Back from the devs

On October 5, 2010, in Announcements, by Steffen Itterheim

I’m back from Macoun, and it was nice meeting you all! Well, actually since that conference was just a 90 minute ride away, so I wasn’t really gone, except mentally. I spent a lot of time last week to prepare my presentation (in german), and fighting a cold. The subject was a game component system that I wrote on top of cocos2d, to encapsulate most of the cocos2d CCNode stuff and allowing me to focus on writing re-usable gameplay components. The system works but it’s not production tested. Still it’s proven very promising from my initial tests and opens some interesting opportunities, for example the re-use of components is a huge timesaver, and you can totally get rid of any class hierarchy and remain flexible throughout development. Due to writing the book and other things I hadn’t had the time to develop it as much as I wanted to. I’ll release it eventually but for the moment, I have a different focus.

For one, I’m late with the Game Center chapter due to the Macoun conference preparations, an upcoming wedding and an apartment renovation of the soon-to-be-wed as their wedding gift. So I’ll try to cram writing both the Game Center chapter and the final chapter in this week, before turning my attention to updating the Line-Drawing Starterkit and Xcode project. I did not intend to support non-beta versions of cocos2d, but given how long the recent betas last and how many developers actually use the latest beta (probably due to HD support) and how significant the breaking changes are this time, I’m going to update the starterkit and Xcode project with HD support while keeping the old project for those who would rather use the stable 0.99.4 version of cocos2d. Once that’s done, it’ll be mid of October and another project, only partly concerning cocos2d, kicks in full speed. No time to lose.

Speaking of the Starterkit, September went by and I made 10 sales, without advertising it or anything, so those numbers are at the lower end of the “potential sales” spectrum. That’s a sum (over $1,500) that I can live with. Well, actually, that’s a sum that I can live off of. On a related matter, I recently found a page detailling the traffic stats of the cocos2d-iphone.org website. If those stats are correct, the unique visits are over ten times that of my site. Now, frankly speaking, every time I get those little facts and stats from here and there over the past couple months, and then added up the numbers, compared them with mine, applied reasonably pessimistic estimations and caution, I do wonder: why the hell isn’t cocos2d run like a business?

If you ask me, with those traffic stats and a reasonable conversion rate of 0.1% per unique visitor (mine is over 0.2%), one could easily pay 3 people to develop cocos2d, test it, write documentation, moderate the forum, and in general adding more business value. Which in turn grows the business, speeds up the development of the engine, tools and by-products and will make everyone benefit from that. I don’t get it. Because at this point, it’s either going to be that, or a slow decline to a niche product over the next couple years due to the increasingly strong competition from other iOS engines. Especially those that offer cross-platform support, since that’s what contractors are asking for, or even demanding, more and more.

Anyhow, for my part, I decided that now would be a good time to start doing the Indie thing full-time, still accepting contract work but I’m able to be a lot pickier about it. I have a goal set out for myself, and it’s not a simple one. I’ve always enjoyed most to help my colleagues, to fix their problems, to support them and in general, to help them achieve excellence. I know, that sounds like something you’d find in EA’s job matrix - and in fact, you do. Helping others achieve excellence, throughout my professional career, that’s what I’ve been doing and enjoying the most. Now I find myself doing that for cocos2d developers, enjoying it and being able to support myself in the process. Well, I think I’ll have to thank you, my dear readers, for that. :)

As a thank you back, I’ve started working on a bigger project about 3 months ago that will be useful and helpful to many indie game developers, regardless of the engine you may be using. Hence it deserves its own website and a cool name (darn, that is hard!). I’m looking forward to really getting into high gear with it after I’ve submitted the remaining book chapters. Stay tuned.

A marketing oversight on my part …

On August 26, 2010, in Marketing, Speaking From Experience, by Steffen Itterheim

I noticed that most of my recent posts revolve around the cocos2d book. It’s so very easy to forget one’s online presence while you’re frantically working on projects. I’ve seen it countless times and I don’t want to fall into the same trap. That is: create, create, create and then: announce. Boom. No one’s interested anymore. Everyone moved on. You lost your share of the Internet attention span. That certainly would be a shame because besides the book, I was working on other things over the past two months and I’m looking forward to making an announcement in the coming months. I think it will strike a similar nerve than the cocos2d book did. But it’s not limited to cocos2d, so it’ll get its own website, that much I can say. And yes, I love to tease. :)

I think programmers are especially prone to making the mistake of neglecting their online presence, their virtual alter ego that lives on the Internet 24/7. It’s all too easy to become deeply engrossed with what you’re working on, particularly if it’s a very technical thing. Once you’re done you get a burst of satisfaction and then you’re looking for the next fix which of course is spending more time on the project. In the meantime everyone else around you, and on the Internet that means blog readers, are wondering what you’re up to. If it goes on for a while without actually producing something, readers will stop wondering and start not caring anymore.

Numerous times have I read that you need to start marketing as soon as you start creating. At least that’s true for Indie developers. And how many times have I seen people fail at this? All too frequently. Typical scenario: our game is done, now how do we go about the marketing? Your blog should be your marketing instrument from day one. The other negligence for marketing simply stems from a deeply rooted repulsion for promoting one’s efforts and products. I certainly feel that too but I manage to live with it because it helps me strike a balance. I could only make a sales pitch like this one if I was primarily in it for the money (sorry Matt, that’s the impression the site is giving me because it’s too close for comfort to Internet marketer sites).

Most blogs die before they have even started. It’s hard to get readers attention in the first place but I think it’s much harder not to lose them over time. I learned it’s finding the right mixture of blog posts that will create the most interest and attention to readers, a careful balance that one needs to strike. Let me explain the categories of blog posts which I think are valuable but, if not mixed in with other categories, may be too niche to keep readers coming back more often. Unless you explicitly target a tiny niche, in that case a focused approach works quite well.

Concrete Learning Posts

Bloggers who provide sample source code and solutions for a particular platform fall into this category. You write a small tutorial or just a quick fix for a particular technology issue. The good side is that it shows off skill (sometimes) and that you’re being helpful. The downside of these posts is that, especially in the case of Tutorials, they attract a great number of readers but few will stay or come back. Smaller code solutions and quick fixes often get reader’s attention only through google, they copy the code and are gone. The blogosphere is saturated with information everyone needs to learn, because most of us are still learning. What’s often missing are the really hardcore ideas. Take that example and it makes me wonder, could this work to get cocos2d nodes to support NSCoding just by applying this concept? I’d love to try but I don’t have any need for that and it’s on the roadmap anyway.

The problem with the smaller code snippet posts, as I see it, is that they are often only losely related. You may find just the right piece of information but the rest may be too straightforward and already known to you that you don’t give it much value. Posts like these better fit on Q&A sites like stackoverflow.com. Also, before posting those bits of wisdom it may be wise to check if that information isn’t ubiquitious. Chances are someone else came to the same solution months before you. Posting what others have posted numerous times before does devalue your blog. In that case prefer a post that sums up all the other great posts on the topic. That works so much better since you’ll be sharing your own research.

And definitely share your current development status. I love those work-in-progress posts. I’ll be writing more of these in the future.

Concrete Experience Posts

You may be surprised how interesting your (development) life’s experiences can be. About a year ago I started a german Spieleentwicklerveteranen (Game Development Veterans) Podcast, in which I simply told my experiences within the game industry. How games come to be, what life is like as a game developer, why people start working for a games company and which kind of experiences they may be going through, from good to bad. Just a very hands-on, personal opinion approach with a couple anecdotal stories. I only produced two episodes though, mostly due to lack of planning and because it’s not really that much fun to do a podcast without a regular, reliable partner. Yet to this day I frequently get emails asking me for the next podcast.

Readers love to read and hear about experiences for two reasons: either they are less experienced than you are, and get a glimpse at what it must be like to be at your level. Or they actually are at the same level than you are, and they can relate. Suddenly they’re not so alone anymore.

Recently I spoke to a former colleague of mine who set out to write his own game, I think he has all the necessary skills and he certainly had the motivation and drive to go through with it. But as time passes by, and he kept working all by himself and more often than he wanted to, faced serious technological challenges that hindered his game’s progress. Not being able to actually talk to like-minded people and getting tips from a range of professions, as we were both used to during our time at game development studios, can be a serious motivation killer. And you guessed it, he has no blog and not even a Twitter account.

For me, one thing to fight off incoming demotivational phases is to converse with the people out there and blog my experiences, at least once in a while. I like helping others answer their question because I know how it sucks to be stuck, I also learn valuable lessons from it and I feel good to be able to help or at least nudge developers in the right direction. It also leads me to think in different directions and helps connecting the dots, so that’s where the interesting experience stories are actually born. Wait a second, I was in the exact same spot back then …

I believe experiences, if they provide a meaningful resolution are the most valuable blog posts anyone could write. But those don’t come natural to most developers (or people in general - but I’m not saying that developers != people). So that’s a conundrum. We programmers love the DRY principle (if you don’t you’re not a programmer yet), but that doesn’t translate to blogging and even less to marketing. Like my Starterkit, I know I should mention it more often to make a decent number of sales over the coming months yet the programmer in me tells me that, oh well, those who’ll like it will find it regardless. Trust me, they don’t. I am tempted to mention it more often, at least on Twitter, and maybe give away some promo codes or get someone to write a review. But what to say about it? Look, it’s here. The same thing from last week. Oh great. Yeah, I think you get the picture. It’s really hard to REPEAT YOURSELF without becoming obnoxious. We all know the kind. Personally, I don’t follow Twitter accounts whose tweets mention their own product(s) about 50% of the time or more, unless they provide interesting insights into their work.

Ramblings aka Opinion Pieces

Everyone loves to have an opinion. It’s very easy, tempting and almost natural to start blogging with a lot of opinion pieces. I started in 2007 with my gaminghorror.net blog and almost all early posts were opinion pieces. I think that, unless you know exactly what you’re talking about and can construct a careful argument, that those kind of posts can easily backfire. Either you’re an expert and a critical thinker and you are able to dissect your thoughts into constructive opinion, or else you risk being regarded as a loudmouthed idiot who doesn’t know squat. There’s a fine line to walk. Certainly no one cares about whether you like a certain product or technology more than another, or yet another opinion on the same issue unless you can provide a new, fresh argument. But if you have an actual pet-peeve, something that comes from your heart and that just totally goes against everything you believe in, that’s what should become a great insightful blog post.

For example, one of my pet peeves is to fight off the Piracy Problem by saying it doesn’t really exist. Except in our minds. We don’t have a piracy problem, we have a perception problem. We just make ourselves believe that most of the time piracy is bad for business. There is a real threat but it has a much less impact than the piracy numbers lead us to believe once you factor in human behavior. For App developers it’s widely understood and appreciated that, once their App is free for a day, the downloads jump through the roof. Ten or even 100 times more downloads for free than at the $.79 price point. Yet when we consider piracy, we see great numbers exactly because the software is free yet we forget to consider that, if any pirated software would cost just $.79 the piracy numbers would drop at least ten-fold. I can’t prove it, but I sure as hell believe it because that’s how software piracy works. It’s not a market, it’s a movement that exists only because there is no money involved, set aside a few scrupulous industrial pirates.

Paul Graham puts it best in his essay What you can’t say. It’s the things that might (or will) get you in trouble which perhaps should, or must, be said. The ideas that people fear might be true. Like Galileo’s moving earth theory. Ridiculous, isn’t it?

Conclusion

So what am I saying, I forgot to market myself? Not quite, I’d rather see it as an invitation. By writing more blog posts and allowing anyone who is interested to literally “read my mind” I invite you to take part. And dozens of developers have taken this offer so far.

I get a lot of emails and I answer all of them, even if it takes me a couple days to get to each and every one of them. There are valuable exchanges of information and knowledge and some of that would be of a general interest. But because I spend the time writing to a single person I tend to write less blog posts to a greater audience. I make observations and find solutions all the time and learn from them. Some of that actually goes into the book as I’m writing it. But what I should do more is to let everyone in on more of my insights or simply what I’m up to.

When I look at this website from an outsider’s point of view, I see too much focus on the book right now. A few valuable posts in between but not enough for my taste. I have a tendency that, once I start writing, I write a lot. This is bad because it costs a lot of time and effort. So I avoid it too often. Yet, often times it’s the tiny pieces that can be just as important. Because your time is valuable, too!

Going forward I vouch to write at least one blog post per week that’s not about the cocos2d book, and may not even be about cocos2d specifically, like this post, but still generally interesting to iOS game developers of course.

I also need to write shorter posts. The sun is setting … again?!?! 😮

Starterkit Price Drop, Sales Numbers

On August 16, 2010, in Announcements, Marketing, by Steffen Itterheim

The important bit first: the price of the Line-Drawing Starterkit is back at $179!

The simple reason: customers voted with their wallet, it sold zero units at the $299 price point over the last two weeks while people kept asking me for rebates and price drops. I clearly misjudged the value proposition of the Starterkit and how much potential customers would be willing to spend.

About Thinking, Learning and Knowing

I’m going to be upfront about the sales numbers because I want to be instructive and convey the lesson’s I learned. I also find these numbers posts very intriguing myself. One of the things I love about working under my own terms is that I can choose how transparent you want to be. I feel there’s more to gain from transparency, being open and upfront, and sharing what you know then there is to lose.

I’ve actually been told a few times that you can’t sell to cocos2d developers. Which I find astonishing. “I don’t think there are sufficient willing customers” was the one sentence I received in an email which I find most telling. Thinking is not knowing. Thinking is: not knowing! Trying and not succeeding is ok, but thinking and not even trying is not. The former you might regret financially but seldom will you regret having done it. The latter is just being complacent and accepting the status quo, or simply a reluctance of pursuing unconventional business ideas.

I can only say: I’ve learned a lot from running this website over the past 4 months. Certainly more valuable lessons and knowledge than from most of the books I own, and the above selection is just a fraction of my library. They are the books I hold most dear and are most relevant to my work right now, including Stephen Hawking’s Universe in a Nutshell as the perfect separator between left-brain (hard skill) and right-brain (soft skill) books. It puts everything in the proper perspective. I certainly didn’t expect to learn some of the lessons nor was it easy to deal with the very unexpected ones, but I did nevertheless. The good part about the hard lessons is that they make me think even harder to learn what I need to know to understand. I also have a bunch more unconventional ideas now. And I grok Invictus.

The Numbers

The Line-Drawing Game Starterkit has been on sale (40% off back then) from July 10th to August 1st, that’s 23 days. From July 10th until the public announcement on July 20th the sales were limited to my Newsletter subscribers, close to 670 people were given the password to access the sales page at the time.

When I formed the idea of selling a Starterkit, I punched some numbers about website traffic, pricing, conversion rates, looking at other products, thinking of what certain indicators could mean, why people are having success and why others don’t. Being a pessimist I came to about 3 sales per month if the price is around $200. That would have been nice, and would have allowed me a return of investment in less than 6 months. And when I was optimistic I thought I could be making up to 5-10 sales per month, perhaps by being featured prominently. I definitely had enough positive indicators to go ahead and try making and selling the Starterkit and being sufficiently convinced that it’ll have a positive impact, financially and otherwise.

The reality is that I sold 30 copies at $179 each within 23 days! Way, way more than my expectations. See the screenshot of the payment report to the left for the monetary details. Note that the first section with 3 sales were test sales by myself, so that amount should be deducted from the total. Also, 30 times $179 does not equal the sum on the bill because surcharge fees depending on the payment method have already been deducted. Net sales is the amount after Plimus took their share, which is close to 5% if I remember correctly.

I estimated my return of investment (break even) at about $4,000. So overall it’s not bad. Not bad at all given that I made all those sales in 23 days instead of months.

The downside to this story is that after setting the price high at $299 I did not make a single sale in the past 2 weeks! This price point seems past a certain pain threshold that developers are feeling comfortable spending. Customers voted with their wallets and I basically killed my own business by modifying just one (crucial) aspect of it. I was my own worst enemy by making a wrong judgement call.

And of course I’ll try to fix it: from this day on forward the Starterkit’s regular price will be back at $179! It has proven to sell at this price point and I’m hoping to see sales pick up again. Despite this no-sales period of over 2 weeks the Starterkit earned me $120 per day on average, or an hourly rate of $15 assuming a regular 8-hour work day.

The Future

If it turns out that continued sales from the Starterkit allow me to live off it, I’m going to run this website full-time in the near future. That means more free stuff, more intriguing blog posts and every once in a while a new commercial product that targets very specific unfulfilled needs of cocos2d game developers. You might consider the cocos2d book to be one of these commercial products, and I intend to improve it after press by listening to reader’s feedback and filling any holes with free Tutorials and FAQ entries on this website. It will be a book that continues to get written.

More Lessons to learn

If you want to learn some business & marketing lessons in general I recommend reading The Long Tail to understand how niche markets work and Influence: The Psychology of Persuasion for a lesson in marketing which I find important to understand both from the seller’s and the customer’s point of view. The Long Tail was instrumental for me to actually become comfortable with the thought of selling a product to a niche audience and why that idea might just work. But also instrumental because I just keep shaking my head when I read the naive comments of some people. That’s also where how to deal with critics comes in handy.