLIG, Holiday Bonus, which I&#8217;ll be submitting for review very soon.  Hopefully you can review it for me as thanks for the info in this article <img src='http://greyaliengames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>Inside Info about Grey Alien Games</title>
		<link>http://greyaliengames.com/blog/inside-info-about-grey-alien-games/</link>
		<comments>http://greyaliengames.com/blog/inside-info-about-grey-alien-games/#comments</comments>
		<pubDate>Mon, 25 Oct 2010 07:32:52 +0000</pubDate>
		<dc:creator>Grey Alien Games</dc:creator>
				<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://greyaliengames.com/blog/?p=354</guid>
		<description><![CDATA[image by Aleera* An Indie recently emailed me with a bunch of questions, and where possible I like to post the answers on my blog so that everyone can benefit from the answers. He asked some pretty tough questions and I don&#8217;t think I&#8217;m qualified to answer all of them, but I&#8217;ll do my best, [...]]]></description>
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<p><a href="http://greyaliengames.com/blog/inside-info-about-grey-alien-games/secret/"><img src="http://greyaliengames.com/blog/wp-content/uploads/secret-150x150.jpg" alt="secret" title="secret" width="150" height="150" class="alignnone size-thumbnail wp-image-761" /></a><br />
<em>image by Aleera*</em></p>
<p>An Indie recently emailed me with a bunch of questions, and where possible I like to post the answers on my blog so that everyone can benefit from the answers.  He asked some pretty tough questions and I don&#8217;t think I&#8217;m qualified to answer all of them, but I&#8217;ll do my best, so here goes:</p>
<p><strong>1. Did you sell on your own site?</strong></p>
<p>- Yes, I sold my first 4 games on my own site.  However, I&#8217;ve only made <a href="http://greyaliengames.com/blog/i-finally-made-1000-from-direct-sales/">$1000 so far</a> because this is not my main avenue of sales at all, the casual portals are.<br />
- I didn&#8217;t sell my last two games on my site, because <a href="http://www.bigfishgames.com/">Big Fish Games</a> own the IP, I just have pages for them that drive traffic to BFG.</p>
<p><strong>2. Did you do site-exclusive deals or did you publish to more than one site?</strong></p>
<p>- No I didn&#8217;t do any exclusive deals, mainly because my games were seasonal and thus needed to come out on all the portals at once.  However, BFG does give a higher % royalties for exclusives and much more marketing.</p>
<p><strong>3. How did the sale figure look over time, long tail for example?</strong></p>
<p>- The seasonal games spike every time the season comes round again, and then have crappy sales in between.<br />
- The non-seasonal games have a big spike at the start as can be expected, but do seem to have a very long tail. <a href="http://www.greyaliengames.com/oz.php">Oz</a> (which is 4 years old) still sells 100+ every month.</p>
<p><strong>3. Was there a higher amount of sales first time (due to being in a &#8220;new games&#8221; list)?</strong></p>
<p>- Ah, two question 3s!  Yes of course all games sell way better at first due to the initial promotion.  If they do well the portals keep promoting them, otherwise they focus on other new games and the sales will drop rapidly.  Also with my own site, I got more sales at the start as that&#8217;s when I was more focussed on the marketing.  Of course really I should keep the marketing going.</p>
<p><strong>4. What price ranges was it in?</strong></p>
<p>- Initially my games started off at $19.95, then the portal price wars dropped them to $6.95, and I&#8217;ve even had them sold at $2.95 once on BFG as a special offer.  I dropped the price of all my games on my own site to $9.95 and $6.95 when the portal price wars kicked in, which resulted in a few extra sales, but nothing to write home about.</p>
<p><strong>5. How would you judge a good price for the game, i.e lower price may result in more sales, have you figured out something here?</strong></p>
<p>- Well if the market had no pre-defined ranges then you could try to figure out the sweet spot where the number of sales x unit price results in the highest revenue.  But seeing as BFG (the biggest casual portal) is selling games at $6.99 (ignoring the Collector&#8217;s editions for now, which are $13.99), if you were to sell a casual game on your own site, it would be wise to match price.  I wouldn&#8217;t go any lower, there&#8217;s no point as people will view your game as cheap and crap.  Of course if you go exclusive on your own site first (and had a track record and loyal customers) you could sell it higher on your own site.<br />
- If you are selling a non-casual game, then of course you can set the price at whatever you want.  Many Indies are setting their prices at $19.95 or higher in some cases, and I say good for them.<br />
- Of course if you sell on a portal, you can&#8217;t define the price.</p>
<p><strong>6. Graphic-wise have you seen a difference in sales depending on the style of the art or screenshots?</strong></p>
<p>- Yes.  My first game had programmer art and did OK.  The second game had much nicer pixel art, but casual gamers didn&#8217;t groove to it, and so I swapped to painted backgrounds and 3D rendered game pieces for my 3rd game, and that sold way more copies.<br />
- Graphics sell games for sure, especially casual games.  Casual games won&#8217;t do well if they look too primitive, or retro, or sci-fi.<br />
- Spend a good amount of money on art, and you&#8217;ll see a good return (if your game is decent).  I spent $2500 for art and music for <a href="http://www.greyaliengames.com/holidaybonus.php">Holiday Bonus</a> and have made back over 10x that amount so far.  These days I&#8217;d expect the art spend for a casual game to be 10x what I spent back then as a bare minimum.</p>
<p><strong>7. My first game will be a action-based game. I&#8217;ll have singleplayer, but also support multiplayer. I feel that as a causal game the singleplayer part would work great (any Indie game portal), though for multiplayer my aim is more for hardcore gamers (Steam would be optimal), not sure if it is a question, but any comment?<br />
</strong></p>
<p>- Most casual portals aren&#8217;t interested in action-based games (Reflexive used to be before Amazon bought them, and you can contact <a href="http://www.arcadetown.com/">Arcade Town</a>), especially multi-player ones that need to access the Internet.  Steam certainly seems the way to go if your game is good enough.</p>
<p><strong>8. How does the Indie-market look like for tactical action games?</strong></p>
<p>- I don&#8217;t have a lot of experience in that genre, but I know someone who is making one of those games, and I&#8217;ll be watching with interest to see how well they do.  Remember you are competing with AAA tactical-action games, and also a lot of the target market pirates games.</p>
<p><strong>9. How about sales for Linux and Mac, do they increase sales a lot?</strong></p>
<p>- For me, Mac conversion rates were double those of PCs and so it was definitely worth converting my games to Mac.  I&#8217;ve heard others report the same and in fact some people have got a ton of Mac sales, especially after being featured on apple.com.  I didn&#8217;t convert my games to Linux, but I&#8217;ve heard of some people doing very nicely from Linux sales, and others not doing so well.  If it&#8217;s easy, you may as well try it.</p>
<p><strong>10. When using blitzmax is there any specific performance or technical limitation I should be aware of?</strong></p>
<p>- No, it&#8217;s very fast, stable and totally suitable for commercial casual or Indie games, as long as they are 2D.  I&#8217;ve made 4 commercial games with it (and 2 with BlitzPlus) and know several other professional developers who&#8217;ve done very well from <a href="http://www.blitzmax.com/">BlitzMax</a> games.</p>
<p><strong>11. What revenue can I expect on a small game if the sales are bad?</strong></p>
<p>- You could expect $0 or < $50 from direct sales (if the game is bad, portals won't accept it anyway.)  Plenty of people have really crappy sales of their first game.  Many give in, but you have to try again and keep on improving.</p>
<p><strong>12. What revenue can I expect on a small game if the sales are in the top 3?</strong></p>
<p>- On a casual portal, you could get over $100K easily.  Getting in the top 3 is not easy at all.  Don&#8217;t bank on it.</p>
<p><strong>13. What is the revenue cut, Steam take 30%, so does gamers game and direct2drive, but I consider them the &#8220;big&#8221; actors, I&#8217;m curious how the market looks at the smaller places.</strong></p>
<p>- Most of the casual portals give you between 25% and 40% (so they take 60% to 75%) depending on the deal you strike.  That may sound bad, but they have a huge customer base, so the sheer number of sales makes up for the crappy %.</p>
<p><strong>14. Localization, have you done this? Released or ported a game and released it in country-specific site?</strong></p>
<p>- Yes.  Fairway Solitaire was localized into German, French and Spanish.  Unwell Mel was localized into those languages and Japanese.  It was a pain in the ass, and much was learned from doing it about how to make future localization much easier.  Make sure as much of your text as possible is in a Unicode text file, and not hardcoded or done with fixed graphics.  Finding a font with all the correct characters is a pain, and bitmap fonts with Kanji are a real pain.  Also you need to leave enough room in all your game interfaces for longer localized text such as German where many words are very long.</p>
<p><strong>15. How long are the handling times when talking to these sites? Should I expect weeks, months?</strong></p>
<p>- Some are quick.  Big Fish are quick and I heard that Gamehouse are good too (I never got my games on their portal as they didn&#8217;t want seasonal games/match-3s).  When I say quick, I mean it could be several days or longer.  Other sites are really crap and sometimes never get back to you.  Make sure you have a strong pitch (great screenshots, demo, good text straight to the point etc.) and keep on (politely) hassling them.</p>
<p><strong>16. Are there any &#8220;publisher&#8221; requirements, such as &#8220;you cannot use blood&#8221; that could be good to know?</strong></p>
<p>- For casual portals you should probably avoid blood, violence and sex, although some Hidden Object/Adventure games have some fairly &#8220;racy&#8221; themes.  Religion is a definite no no, and so are drugs and politics probably.<br />
- Other requirements are things like not having any URLs in the game (not even your own), and not having any Internet connectivity (in case the customers get scared when Windows Firewall warns them that your game is trying to connect to the Internet).  Portals will supply a big list of such things when you get your game accepted.</p>
<p><strong>17. I just love multiplayer (over the internet), is there a place in the causal market for this?</strong></p>
<p>- No, not in the traditional casual download market.  However, Facebook is a different matter&#8230;</p>
<p><strong>18. Can it increase a game&#8217;s sales it it supports multiplayer?</strong></p>
<p>- Not casual games, but for certain types of Indie games, sure it could do, but you&#8217;d be better off asking someone who&#8217;s made a multiplayer game as I haven&#8217;t.</p>
<p><strong>19. Are there any multiplayer-only games?</strong></p>
<p>- Not that I know of in the casual space.  There are in hardcore games of course, such as Quake 3.</p>
<p><strong>20. Did you ever try to pay for advertisement for your game?</strong></p>
<p>- I paid for some traffic to my site via another site, but it was crappy.  Also I submitted my games to a bunch of shareware sites via a paid PAD submission service that cost about $30 I think.  This generated traffic and has paid for itself.  I didn&#8217;t try google ads for my site, but have tried them for another business and they were very successful.  I haven&#8217;t done banner ads on other sites.</p>
<p><strong>21. I saw you had a lot of links on your site and you use Google ads. I also used Google ads way back but since I never updated the site<br />
it never brought much income, though it still gives me tiny amounts each month, probably bots or something though. How much do you get on google-ads? Can it be viable to be ad-supported (free game) ?<br />
</strong></p>
<p>- I don&#8217;t get much money from google ads, maybe $10-$15 a month (it was quite a bit more in the past when I was writing game reviews for another site that had good traffic).  It covers my hosting fees.  It&#8217;s all about traffic.  10x the traffic and $150 would be a nice little bonus. 100x and, yeah, that would be nice.  If you have some kind of viral hook then an ad-supported game might be OK.  Flash games (and some Facebook games) make money from ads (and sponsorship) but they have to have a ton of views to make any real money.</p>
<p><strong>22. Any tips on how I can do to get some extra cash from ad-sharing?</strong></p>
<p>- I don&#8217;t really know what you mean by ad-sharing.  I have sold textlink ads on my site to gambling sites which feels like whoring out my site, but seeing as I wasn&#8217;t doing much with direct sales, it was easy money.  So far nearly $5000 from those ads.  Watch out though as Google may &#8220;Google Slap&#8221; you and lower your page rank.</p>
<p><strong>23. Have you ever used in-game currencies? So called micro-transaction models.</strong></p>
<p>- Not for my own personal games, but at Big Fish Games Vancouver, we released a Facebook game in March 2010 which uses an in-game currency so I know quite a lot about that, but I can&#8217;t really talk about it due to my work contract.  Let&#8217;s just say that it can definitely work if done right, but there&#8217;s a whole science behind getting it right.</p>
<p><strong>24. Do you know of any good system for this?</strong></p>
<p>- Facebook (they now have Facebook credits).  There are also lots of other payment providers who can do this kind of thing like <a href="http://www.livegamer.com/">LiveGamer</a>.  Also there are people like <a href="http://www.trialpay.com/">TrialPay</a> who let customers earn credits for &#8220;free&#8221; by signing up to stuff like Netflix.  You might even be able to rig something up via Paypal, but if the transactions get too small, they&#8217;ll take too much of the payment to make it worthwhile.  Also the iPhone has it&#8217;s own microtransaction stuff build into the API.  There&#8217;s plenty around if you go looking, but I haven&#8217;t seen it done much in normal downloadable Indie games, only MMOs.</p>
<p>Phew, OK that&#8217;s it.  I hope you found the answers useful.  If you were to ask some of these questions on the <a href="http://forums.indiegamer.com/">Indiegamer forums</a>, I&#8217;m sure you&#8217;d get some great answers from people more experienced than me in different areas.</p>
<p><strong>If anyone has some more answers for these questions, please post them below!</strong></p>
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		<title>Making your site different from Portals</title>
		<link>http://greyaliengames.com/blog/making-your-site-different-from-portals/</link>
		<comments>http://greyaliengames.com/blog/making-your-site-different-from-portals/#comments</comments>
		<pubDate>Mon, 11 Oct 2010 16:58:13 +0000</pubDate>
		<dc:creator>Grey Alien Games</dc:creator>
				<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://greyaliengames.com/blog/?p=344</guid>
		<description><![CDATA[Roman over at Anawiki games just made a blog post called: This is why portals sell more than you do. It includes a large list of USPs that the portals have. So what things could Indies do on their own sites to make them different and worthwhile for customers to visit? Here&#8217;s some ideas I [...]]]></description>
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<p>Roman over at Anawiki games just made a blog post called: <a href="http://anawiki.com/sellmoregames/2010/10/11/this-is-why-portals-sell-more-that-you-do/">This is why portals sell more than you do</a>. It includes a large list of USPs that the portals have.</p>
<p>So what things could Indies do on their own sites to make them different and worthwhile for customers to visit?  Here&#8217;s some ideas I had in addition to those mentioned on Roman&#8217;s blog post:</p>
<p>- <strong>Better support</strong>.  You know your game better than the portals and can offer more accurate support.<br />
- <strong>Better price</strong>.   You could in theory offer a better price but then you are into price wars which is not healthy.<br />
- <strong>Bundles</strong>: You can offer bundles, portals don&#8217;t do that very often if at all (except for Steam, but Anawiki was talking about casual portals)<br />
- <strong>Merchandise</strong>. You can offer merchandise (t-shirts, mugs etc) for your games.<br />
- <strong>Pre-sales</strong>. You could offer an alpha version for 50% off (like Minecraft) or sell it based on hype before you even have an alpha version.<br />
- <strong>No DRM</strong>. You can offer no DRM and no game-launcher type of application.<br />
- <strong>Personalized recommendations</strong>. You could program a recommendation engine like Amazon has, but it probably wouldn&#8217;t be easy, besides if you&#8217;ve only made a few games you should just recommend them all <img src='http://greyaliengames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /><br />
- <strong>User-ratings</strong>. You could offer user-ratings on the games, but what happens if users give your games too many bad ratings?<br />
- <strong>Different demos</strong>. You could offer different demo lengths, or cut your demo at a cliffhanger and use an upsell screen, but going longer than 1 hour is probably dumb.<br />
- <strong>Cross-platform</strong>. You could offer an online version (maybe Facebook) and iPhone version etc all on the same page. Portals won&#8217;t offer a Facebook version as they don&#8217;t want to loose players to free Facebook games. Also you can make the different versions all affect the same game profile if you store it online.<br />
- <strong>Achievements</strong>. You could add an achievements systems which the portals don&#8217;t have but that&#8217;s not exactly quick and easy.<br />
- <strong>Global High Score</strong>s.<br />
- <strong>In-game chat</strong>. You could add this and any other connectivity-related stuff that the portals won&#8217;t let you do in case their customers freak out when your game tries to connect to the Internet.<br />
- <strong>Risky Content</strong>. You can use more &#8220;out there&#8221; or &#8220;on the edge&#8221; content on your site if you want to appeal to a more niche audience.<br />
- <strong>Free tips n tricks</strong>. You could offer this via a link of the game&#8217;s page, or put them in an email newsletter.</p>
<p><strong>Can you think of any more?</strong></p>
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		<title>How to get your game distributed on Big Fish Games</title>
		<link>http://greyaliengames.com/blog/how-to-get-your-game-distributed-on-big-fish-games/</link>
		<comments>http://greyaliengames.com/blog/how-to-get-your-game-distributed-on-big-fish-games/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 23:33:45 +0000</pubDate>
		<dc:creator>Grey Alien Games</dc:creator>
				<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://greyaliengames.com/blog/?p=252</guid>
		<description><![CDATA[Someone just emailed me asking some advice about getting their game onto Big Fish Games (BFG). They said &#8220;publish&#8221; on BFG but I&#8217;m guessing that they meant &#8220;distribute&#8221; instead. I&#8217;ve only got experience with having my games &#8220;distributed&#8221; on BFG, which means that they put a game up on their site and pay me royalties [...]]]></description>
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<p><a href="http://greyaliengames.com/blog/how-to-get-your-game-distributed-on-big-fish-games/bfg-logo/"><img src="http://greyaliengames.com/blog/wp-content/uploads/BFG_logo-150x150.jpg" alt="BFG logo" title="BFG logo" width="150" height="150" class="alignnone size-thumbnail wp-image-740" /></a></p>
<p>Someone just emailed me asking some advice about getting their game onto Big Fish Games (BFG).  They said &#8220;publish&#8221; on BFG but I&#8217;m guessing that they meant &#8220;distribute&#8221; instead.  I&#8217;ve only got experience with having my games &#8220;distributed&#8221; on BFG, which means that they put a game up on their site and pay me royalties &#8211; this leaves me free to also put the game up on my own site and on other portals.  If BFG &#8220;publishes&#8221; a game for you, they&#8217;ll give you detailed feedback and do lots of marketing and distribution for you, it&#8217;s a different ball game and it&#8217;s up to you which route you prefer.</p>
<p>Before you approach BFG make sure that your game is finished, good quality and as bug free as you can make it.  It&#8217;s a good idea to have tested it on other people to make sure that they understand how to play it and don&#8217;t have any major problems.  BFG has a &#8220;Developer Relations&#8221; department that evaluates games that get sent to them &#8211; you can read about the submission process <a href="http://www.bigfishgames.com/company/game-developer.html">here</a>. They will advise the developer of any changes that may need to be made before it can be published on the site (splash screens, technical issues etc).</p>
<p>Bear in mind that BFG get sent many games each week and only the best ones actually make it onto the site, so make sure that your game is really professional before sending it to them.  How do you know if it&#8217;s good enough?  Download other games on the site and compare yours in terms of graphics, sound, playability, content/scope etc.  Posting on forums like Indiegamer can help you get much needed feedback to refine the game into a winning title.  Here&#8217;s another clue, if you didn&#8217;t spend much money making your game, then it probably isn&#8217;t going to be good enough.</p>
<p>Regarding royalty rate:  I&#8217;m not sure I&#8217;m publicly allowed to state BFG&#8217;s royalty rate, so just in case let&#8217;s say that an average casual game portals is about 25% to 40% and that if you let them have an &#8220;exclusive&#8221;, which means that only their site has your game for the first few weeks, you may get a better deal and will certainly get better promotion &#8211; something worth considering.</p>
<p>Note that some Indies actually prefer to put their game on their own site (and use their own mailing lists) for several months to maximise revenue at the full $19.95 price (or similar) before putting it on the portals to make use of their much bigger audiences but with a greatly reduced revenue per sale (e.g. 35% of $6.95 after transaction fees = about $2 or so).</p>
<p>Check out this post for more info: <a href="http://greyaliengames.com/blog/ive-finished-my-game-now-what/">I&#8217;ve just finished my game &#8211; now what?</a></p>
<p>Also here&#8217;s an <a href="http://www.casualconnect.org/content/business/thelen-gamestomarket.html">article</a> by BFG founder, Paul Thelen, about bringing your game to market.</p>
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		<title>Just signed up to Buzzparadise</title>
		<link>http://greyaliengames.com/blog/just-signed-up-to-buzzparadise/</link>
		<comments>http://greyaliengames.com/blog/just-signed-up-to-buzzparadise/#comments</comments>
		<pubDate>Sat, 23 Jan 2010 21:45:43 +0000</pubDate>
		<dc:creator>Grey Alien Games</dc:creator>
				<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://greyaliengames.com/blog/?p=218</guid>
		<description><![CDATA[I got an email from Buzzparadise today and I found out that bloggers can write honest reviews about products and receive payment for it. When you sign up you enter your blog details and what topics you write about. Then I believe you have to insert some code into your site that tracks traffic and [...]]]></description>
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<p>I got an email from <a href="http://buzzparadise.com/">Buzzparadise </a> today and I found out that bloggers can write honest reviews about products and receive payment for it.  When you sign up you enter your blog details and what topics you write about.  Then I believe you have to insert some code into your site that tracks traffic and if your site meets their criteria you will be asked if you want to write about certain products.  You can of course refuse to write about certain things if you don&#8217;t want to, it&#8217;s completely up to you.  It sounds pretty good, but I&#8217;ll reserve judgement until I actually get it up and running.</p>
<p>The email caught my eye because it was talking about promoting online games to help smokers quit their habit.  As my dad is very ill with chronic emphysema due to smoking, that would be one promotion I&#8217;d be happy to do.</p>
<p>If anyone else has had any experience with BuzzParadise, please let me know your thoughts! Thanks.</p>
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		<title>14 Ways I Increased Downloads on my site</title>
		<link>http://greyaliengames.com/blog/14-ways-i-increased-downloads-on-my-site/</link>
		<comments>http://greyaliengames.com/blog/14-ways-i-increased-downloads-on-my-site/#comments</comments>
		<pubDate>Sat, 06 Jun 2009 03:59:33 +0000</pubDate>
		<dc:creator>Grey Alien Games</dc:creator>
				<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://greyaliengames.com/blog/?p=195</guid>
		<description><![CDATA[Someone just asked me what things I&#8217;ve done to increase downloads on my site and I replied as follows: To be honest I made most (*lots*) of my sales from portals so I haven&#8217;t spent a lot of time optimising my site for sales, but here&#8217;s what I have done: 1) I have a front [...]]]></description>
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<p>Someone just asked me what things I&#8217;ve done to increase downloads on my site and I replied as follows:</p>
<p>To be honest I made most (*lots*) of my sales from portals so I haven&#8217;t spent a lot of time optimising my site for sales, but here&#8217;s what I have done:</p>
<p>1) I have a front page with featured games that each link to an individual game page.</p>
<p>2) I put Download and Buy buttons on each game page and I used a special colour scheme where the buttons are green for &#8220;go&#8221; (instead of something like red) and they have gold on them for &#8220;quality&#8221;.  Note that the whole site looks clean and professional as well, not cheap or strange.  I don&#8217;t think that many people buy directly, most people download play the demo first and buy from within the security wrapper. So I believe it&#8217;s most important to encourage quality downloads.  That means customers who are actually interested in the type of game they are downloading (because they&#8217;ve read enough info and seen enough screenshots beforehand) and who are thus more likely to buy than random downloaders.  This saves on bandwidth and yields a higher conversion rate.</p>
<p>3) My game pages have a nice big colourful image of the game name/brand and some short well-written text plus a list of bullet points of fun features including how many levels there are. I also have plenty of screenshots and then a list of real comments from sites that have reviewed the game.</p>
<p>4) I also have a 60 day no quibble money back guarantee right under the price.  This is a well known technique to increase buyer confidence.  You very rarely have to give refunds and it&#8217;s certainly not worth arguing with a customer if you want to get word of mouth referrals.</p>
<p>5) I dropped my prices several months back from normal Indie prices of $19.95 to $9.95 and $6.95 to compete with Amazon when they dropped their prices.  I got a surge in sales but it has been quiet since then.</p>
<p>6)  I host the files myself instead of on some free crappy server which is slow and packed with adverts and popups.</p>
<p>7) I have a page of free games which may attract people to the site.  But it could be attracting the wrong sort of people i.e. non-paying customers.</p>
<p>8 ) I submitted PAD files of my games to shareware sites via a shareware submission service.  This boosted traffic and resulted in sales.</p>
<p>9) I&#8217;ve done press releases via a PR service to promote new games and that has resulted in a traffic boost.</p>
<p>10) I&#8217;ve got the games reviewed on other sites and as they always get good reviews, this is bound to help.  However, most of the reviewers approach me instead of me asking them.</p>
<p>11) I&#8217;ve had my games featured on http://www.gamedujour.com and I&#8217;m planning to put them on http://game.giveawayoftheday.com/</p>
<p>12) I have a newsletter and I email people when I make a new game or run a special offer.  This sometimes results in increased sales and is certainly an important tactic if you have a large mailing list of loyal customers.</p>
<p>13) My site is linked to in all my emails, my site and games are linked to in my forum sigs, and my site is linked to when I post on other people&#8217;s blogs.  I also post regularly on twitter now.  This may bring in a bit more traffic.  I also post about my new games on BlitzBasic.com which always results in some sales.</p>
<p>14) I have a links page and have traded links with several other sites.  This may helped traffic and page rank.  Certainly having a blog helps from an SEO point of view.  Oh and I put some keywords in my site metatags but I&#8217;m not sure if the search engines bother with those any more.</p>
<p><strong>Other Notes</strong></p>
<p>- I do track downloads and sales so that if I was to change site layout or do A/B testing or run special offers I can track the changes.  Without data, you are working blind.  Also it&#8217;s well known that what you track increases <img src='http://greyaliengames.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />   However, I just don&#8217;t make enough changes to bothering tracking at the moment.</p>
<p>- I was doing affiliate sales and that was making some OK money but I had to stop that when I became a BFG employee due to a non-compete clause in my job contract.</p>
<p>- I have adsense on my site which some people say is unprofessional and may even draw away potential buyers.  However, I make money from it so for now it stays.</p>
<p>- I&#8217;ve made tons of money from selling gambling site text links despite people advising against it, although recently my site pagerank dropped which may be as a result of google penalising my site.</p>
<p>- I have not tried bundle deals yet and I don&#8217;t change the site content much, it&#8217;s pretty much static.  I don&#8217;t have a customer oriented blog, it&#8217;s developer oriented so there is nothing to keep customers checking back regularly.  I don&#8217;t use Adwords or advertise on any other sites.  There&#8217;s probably tons more I could do to, but it&#8217;s not a priority for me right now.  Perhaps if I spent a little time though I could boost my passive income a bit, which is always nice.</p>
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		<title>More sales at lower prices</title>
		<link>http://greyaliengames.com/blog/more-sales-at-lower-prices/</link>
		<comments>http://greyaliengames.com/blog/more-sales-at-lower-prices/#comments</comments>
		<pubDate>Sat, 07 Mar 2009 22:51:02 +0000</pubDate>
		<dc:creator>Grey Alien Games</dc:creator>
				<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://greyaliengames.com/blog/?p=175</guid>
		<description><![CDATA[Recently I dropped the prices of all my match-3 games from $19.95 to $9.95 and $6.95. I&#8217;m definitely making more direct sales (and more revenue) at these new lower prices. It&#8217;s not worth me posting any figures because my direct sales numbers are pretty low and also the prices have only been lower for a [...]]]></description>
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<p>Recently I dropped the prices of all my match-3 games from $19.95 to $9.95 and $6.95.  I&#8217;m definitely making more direct sales (and more revenue) at these new lower prices.</p>
<p>It&#8217;s not worth me posting any figures because my direct sales numbers are pretty low and also the prices have only been lower for a few weeks, so it&#8217;s still early days yet.  Plus sales may be up simply because I sent out a newsletter, posted on forums, and plastered &#8220;NEW ULTRA LOW PRICES!&#8221; across the front of my site just to make sure people noticed <img src='http://greyaliengames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Previously I&#8217;d made hardly any Mac sales but now they have picked up nicely.  There&#8217;s also a tendency for people to buy more than one game at the lower prices and I haven&#8217;t even implemented bundle deals via BMT Micro yet.  I have the information on how to do that and will do it when I get time (and feel like it) &#8211; then I can send out another newsletter.</p>
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		<title>Classic early 90s Marketing Ploy (Amiga)</title>
		<link>http://greyaliengames.com/blog/classic-early-90s-marketing-ploy-amiga/</link>
		<comments>http://greyaliengames.com/blog/classic-early-90s-marketing-ploy-amiga/#comments</comments>
		<pubDate>Tue, 23 Dec 2008 05:33:11 +0000</pubDate>
		<dc:creator>Grey Alien Games</dc:creator>
				<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://greyaliengames.com/blog/?p=129</guid>
		<description><![CDATA[When I was sorting out all my stuff before moving to Canada I found an old Master Sound sample that I used to use with my Amiga. I had really good fun with it but I always found it to be a bit large and unwieldy when it was plugged into the back of my [...]]]></description>
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<p>When I was sorting out all my stuff before moving to Canada I found an old Master Sound sample that I used to use with my Amiga.  I had really good fun with it but I always found it to be a bit large and unwieldy when it was plugged into the back of my Amiga.  One day I bought a newer model which was much smaller and I peeked inside the old model to see what was different, and this is what I found &#8230;</p>
<p><a href="http://greyaliengames.com/blog/classic-early-90s-marketing-ploy-amiga/mastersound1/"><img src="http://greyaliengames.com/blog/wp-content/uploads/mastersound1-150x150.jpg" alt="mastersound1" title="mastersound1" width="150" height="150" class="alignnone size-thumbnail wp-image-712" /></a> <a href="http://greyaliengames.com/blog/classic-early-90s-marketing-ploy-amiga/mastersound2/"><img src="http://greyaliengames.com/blog/wp-content/uploads/mastersound2-150x150.jpg" alt="mastersound2" title="mastersound2" width="150" height="150" class="alignnone size-thumbnail wp-image-713" /></a></p>
<p>Classic!  The case looked big and like there was complex stuff inside that must have been &#8220;good value for money&#8221; but look inside!  It&#8217;s mostly completely empty!  Haha, just a little PCB down one end and a long wire stretching up to the input jack on the other end.  This is a classic example of &#8220;perceived value&#8221; marketing from the early 1990s &#8211; like when game boxes were huge and mostly empty.  Thank God they changed to DVD-style game cases quite a few years back as I was severely running out of shelf space.</p>
<p>Hope you enjoyed this as much as I did <img src='http://greyaliengames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>The power of Penny Arcade</title>
		<link>http://greyaliengames.com/blog/the-power-of-penny-arcade/</link>
		<comments>http://greyaliengames.com/blog/the-power-of-penny-arcade/#comments</comments>
		<pubDate>Fri, 11 Jul 2008 17:48:39 +0000</pubDate>
		<dc:creator>Grey Alien Games</dc:creator>
				<category><![CDATA[Marketing]]></category>

		<guid isPermaLink="false">http://greyaliengames.com/blog/?p=115</guid>
		<description><![CDATA[My game, Fairway Solitaire, got a small mention on Penny Arcade (scroll down to the bottom) a couple of days ago. Some people told me that this would result in a sales spike but I was dubious because I didn&#8217;t know the &#8220;power of penny arcade&#8221;. Well I monitored the game&#8217;s position in the BFG [...]]]></description>
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<p>My game, <a href="http://www.greyaliengames.com/fairwaysolitaire.php">Fairway Solitaire</a>, got a small mention on <a href="http://www.penny-arcade.com/2008/7/7/">Penny Arcade</a> (scroll down to the bottom) a couple of days ago.</p>
<p>Some people told me that this would result in a sales spike but I was dubious because I didn&#8217;t know the &#8220;power of penny arcade&#8221;.  Well I monitored the game&#8217;s position in the <a href="http://www.bigfishgames.com/download-games/top-100-game-downloads.html?">BFG Top 100</a> and it&#8217;s gone up 20 places in 3 days (from 43 to 23).  That&#8217;s DEFINITELY a spike!  It&#8217;s also gone from around position 20 to 7 on the <a href="http://www.bigfishgames.com/download-games/genres/16/mac.html?afcode=afd3eeedd5e4">Mac games</a> page, which is nice <img src='http://greyaliengames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>I&#8217;ll be watching the top 100 for the next few days and will report any more changes.  I&#8217;ve also been given some sales figures by BFG (which I can discuss I&#8217;m afraid) but I gather there was a one day increase in sales of 400+% which is pretty cool, plus it&#8217;s remained high since then.</p>
<p>So there you have it folks, the power of Penny arcade!</p>
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