I'm almost certain this question has been asked before, so I apologize if it is a repeat. I'm a complete noob when it comes to programming whatsoever. Not trying to sound like a d-bag (I love Corona and am about 50% done with my first game), but other than the Bubble Ball example, has anyone here created a Corona game and even broke the $50,000 mark?
I mean, let's face it: Bubble Ball was a huge success, and I might be WAY off by asking this, but isn't that one exception rather than the rule? And just because Bubble Ball was downloaded two million times (including by yours truly), that doesn't mean that those same people are going to purchase the paid version just because there are more levels. I've seen a few games where people's reviews are "Nice game, but I would not pay $0.99 for it." Are there websites that tell you just how many total downloads a game has had? The App Store doesn't even do that. Shoot, my bar is so low that if I even make $15,000 off my game, I'll consider myself successful.
Then again, and with all due respect to the Nay family, being a graphic designer I never would have expected such a simple (read: graphically-lackluster) game like BB would have even achieved such success, so what do I know? At the rate I'm learning Lua, I'm guessing I'll only be able to make one game every 2-3 months or so. Heck, we are even starting to see a half dozen blatant Tilt Monster clones every month in the Showcase alone. I'm not hating either; more power to their respective creators. Shoot, I've even considered taking that route myself.
Thoughts? Testimonials? Please chime in.
You're asking the wrong question.
Unless there's an actual problem that affects the game, the name of the technology under the hood has NOTHING to do with whether a game sells a lot of copies or not.
You need one of the following to have a money-making game:
1. Name recognition so people will buy a game simply because of a track record/credibility.
2. A large marketing budget and people to implement it correctly.
3. Ginormous amount of luck.
Creating a fun game isn't enough to get rich from. And using Unity or Corona SDK or Cocos2D won't change any factors of the game. If you don't have one (or more) of those three things above it really doesn't matter what engine you use to create the game.
So the real question should be, how much money can you REALLY make with mobile development?
The answer to that is, the sky's the limit.
Of course, that's how much you CAN make. How much WILL you make with mobile development?
That's a question you don't want to ask because if you run the numbers it might depress you. But it has nothing to do with the engine you use. It's just the nature of the beast. :)
Jay
Hi,
I totally understand why you want to situate yourself in the market (how well is doing the average mobile game developer) but I think that you have the wrong approach.
The rule is, if you talk about a market where there is a lot of passion in the mix (video game, illustrator, singer), the proportion of people failing is much bigger than in any other market.
Passion
Why?
If you work in a bank, it's not hard to understand that the job is composed of many different tasks and that you need to master all of them *or* delegate to the right people (specialists).
You can analyze your progress by tracking your progress in each area.
You don't have the choice, you have to do it or your boss will do it for you.
For a lot of people working in the bank, there is much less passion involved that in the game development field.
Emotions don't come much in the mix and it allows them to track what actions that they take are working, and which ones are not.
Without all the emotional barriers disturbing the analysis.
When your passion becomes your job (or you have the feeling that you are able to do the job because you are passionated) you become much less rational.
"Believe in yourself", "make a Facebook page and it will work!", "work hard and some day..." are misconceptions of passionated people that don't track the right datas.
They can't even notice that they lack a major part of the required skills (or they don't want to delegate) because they are blindfolded by their passion.
I know about this *very* well, I have been a professional illustrator and book author for years and struggled to find my way for a long time (but I have been doing very well since I changed my mind about some things that I am going to talk about in my post).
Passionated game developers are able to delegate the creation of the framework to (in our case) Corona to save some time. That's a strategical choice.
But what about the marketing? What about the promotion? What about market analysis?
Those skills take years to master.
And game developers are not conscious about that. Or they don't want to be, in some cases.
Money, marketing
First, there is a big misunderstanding about money and marketing.
1. "If you are a 'sincere' artist, you care about making something great more than money"
One of the worst misconception (invisible script) about the people who want to get paid to follow their passion, but don't want other people to tell them that "having a job" is a bit different.
If you don't bring any value to the market, to the people, to their life, then you are just trying hard to get paid for doing what you love.
You can be sincere *and* bring value but it takes a lot of preparation.
2. "Put a lot of money in your marketing campaign so you can push people to buy your game"
Wrong, marketing is communicating around the fact that your game solves a problem that exists, and that you (or your company) have already identified.
Don't make the mistake to think that marketing = mass marketing (tv ads that want you to buy by interrupting you).
Mass marketing is expensive and you don't have the resources.
Mass marketing require constant investments. You need to interrupt new people all the time.
You don't create any relationship with your customers.
As soon as you stop investing, your customers are gone.
They were just looking for the *new* app, the *cheap* app, the *discounted* app, the one that everybody is talking about, and that everybody will forget when there will be something *newer*, *cheaper*.
Permission marketing, marketing by establishing a relationship with your customer by solving one of his fears/pains/needs is another way to do things.
Angry Birds is doing well because Rovio invested a lot in their brand.
The marketing efforts are just communicating well about the value of the brand.
Behind success, there is always more than just "lot of money in marketing campaigns".
Doing the real work
A lot of people spend too much time on the things that they think are the rights things.
Setting up a Facebook page. Spamming followers on twitter. Printing beautiful business cards "in case I need it".
I think that the article that Carlos wrote is a nice mix of "passion + market analysis" wisdom.
To do the right things, you have to understand the market. You have to know your customers.
You need to give it a name :
- My customer is called Jenny.
- She is between 22 and 26.
- She likes A, B, C.
- She fears D, E, F.
- She is struggling to G, H, I.
- My app can help her J, K, L.
And yes, even a game like Angry Birds digs so far.
That is called "doing the right things at the right time".
Get to know your prospects, what forums do they use? Which sites are already in a relationship with them?
1. What can you do to make their life better?
2. How will you solve their problem? Which kind of benefits will your service provide? Be specific.
3. How will you communicate the fact that you care about them and that you have something to solve their problem?
4. How will you make it profitable, scalable, and repeatable?
Promotion
I am always surprised to see that apps are mainly advertised on ... app review websites.
That's only targeting a small potential customer base.
Apps are not only for the geeks.
the iPhone and the iPad are that great for us that they put a great device full of technology in the hands of our parents. It opened such a big market. They don't care about "apps".
They care about convenience.
Let's say that you have an app to help people choose the right shoes with the right shirt depending on the color they want to wear that day / or the kind of party they go to (I just got the idea of that app now) then the right place to advertise is on Gq, men's style etc... not app review website.
This is just marketing basics. And that's an app that solves a real problem.
Ok this might not be as as exciting as working on the platform game that you have always dreamed of.
But this is called "doing business". You can always profit form that app and then invest the money in your platformer.
And most of the time Game Developer don't know about it.
Your job is to choose your strategy, not only follow what everybody else is doing.
One rule
If there was one thing to remember :
- if 95% of the game developers are not making money from their app
- if the answer to success is always "try harder"
- and if still the average level of success doesn't increase
then probably people are doing things wrong.
And you should not take that path.
About Corona
Some people will tell you that the tool is just a tool (but a great one in that case).
A hammer is not enough to build a house, but it's not easy to build a house without a hammer.
However, you need many other tools in order to ship (yes, that was my point).
Giving advices
I am not in a position of giving advices on how to make money with apps because I *just* installed Corona.
I want to make a game / ebook from my published books and see if that would make my stories more enjoyable for the children and more profitable for me.
I don't know anything about apps (except my market analysis).
So you really should take my advices with a grain salt. If you don't like it or think it's nonsense, then i Completely understand and this is ok :)
But I have been able to make money in different fields by learning how to do the right things first.
That's my job to help people and companies to make their business profitable.
Great communities
I want to learn Corona and I feel that the community will bring me a lot of good things.
I thought that if in some way I can bring something too, I would be more than happy.
i understand that some people would not like it.
And I feel that it's really great that communities are supportive and most of the time advices are good "in essence".
But telling somebody who wants to loose weight "eat less, do some exercises!" is not in my opinion the best way to help him.
I really don't want to teach anybody about how to do their work.
This is just my job (I mean, I am paid for that and that's my job) to tell people what they really don't want to hear so they can get back on track and achieve success.
I guess some people, sometimes, really just don't want to pass the reality check.
I am sorry that I wrote such a long reply. I just try to help (but it's boring, I know ;)
Long ps :
Here is something else that I wrote some day about Facebook marketing.
Maybe it's kind of related to the conversation? I don't know much ^^
Facebook Marketing
There would be many things to explain, but to make it short I would say :
Do your market researches before even developing anything. Know your audience, who they are, what they like, what are their hopes/fears/desires/dreams.
Don't build something if no market has expressed a need for a solution.
Ex : I need to show to the people that I am very clever and I can solve the hardest puzzle-games
Ex2 : I need to show to the people that I contributed to help the people in Sendai by displaying a badge given by the Red Cross after I have confirmed my payment
Provide a solution to those needs and you will make money.
Focus on building something that people will want to talk about and share, and that makes them appear good to the others (in many ways, see below)
Find the tools that your audience use the most to encourage them to share (facebook, twitter, blogs, forums, digg, stumbleupon, many others)
It's all about them. Make the people shine.
Social networks and social games are all about giving the user the ability to display his values and habits (strength/cleverness/happiness/likeability/cuteness/silliness/coolness/openness/whatever he wants to express) to the others in order to find his place and importance in a group.
Give them that tool that will help them find that place, and tell them how to climb (by playing more, by buying items, by destroying the others, by helping the others, by sharing more, by playing with cleverness, by being more 'social', by contributing more to the society ex sending the highest amount of money to the red cross etc etc etc).
For you, the money is there.
You can apply that to any group that you target by, first of all, knowing what are the core values that drive them.
That would be the short answer. It works.
That's (one of) the key(s) to facebook game marketing.
There would be a lot to say about monetization also. But my post is already too long.