In the interest of providing some additional data points for the debate, here's some basic stats from our January launch of
Defender's Quest. I've written an upcoming article that goes into more detail but Gamasutra has it under embargo for now until it runs next month.
We were reviewed (and previewed) in several major media blogs, I've listed a few of them below. So I think we attracted some pretty decent attention.
Here's a
full listing.
So how did that all translate into sales? One thing we did was make coupons available, and in most cases the reviewers included these in their article (Destructoid did on the news post, but not on the review, so their numbers in this chart are likely under-counted).
Site | Coupon Sales |
Kongregate | 3,652 |
Newgrounds | 476 |
RPS | 390 |
Joystiq | 225 |
Reddit | 108 |
Destructoid | 93 |
Site Newsletter | 83 |
Zeboyd | 41 |
These are just coupon sales. Total sales were significantly higher.
The forthcoming article will go into methodology a bit deeper, ie, coupons are just one metric and present an incomplete/limited picture, blah, blah, blah, but what's immediately clear from even this rough sample is that the flash portals had a way bigger effect on driving traffic to our site and converting to sales than even the biggest media mention (RPS), and had a much longer lifespan. We're no longer getting traffic from these old media articles now that they're buried in site archives, but we still see daily traffic from flash portals, even though it's slowed down a bit now.
Using other metrics (site traffic referalls, etc), we're reasonably sure
at least 90% of our total revenue is being driven by flash portal traffic from our free browser demo. The lion's share of that is from Kongregate.com, though Newgrounds alone brought in more revenue than RPS did.
Smaller flash portals like minijuegosgratis.com that "stole" our swf file from Kong/Newgrounds were giving us as much or more traffic referrals than some of the other articles.
Thoughts:
-Media is important
-Media hits usually give you big sales spikes, then dip back down
-Flash portal presence > good media reviews
-Make a browser based demo. See what happens.
We released the browser demo on a whim just because we were already using Adobe AIR and it wasn't much effort to make a vanilla flash demo build. I will
never release a game again without a browser demo. Even if I make a game in something other than flash, I'll ensure I have a pipeline to make a browser demo somehow, such as Java, Unity, Chrome Native Client,
HTML5 javascript, whatever. Flash has the unique ability (today) to leverage flash portal distribution, but above and beyond this, I think our non-flash-portal sales were higher because of how easy the demo was to play. Furthermore, it probably made it easier to get reviews because a skeptical and time-strapped journalist would be more likely to click on the "free web demo" link than to even plug in their free review code to download and install the full version.
We didn't quite "go viral," ie, the media hits didn't launch us into a chain reaction. Most of the media posts were the result of us directly contacting those sites, so the only people who wrote about us without us sending them a press release or personal email to the editor were some lesser known sites.
As far as I can tell, the popularity on flash portals had little to nothing to do with the media reviews. Getting featured on Kongregate is very closely tied to user review score, so it's more of a meritocracy than strongly curated portals like the appStore. We were less at the whim of a few fickle tastemakers than we were at the whims of hundreds of thousands of fickle players.
Even without all those great reviews from game sites, based on the data I have I think we still would have made about 90% of our current revenue.
So that's our specific experience. Just one data point, but maybe it will be helpful to someone.