
Armageddon Empires, developed and published by Cryptic Comet
It's been almost three weeks since we unveiled our plans to add a select group of columnists who would contribute monthly posts to Level Up. Today, we're pleased to introduce our third columnist: Bill Harris of the blog Dubious Quality. "Smart and caustic" is how we described Harris' writing when he made his Level Up debut last fall with a provocative post titled "How the Videogame Industry Shot Itself In the Joystick--and Why the Wii Has Stopped the Bleeding." The Austin, Texas-based analyst (who does not cover videogames in a professional capacity) will share his thoughtful, acerbic and often contrary observations with the Level Up faithful in a monthly series titled 180 Degrees. In his first column, which we're presenting to you in two parts, Harris speaks with designer and developer Vic Davis about the unusual path to success for his independently released turn-based strategy game Armageddon Empires, complete with charts derived from sales and site traffic data that Davis helpfully provided. For some excellent insights into how an indie developer can overcome the challenge of reaching an audience, read on.
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On July 18, 2007, Vic Davis and Cryptic Comet released Armageddon
Empires, a turn-based strategy game in a post-apocalyptic setting.
There was very little pre-release publicity, which is not unusual
for an indie game. And like most indie games, the initial interest in
Armageddon Empires steadily dropped in the first three months following
release.
At this point, Armageddon Empires was on a very traditional arc for an indie game. This arc would end, soon, in game death.
Then, a funny thing happened. It didn't.
Instead, Armageddon Empires became the surprise indie hit of 2007,
and sales have continued to increase into 2008. What made this game
different is an interesting case study for indie developers who are
having difficulty getting traction with their own games. I interviewed
designer and developer Vic Davis, who shared his insight on the process
of getting an indie game noticed.
Part One: Pre-release
You're 39 years old and you're tired of working for someone else, so you decide to make a game. That really sounds quite insane.
After I got out of the military I had intended to go back and work
in the intelligence community when I finished my graduate degree. After
my first child was born, though, I started re-evaluating priorities. I
wanted to control my own fate and make my own decisions. I also had to
come to grips with the fact that I enjoyed work more as a craftsman
(even if digital) than a leader.
What made you decide to get into gaming development?
I'd been a gamer since my wife paid a princely sum for a 286 in the
late eighties so that she could write her papers when she was getting
her Ph.D. at USC. I ended up using it more to play games. I got my
start in the late 1980's with Gary Grigsby's War in Russia and the Gold
Box D&D series from SSI.
My favorite game had to be Aces of the Pacific. I played it for 10 hours straight one time.
So you had a history as a gamer. What about your programming background?
I could program a good bit because I graduated college with a B.S.
in Electrical Engineering along with a B.A. in German and Russian. When
I started TravelBrains with my brother in 1999 it was my job to figure
out how to make a computer CD-ROM that portrayed all the troop
movements for the Battle of Gettysburg.
It was a seminal moment in my life because I was amazed that I
actually could build the whole thing. I suddenly realized that if I put
my mind to it, I really could accomplish something as complex as a game
project. So when it came time to move on to new things, I decided to
take a gamble and try my hand at making a computer game.
How did you arrive at the mash-up of genres for Armageddon Empires? Was it anything conscious in terms of commercial appeal, or was it just what you wanted to play?
I was originally going to make a strategy/RPG in a Darklands type
setting where a lone Paladin fights his way down to the lowest level of
hell. The more time I spent on the game, though, the more I realized
that the whole concept just wasn't working. It wasn't fun.
So in January 2005 I went back to the original, original plan which
was to build a classic turn based strategy game. The mixing of the
cards into the game came about because I had built a whole deck editing
system for skill cards that the Paladin would use during combat. I had
been playing a bunch of board games at the time so a lot of those types
of mechanics just fell into place whenever I needed to solve a design
problem.
You mentioned Macromedia Director. I'm not sure if anyone has ever
used Director to create this kind of game. What made you decide to use
it?
I chose it for Armageddon Empires because I could program with it
already and since the game was going to be 2-D, Director was good fit.
Honestly, I think Director gets a bad rap and is really overlooked. I
don't think I could have done the programming solo if I hadn't been
using it. It is so easy to set up graphics, the map, menus etc that you
can have a basic game running within a short period of time. It's a
high level scripting language (Lingo) so it compiles instantly. The
fact that I could pull off a goal-based AI says a lot about its
capabilities.
Let's talk about your approach to marketing the game. Were you
able to get any preview coverage with gaming websites, and if so, how
did you approach them?
I set up a website in March 2006, thinking that I was going to
release the game in the fall of 2006. I was overly optimistic. I
remember thinking that I should be putting more effort into marketing,
but I already had my hands full with the development. It wasn't any one
thing was overwhelming, but the totality of the endeavor was enormous
for one person. So, in short, I just fell back on the single volley and
charge strategy. I knew that it was going to be a long
momentum-building campaign to get the game out in front of players, so
I just concentrated on finishing it first before I spent any time on
selling it.
Most indie developers who create a website in support of a game
will also create forums, but you chose not to. What made you decide not
to host forums on your website?
First, there's maintenance. You have to keep it updated for
security, and if somebody has a problem with a password or something
technical, then you have to solve it. I also was afraid of the empty
forum effect (EFE). It's that ghost town feeling you get when you go to
some indie's website and visit the forums and you see 5 posts and three
of them are from the developer. Finally, I wanted people talking about
the game out on the web and not at my website. Right now the Wargamer
has been kind enough to host one for Cryptic Comet and it's worked very
well.
So instead of creating your own forums, you posted in general
gaming forums. Did you post pre-release, or did you wait until the game
was available?
I was mostly a lurker at a lot of places. My three most frequent
watering holes were Quarter To Three, Octopus Overlords and The
Wargamer. I'd always love seeing a post titled "Any good turn based
strategy games coming out?" The conversation on gaming forums was
something that reinforced my decision to try and pull off making an
indie TBS.
I was very wary of getting pegged as a viral marketer or an amateur.
So my strategy was to always clearly identify myself, and I didn't
really mention the game on any boards until I had something in hand to
show. I called it "keeping my powder dry."
What was your distribution strategy?
What I implemented is similar what you find most indies doing. I
have a demo that you can try and at the end it gives you a sell screen
telling you what the full game offers and a button to go buy it. I
hosted the demo on Amazon's S3 service and it's worked brilliantly. I
chose BMT Micro as the digital distribution provider after hearing good
things about them on the indie gamer forums. They've been great. So I
have this trinity working of my own website, Amazon S3 and BMT Micro.
Summary: In terms of marketing, Vic
made unique choices: no attempt to get preview coverage, no pre-sales,
and no hype. He avoided getting anyone interested until he had
something to keep them interested.
Part Two: Post-Release, First Three Months
Armageddon Empires was released on July 18.
Vic agreed to share weekly sales and web traffic data to better
chart the course of the game's fortune. Page views are based on traffic
at Cryptic Comet's website (http://www.crypticcomet.com/), and sales data is shown as a percentage of Vic's goal of total sales for the game.
As a guidepost, his initial goal was at least double what an unknown
indie developer could be expected to sell. Actually, it was probably
triple. The first time he told me the number, I thought it was so
unrealistic that he was going to be hugely disappointed, even though AE
was clearly an excellent game.
So how did you go about setting your sales goal, which I thought was crazy at the time?
It was based on a gut feeling and looking at what people like Cliff
Harris of Positech and Jeff Vogel at Spiderweb had accomplished. It was
also what I need to sell at a bare minimum to pay off the money I had
borrowed to make the game in a reasonable time and probably just barely
enough to keep going. The whole premise was that I was running a
marathon and if I could build on that initial sales target then I could
make a go of it at least for another project.
Was there any other kind of publicity for the game in the first month following release besides forum activity?
I started advertising with the search engines. I could spend hours
complaining about this. I'm sure there are small companies out there
where this type of advertising has worked but for me it was a huge
bust. I can't see myself ever going back to it and I wish I could get
my money back.
Did you track a number for how many demo downloads were converted into sales in terms of a percentage?
The demo is hosted at a bunch of different locations besides my
website so it's tough to get a good number. When I process just my
numbers I get a conversion rate of about 6 percent.
What was you reaction to the sales numbers in the first four
weeks? Were you satisfied with hitting 15 percent of your overall goal?
Initial sales were a big surprise... in good way. I
put out a press release and started a small banner ad on the Board Game
Geek, another of my favorite websites, and within a couple of days I
saw the game pop up on my favorite gaming forums. I put the shingle out
on July 17th, 2007 and I got a big spike and then the long tail going
into August. It's a pattern that I have seen repeated over and over
whenever some type of opinion maker takes up the game and mentions
it--good, bad or ugly. My next big spike was when Dubious Quality took
up the gauntlet in late August. It was August 23rd to be exact.
I saw the game mentioned in the Quarter To Three
forums, then Octopus Overlords and Gamers With Jobs. All the people I
trust when it comes to games were talking about it, and the way they
were talking about it was even more impressive. Plus, during this
period, you were constantly improving the game, particularly the
interface. You were up to v1.04 within three weeks, and most of those
changes were based on forum feedback.
During this early post-release period, were you pursuing any specific strategies to get coverage from online/print media?
For a guy who poses as a strategy game maker, you would think that I
would have had a strategy, wouldn't you? It was classic groping in the
dark. I knew I didn't need a PR/media blitz on day one because my game
wasn't paying $25,000 to be on somebody's shelves. I didn't have to
move 100,000 units in the first couple of weeks.
My inchoate strategy was based on some simple
assumptions. First, the game is niche and there is a small finite
number of nerds, geeks, and grognards (NGG) that will ever even
consider buying it. Second, I have years to find them, and then entice
and persuade them and close the deal. Third, this target group of NGG
is pretty wired in and approachable through the internet and specific
print venues.
I set about doing what I had read on the indie gamer
boards and started emailing leads/potential reviewers every couple of
days. It's not very fun work, so it wasn't done very well. If I could
do it over again, and hopefully I will be again soon, I would be more
organized with this.
In October, you hit three months after release. Let's take a look at Cryptic Comet web traffic and sales for that period.
Also, let's look at weekly forum traffic from the dedicated Wargamer forum:
To me, it looked you were traveling a typical
indie arc by mid-October. Page views were steadily trending downward
after the release, and so were sales. At that point, you'd only sold
about 30 percent of your target, and sales in the last six weeks of the
period had been minimal. Forum activity had also trended down to almost
nothing. Did you look at those numbers and think that the decline in
interest was unstoppable, or were you trying additional things to
promote the game?
The end of September 2007 was a dark time. The
sales/visitation/demo downloads had really dropped off and I was
beginning to think that my marathon was going to be a death march. I
knew that I probably couldn't keep sales at the levels I had seen in
July and August. If they were going to stay steady state at
mid-September levels that would have been acceptable, but the trend at
the end of the month was worrying.
How did the post-release experience compare to what you expected?
I was burned out. I had released the game thinking I could just sit
back and heave a sigh of relief, but that didn't happen. I sensed that
it had great long term potential, but really needed some polishing. My
previous commercial software products were nowhere near this complex,
so dealing with updates was not something with which I had a lot of
experience.
Even during this period, though, you were still
active daily on forums and making continuous, incremental improvements
to the game's features and interface. In other words, instead of moving
on to the next project, or even taking a break, you were still in there
grinding. What was your original plan for how long you intended to
support the game?
I guess the answer to the question is that I never thought that far
ahead, as far as the ongoing support was concerned. An indie game has a
natural competitive advantage in terms of support, though. It has a
more personal flavor because the indie is usually identifiable as an
individual or small group.
A continued presence on the gaming forums was just
another thing that happened as well. I'm a gamer and these are places
where I hang out. I've got my routine with my coffee in the morning or
on breaks where I check out what's going on. I'm careful not to seem
like a shill or viral marketer but if somebody has a question and I see
it, and I can answer it then bumping the post up again is a nice side
effect.
If sales had topped out at around 50 percent of
your target, which is where it looked like the game might be headed,
was that going to be enough to keep you in business? Would the second
game still have gotten made?
Tenacity is probably my only redeeming character
trait, so it's going to take a lot to stop me from making more games
and testing out this Long Tail idea. 50 percent, though, would have
been a body blow. At the end of the day there is a mortgage and a
family to take care of, so you have to at least establish a positive
trend after a reasonable amount of time. The investment for the art,
music and graphic design wasn't trivial and my labor over the course of
three years was significant.
It's all about risk versus reward so that you can
try and accomplish a goal. I've had periods in my life where I
absolutely hated my job. I can honestly say that despite the recent
stress of actually having to sell something, and all the business work
associated with it, I wake up and think "I can't wait to get the kids
off to school and start working!"
Summary: It would have been easy to
look at the numbers after three months and conclude that Armageddon
Empires had flatlined. In spite of this, though, Vic continued to
improve the game and maintained a daily presence in gaming forums.
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Next: Harris and Davis discuss what happened when Armageddon Empires became the darling of a handful of influential critics--including Penny Arcade. Plus, Harris provides some additional insights into the infection model of videogame promotion. Click here to read Part II.