Talk about cloning games is in fashion this season. Colin and Sarah both wrote about it on their blog recently, and there’s been numerous accusations flying about the net with tons of examples and case studies to pick from. Greg Wohlwend’s open letter about Ridiculous Fishing (and some backstory) was particularly soul-wrenching.

I don’t particularly want to talk about cloning, but a bunch of people keep bringing the latest SteamBirds clone to my attention, so I should probably address it at least once, and point people here from now on.

As a quick pre-amble, you may recall that I have nothing to do with SteamBirds anymore, nor am I authorized to speak on the franchise’s behalf. I also have not played or seen the offending title in action, and have no idea how different it may be.

Also, I was also cloned two other times – someone beat me to the punch with a shitty iOS version of SteamBirds, and someone else beat me to the punch with a shitty multiplayer version of SteamBirds. So technically this is the third clone. This is the first clone that isn’t shitty, and is being done by a big studio.

The Culprit

Here’s a screenshot I’ve seen of this brave new completely original IP by Bungie (Makers of Halo!), Crimson: Steam Pirates:

(Click for Bigger)

So the UI there is pretty similar (with identical placement for buttons). The movement controls, the powerup selection, the gameplay style – it pretty much looks like a clone of SteamBirds to me. Then there’s the name (also mentioning “Steam” in the title), and the backstory to the game (also an alternate universe WW2-era fiction), and not to mention that SteamBirds has always had boats and pirates in it’s lore and design docs (things I have spoken about at the various talks I’ve given and posted in the SB official forums, when people ask what the next version has in store – very much public information). Then there’s the multiplayer gameplay that takes all the best elements from the Android edition of the game.

So yeah, my knee-jerk reaction is that this is uncomfortable cloning territory.

I think Colin did a great job summing up most of the counter arguments, so I won’t repeat them here. Again, Greg made a heartfelt post about originality, so I won’t go on about that either. But there is something that does irk me that is rarely addressed, and came to light in a recent Google+ post I was browsing:

G+ Rocks

The fine fellow in the original post here is stating his rage about the recent Bungie announcement; a new game called Crimson: Steam Pirates. The responder is saying “No big deal, SteamBirds wasn’t original either.”

But what isn’t mentioned here is TIME ELAPSED.

WHEN You Clone is Relevant

Yes, SteamBirds’ core mechanic had been “done before” in an aviation video game [unbeknownst to me]. The most recent? A game from around 2001. Before that, there was a spaceship game that apparantly ran pretty similar in the late 90s, and an even older one in the late 80s.

There’s a card game with similar mechanics to SB, but for automobiles – from the 80s. There’s one about airplanes from around 2001 (and I’ll admit that the earliest tech-test prototypes were indeed very much clones of these games).

I think waiting 10 years before cloning something is a lot different than cloning something that isn’t even released yet, or cloning something that has only been out for a few months. It’s only been TWO WEEKS since the latest version of SB launched.

The one video game that was a big influence on my Steambirds designs is called DarkWind (2009) – an awesome, fully 3-D car-racing simulator… Done in a turn-based fashion. I am a pilot, and I wanted to do the same thing for aviation as Darkwind did for automobiles. Which leads me to the question,

Is SteamBirds a Clone?

Let’s see. I wasn’t aware of any other games; kinda hard to clone them right there. Despite this, previous title is more than 10 years old (in forms digital or otherwise). No sources of inspiration (including card and board games) included the fantasy/steampunk elements or aesthetics; other games in this genre (digital or not) tend to focus on realism and accuracy. Power-ups, gameplay balance, control mechanisms, UI, and all that other good stuff that goes into the game – completely original.

Darkwind’s inspiration resulted in almost zero practical crossover to my design (the game is simply too different). The only thing I lifted for the released design of SteamBirds was the SteamPunk universe that I surely did not create.

If someone told me SteamBirds was a clone, I’d have to laugh at the ridiculous implausibility of the suggestion.

Is Crimson: Steam Pirates a Clone?

I’d say yes.

I’m sure they’d phrase it something more like “We are acting on current market pressures to deliver an enhanced gameplay product that iterates on other previously successful titles, in a legally distinct way.”

And that’s the rub, isn’t it? It’s probably very much “legally distinct,” and there probably is no legal defense the current SteamBirds team can use to protect themselves from them.

Bungie is being a moral dick for scooping the next release of SteamBirds though. Why couldn’t they have waited a few years at least?

 

I’m no longer a part of the SteamBirds project. Yeowtch, how’s that for tearing off band-aids?

It’s been a crazy ride, hasn’t it? From the first inception of the game, it’s development, release, re-release, sequel, mobile editions… What a fun trip. I’m proud to have been a part of it up until this point.

I won’t dwell on the reasons or factors behind my leaving (contractually, I must keep things secret, or I lose the money involved!), but if you want further updates on the SteamBirds franchise you should keep your eyes on the new 100% owners of the title, SpryFox.

As an aside, that’s why this blog has been pretty quiet recently.. I was unsure what the future would hold, and it was pretty distracting and stressful. Those feelings are gone now, and I’m starting work on my next titles!

 

So… there’s this:

Not sure how proud of it I am. First video is always the worst. I’ll try to keep it up.

Things to improve:

  • Say “uh” less
  • More light = better video quality
  • Keep the videos on subjects that don’t translate well to blog posts

At least I’m happy I did this in one take. The edits were just deleting out segments where I got distracted by things.

 

Almost a year ago, I installed a copy of vBulletin and set it up on the SteamBirds domain. I didn’t think the franchise was ready yet for proper community management and support, so I deactivated user registrations.

Today they went live again.

Before I push the link to the main Steambirds.com site, I figured I’d give our best fans (those that follow these bloggy things!) a chance to login quick and grab their preferred usernames. As time goes on I’ll make it more and more public.

We’ll be opening up a few SteamBirds 2: Multiplayer alpha or beta slots soon, and we’ll probably pull those from our forums, so be sure to jump in and be active!

Link to the forums

 

My global-events monitoring robot (Google) has informed me that somebody wrote a song about SteamBirds. A Chicago hip-hop artist by the name of Absolute.

It’s pretty obviously about SteamBirds: Survival (“Take to the skies/Dischargin jet smoke/look up/I’m the city’s best hope”), and he does call out SteamBirds by name a few times. But then it diverges into standard hip-hop stuff (“iron feathers/italian leathers”, bitches, hos, etc).

It’s somewhat NSFW (standard hiphop terminologies), but you can listen to it and download it free here: http://absolutesworld.bandcamp.com/track/steam-birds

So awesome.

Until next times: You just passengas’, and I’m in the cockpit.

 

I touched on most of this stuff, in a condensed form, in my SteamBirds Survival: By The Numbers post last week. It’s received a lot of attention, so I thought I’d expand on it a bit.

I only have experience with the two largest markets: iOS and Android.  I will focus on those two, but the same arguments can be extended to any other mobile platform.

The Allure of Mobile

I don’t believe that developing a “mobile application” from the ground-up is an easy task. As a port, or an add-on to an existing IP: maybe. But an original title? Scary thought!

Some developers are drawn to mobile platforms for technical reasons: The touch interface, the GPS functionality, or the gyroscopic inputs. For those developers, it can be an exciting new platform with excellent opportunities for innovation. Still, you have a hard road ahead of you, and you have my sympathy and support!

A good chunk of developers, though, want to make original games for mobile platforms purely because of the stories of Scrooge McDuck-style money-bins. I suppose this post is being made to dash those dreams on the reef of reality; I hope I’m wrong, and I wish you luck and success regardless, but I think it is a losing venture.

How to Succeed

To succeed in either the iOS or Android market you need to have one of the following:

  1. Excellent Marketing (buying a billboard in LA helps)
  2. Amazing, ground-breaking, innovative gameplay (you might think you have this, but you probably don’t)
  3. Be “featured”

Assuming #1 and #2 are out of reach for you (as they are for most Indies), I guess that means we’ll be sticking to the “getting featured” item. Why?

Most customers are lazy. They will buy games near the top of the charts. The few people willing to “dig” for a good game are (a) probably not going to find yours amongst the thousands of other titles, and (b) probably not going to buy it even if they do see it. Why would they pick yours over the ten apps on either side of yours? Remember: There are over 500,000 apps out there.

On iOS, the default chart-sorting is by “Most sales in the last 72 hours.” On Android, the default chart-sorting is by “Most sales of all time.” This is (IMHO) complete bullshit, and is why content-discovery is such a problem on mobile platforms (particularly on Android).

Being “featured” let’s you skip the catch-22 of “you need sales to make sales.”

Getting Featured

So how do you get Featured?

  1. Know somebody at Apple/Google and grease some palms (take someone out to coffee, meet them at a trade show, etc)
  2. Know somebody that knows somebody at Apple/Google (aka: Publishers. They will take a lot of your money for this advantage!)
  3. Prove your worth with hard facts (sales figures from other platforms, reviews, having a long successful history with the store, being a triple-A studio, making a game based on a blockbuster movie, etc.)

Note that there isn’t an option there that says “My game will do well, honest!!” or “Play-tests say it’s great!” The gate-keepers are only interested in solid facts, not speculation.

How important is getting featured? Well, most games that don’t get featured disappear into obscurity. Friends and family might be your only customers, if you can be so lucky; expect sales of less than $10-$200. If you get your entire extended family to buy your application, what rank do you think it will appear as? How far down the list will it be on iOS? How far down will it be on Android?

What if you ARE featured?

IF you get featured, what kind of sales can you expect? How do the markets stack up?

In my experience, and speaking with other Indie game devs: The Android market will get you somewhere between 10-20% of your iOS sales, if all other things are equal.

Yes, there are more Android devices in the world than iOS products. However, every single iOS device has access to the AppStore. Some Android devices don’t have storage capabilities, are regionally locked, or sometimes carriers themselves block out the AndroidMarket. I haven’t been able to find hard figures on this, but I estimate that the potential Android app-customer base is way less than half the size of the iOS market. 10-20% sounds and feels about right, and seems to fit evidence collected.

In terms of actual cash generated: Being in the top ten can keep you in the top ten for a long time. The rich get richer. So the higher your ranking, the more money you make. But it’s a very steep curve.

How about an example?

SteamBirds had a decent launch on the mobile market. Here’s some figures:

  • The game launched in early December on SteamBirds.com (flash version). This version linked to the mobile editions.
  • Mobile editions simultaneously launched on iOS and Android a week later.
  • A week after mobile editions launched, they were featured on both platforms (thanks to shout-outs from Penny Arcade, Rock Paper Shotgun, and our own connections)
  • After 3 months of sales:
    • $100K-ish from iOS (just about 50/50 iPad and iPhone)
    • $30K-ish from Android
  • On iOS, peaked at #12 (ipad/games section), #26 (top apps)

Android’s long-tail is roughly twice as thick as iOS, and I predict that – over the course of 1-2 years(?) – it might even overtake iOS sales.

Grain of salt time

Other than big-studio- or proven-IP-based- titles, I don’t know anyone that’s done as well as SteamBirds in the Android market [given my 3 months sales time]. I know a lot of developers with Android titles; some made less than $10, and nobody I know of  has been featured in that market.

That said, there’s always the chance you can get lucky. Considering how many entrants there are in the mobile industry, though: the odds are against you. Better luck playing the lottery, I think!

If you have any experiences with the mobile markets, please post them in comments! There’s not enough data being shared about this industry!

 

Well! I’m back from the Game Developer’s Conference and the Flash Gaming Summit, where I spoke about how SteamBirds is doing and let all my cats out of their respective bags. I think it’s time for another by-the-numbers gig!

When I last left you, my very popular SteamBirds: By The Numbers article let you know that SteamBirds had made approximately $34,000 USD (gross).  This article was so popular it was copied over to Gamasutra and into two different magazines! (score!) I suppose that means you guys want more?

So let’s start by getting caught up.

SteamBirds: The Original

Since last writing, SB went on to make an addition $11K in various sitelocks and licenses, and to this day is still generating more business (did 3 sitelocks in January alone!). I’m fairly confident that the original SB is going to make money for a loooong time.

SteamBirds [the original version only] has now made approximately $45,000 USD.

Here’s a popular chart: breaking down the sources of all revenues for the original SB:

I really like this graph because it visually represents how much I loathe advertisements.

I say this a lot, but there’s no harm in re-iterating: I hate ads, I’m really bad at deploying good ads, and I have no advertising strategy other than “tack it on hastily.” You can see it really paid off;

  • Mochi ad revenue has paid so little, it hasn’t even sent me a cheque yet (they promise they owe me $78 though)
  • CPMStar sends me regular cheques, though the amounts are dwindlingly low
  • Kongregate’s revenue-sharing advertising model is about the only thing that pays out, and it pays out IN SPADES.

4-5x more revenue than CPMStar and Mochi combined?? Why does anyone even bother with advertising anymore?!

And even then: All advertising combined is hardly 10% of combined revenues. It might be worth it, but only in this larger-scale economy. I don’t think I’d bother with advertisements at all if I had a game that was expecting to make less than $30K.

As far as traffic and popularity goes:

 

(Click for Big)

It seems like traffic is dwindling off to nothing, but it’s been nearly a solid year of 50,000 plays per day (and trended up to 150K/day around the time of Survival’s launch). That’s more web traffic per day than I’ve ever hoped for with a personal blog, so I call it a success!

But that’s enough whinging on about the original SteamBirds. Let’s jump into the fun, new stuff!

SteamBirds: iOS

The wonderful fellows at SemiSecret Software (Eric and Adam) worked hard at making an iOS version of the game. They launched two separate SKUs – one for iPhone/iPod Touch ($0.99), and an HD version ($1.99) for the iPad.

The iOS version of the game was identical to the original flash game, except:

  • The game came complete with the “Bonus Missions” (previously only available at ArmorGames)
  • The in-game art was completely redone by hand by Adam
  • The game got a brilliant, awesome title screen (also by Adam)
  • Features all the original, epic, awesome music by DannyB (buy the soundtrack here, and support more awesome music from DannyB!)

Here’s a total sales graph:

(Click for Big)

The iPad sales were fairly consistently around half the volume of the iPhone sales, which was surprising – considering how many more iPhones there are in the world!

What was super interesting, though, was this zoomed-in portion:

 

(Click for Big)

(ignore the dip around Jan. 5th – error in the data – sales were consistent)

I love the big spike at Christmas time. Shows people reveling in proper Commercial Spirit! But even more interesting was the App was on an “introductory sale” for December. We bumped the prices up $1 on January 1st ($1.99 / $2.99), and there was no affect on sales at all! Interesting…

I have to say that the iPad edition of the game is, hands down, my favorite game experience. SteamBirds feels like it was designed to be on that platform, and I love it to bits. I bought an iPad just to fawn over it.

SteamBirds: Android

Victor’s team at FlatRedBall created an Android edition of the game for us. This version of the game was again, identical to the original SB, except:

  • The graphics engine was entirely re-done from scratch, and features really awesome 3D effects
  • Contains dozens of bonus missions and storyline, not available anywhere else
  • Contains MULTIPLAYER gameplay!

I don’t have a fancy graph of Android sales, but I know the performance was approximately 20% of the iOS counterpart in terms of gross revenue. I know Android has a vast install base, but not every Android phone has the Marketplace (as opposed to 100% appstore penetration on the iOS), so I have no good feel for how much of this is luck, how much is market, how much is user response, etc… It’s very difficult to feel out the numbers.

20% is still a big chunk, though – but much like the advertising revenue – only if you expect the game to push over $30K or so.

I have a huge problem with Android’s default “Sort by all-time sales” market, and content discovery is hideously broken, so that could be a huge contributing factor here. Hopefully Google will fix that.

The one huge saving grace here was the Android edition’s winning of the IndiePub Game of the Year award. The cash prize (and other perks) that came with that made it all worth while!

Mobile Edition Summary

Both mobile editions were “featured,” and both rose in ranks quite quickly. In terms of 72-hour sales, SteamBirds rose to a peak of #12 on the iPad “Games” category (#25 overall, if memory serves), which was really nice and super exciting. Sales didn’t hold, though, and tailed off rapidly.

Not hating on the tail at all, of course – it’s nowhere near launch-day-numbers, but they’re still generating cash. :)

If I had to do it all over again, I probably would target Android still – just because I like supporting the platform. Even with a featured, popular application with backing from Penny Arcade (two or three times now!), it hardly paid for it’s own development.

That said: Both mobile editions were done via contractors working for revenue split (50% each, which I think is generous!), and the resultant windfalls from both devices was, essentially, free money.

All in all, iPad/iPhone/Android split out to be a fairly even pie: around 33%/33%/33% each.

The mobile market has a fairly long tail, though – and that tail is pretty thick and lucrative, especially for Android.  I believe these figures will round out nicely in the coming year, but they were only launched near the beginning of December, so we don’t have a lot of data yet.

Let’s move on to the NEW game!

SteamBirds: Survival

SteamBirds: Survival wasn’t a gigantic technical change from the original, but it has very different gameplay. I’ve blogged about the specifics previously, so I’ll let you go read that (or just play it!) instead of updating it here.

Sponsorship

The game went up on FlashGameLicense.com looking for a sponsor. We were fairly open to anything, but being the Christmas season with an non-thematic game: we had a fairly poor turn out. Several sponsors said they’d be willing to pay more in the Spring, but we didn’t want to wait. Not to worry: in the end we got a really good deal.

Our primary sponsor ended up being AXE, the body-spray brand (pit, pit, chest). They paid just over $10K for the game. A hilarious conversation came out of this:

Me: “OK, I’m done incorporating your logos. Where should I sitelock the game to?”

Them: “Oh, uh, we don’t have a website. Can you host it?”

Me: “Y… yes?!?!”

You see, typically a sponsor is paying for the traffic redirection back to their site. In this case, Axe didn’t have a dedicated portal – they just wanted the ad space. This allowed us to retain and control our traffic, show our users exactly what we wanted to show them, place up-sell icons for the mobile editions, place our own blog and twitter feeds… That’s worth an extra $10K of value any day!

And again: Much like the Original SB, sponsor and licensing requests for Survival keep rolling in, and I expect it to make us money for a long time coming.

Advertising

This go-around I learned my lesson from the original Steambirds: no advertisments. We didn’t bother integrating with Mochi or CPMStar, and any revenue put forth by Kongregate was just a nice dollop of icing on this cake.

MicroTransactions

A new twist, however, was Micro-Transactions. To date, Survival has made an additional $10K or so in MTX – not too shabby considering there’s a maximum limit on how much you can spend (there are no consumables, by design).

The airplanes in SteamBirds: Survival are so different from each other, that unlocking/purchasing a new plane is like getting to play a whole new game. Some of the planes have fairly straightforward changes, but some themed planes – like the SolipSkier, Canabalt, and AughtNine planes – drastically change gameplay into something entirely different.

So here’s how we worked MTX:

  • The game contained a total of 24 planes
  • 16 planes were unlockable by regular gameplay
  • 8 planes were only unlockable with cash
  • The planes ranged from $0.75 (Cockroach) ->$10 (AughtNine)
  • Buying all the planes individually cost $20
  • There was a prominent “Buy ALL!” button in the game that only cost $15 (25% off!)

Let’s see how well each did:

Isn’t that interesting? 70% of all sales came from the “Buy All” button. It almost seems like we shouldn’t have put the microtransactions on the other planes at all! The vast majority of users would rather just hand us $15 than actually buy each individual plane… But of course, that was the plan all along: Tempt users with greater value. The “Unlock Everything!” button wouldn’t have done so well without the other plans to compare against!

I love that people would trust me with an investment of that size, you know? It feels really good when a flash game player drops $15. Gives me hope for humanity, and the industry!

Free Plane!

We wanted to bait people with a free plane – just give us your EMail address, and we’ll send you a free premium plane! Of all the total users that ever entered the game: 10% clicked on the newsletter signup button. However, only 1% actually made it through the signup process! Signing up for the free plane required you were already signed into a Gamersafe account, so we lost 90% of our potential email addresses because of this hurdle. BIG LESSON LEARNED!

Edit: As DanC pointed out – if 90% of people couldn’t be bothered to sign into gamersafe for a free plane… how many didn’t bother to sign in to PURCHASE a plane? I think the MTX really suffered because of the extra signup layer. Every payment provider requires a signup of some sort, though, so I wonder what could have been done to fix it?

The BlackList

One big problem with the original SteamBirds was certain shady sites (usually in Asian countries) ripping out my advertisements, breaking sitelocks, and preventing outbound links (and sometimes even erasing credits!) or otherwise hacking the game and posting it without permission. For Survival, I implemented a dynamic blacklist – that allows me to block any site from seeing the game on a whim.

Thanks to the first release, I had a lengthy list of ne’er-do-wells, and put them in right at the start of SB:S’s launch. I also put in metrics to see who was trying to defeat my locks!

6 sites in particular were pretty bad, hammering away at the game thousands of times trying to make it work, to no avail. In the end, I had some interesting stats:

  • In the Original SteamBirds, I had 4,000,000 plays from “banned” locations
  • In SteamBirds Survival, I had less than 60,000.

I’d say that’s a success! 4 million plays that generate zero revenue and zero fan love is 4 million hits I’d rather not have.

What was super interesting is how this has skewed my stats of plays-by-countries; the USA is always #1, but the rest of the top 5 were always Asian countries in each of my other games. In SB:S, Brazil, Spain, The UK, and Canada come into the top 5. Now I know where to localize my games to first!

Other Interesting Stats

I cranked up my statistics tracking in SteamBirds: Survival, and got a bunch of neat figures out of it. Here’s a few:

  • Avg. PlayTime of SB: Original: 24 minutes
  • Avg. PlayTime of SB:S: 30 minutes (improvement!)
  • 25% of all rounds end with the player clicking “More Tips” on the gameover screen
  • 25% of players quit the game manually (without dying or closing the window)
  • 15% of all players unlocked >2 planes
  • 11% of players hit Mute (up from 6% on the original SB, down from 80% on my crappy games!)
  • 10% of players attempted newsletter signup, 1% succeeded
  • 3% of players clicked on the Twitter/Facebook icons at least once
  • 0.9% of players clicked on the Credits button (this is sadly consistent from everyone I talked to in the industry)
  • 0.7% of players unlocked the AllUrBase (hardest non-pay plane to get)
  • 0.5% of players clicked on the “buy the mobile edition!” button in game

That last one is super interesting to me. Totally tells me that there is very, very little crossover from the flash to the mobile market. Maybe not worth ever including? (then again: if a single journalist sees it, it might make a huge sales difference)

Total Revenues

So how is the SteamBirds franchise doing, overall?

I estimate we’ve made around $200,000 USD so far, with all things included. Here’s how I break it down:

“Old Rev” being the Original Steambirds, “Flash” being SteamBirds: Survival. Note that the original SB has an extra year headstart on Survival, and I wouldn’t be surprised if Survival overtakes it in the long run.

A lot of people will look at this chart and say “Woah! There’s so much money in the mobile market… Why are you bothering with the flash version?!”

My response to that is quite simple; the only reason we made more than $10 on Android is because we got Featured by Google.  It’s a similar story on iOS.  The reason we were able to get featured so easily is because of the fame and endless praiseworthy reviews the Flash version got! If the Flash edition never existed, we would never have had an opportunity to get as much exposure as we did.

I fully plan on developing for Flash into the future. And I think what we have in store will turn the tables on where the biggest revenue lies. ;)

The Future

So what are we working on now?

  • SteamBirds: Survival for iOS and Android
  • SteamBirds: Multiplayer (working title)

I’ll keep you posted as long as you keep your eyes glued here!

 

Most Original Design

Game of the Year

Wow. This was unexepcted! The original SteamBirds flash game has won two  awards from FGL!

“Best Game” of 2010 as well as “Most Original Design.”

I’ll be honest: These aren’t exactly IGF Awards, they don’t come with big publishing contracts or huge grand prizes. It is, however, the only awards that are handed out by my peers.

Somewhere around 2000 games sold on FlashGameLicense in 2010, not counting at least twice that many that never found any sales. Amongst all those authors, all those dev teams – SteamBirds received the most nominations.

So a big hearty thanks to the community I work in. You’re all so awesome.

 

Wow, I can officially add “Award-Winning” to my resume!

IndiePub ran a contest and they just announced SteamBirds as the grand-prize winner. The award is actually going to the mobile-edition developed by FlatRedBall (buy for your Android-enabled phone today!), so a big heaping thankful cup-of-hugs to Victor and his team for their hard work.

I’ll add yet another paragraph about how astounding the parallax effects in the Android version are. If you haven’t seen it yet, it’s because you are a chump (or you don’t own an Android device, which means you are a double-chump?).

You can read the Gamasutra article on the award right here. yahoo! (with a lowercase Y)

 

Just wanted to drop a quick line to say that the Android version of SteamBirds now has Multiplayer. Go buy it from the market and make sure you get the latest patch!

© 2012 Andy Moore Suffusion theme by Sayontan Sinha