[2009-08-27 16:00:12] Hoi hoi [2009-08-27 16:00:38] Okay, quick reminder - if you have questions just type in "/msg ada [type your question here]" -- minus the "" and []s [2009-08-27 16:00:50] first question [2009-08-27 16:00:51] I would like to ask is if they could give some rough numbers on how many item purchases with coins their SAS2 game has seen? [2009-08-27 16:01:05] -->| mochi_user (i=565ae124@gateway/web/freenode/x-fzawtasxyhhkqfdg) has joined #mochi [2009-08-27 16:01:34] OK digging that one up :) [2009-08-27 16:01:37] -->| Happyfat (i=4d61b810@gateway/web/freenode/x-lodfjtnfqibnzvrs) has joined #mochi [2009-08-27 16:01:38] -->| Gordon (i=4b5ca702@gateway/web/freenode/x-pqenmrkplskkgmnu) has joined #mochi [2009-08-27 16:02:06] While you're there - Can you share your play to purchase ratio? [2009-08-27 16:02:07] =-= Gordon is now known as Guest16709 [2009-08-27 16:02:35] right [2009-08-27 16:02:36] -->| Zyzic (i=4a7e0437@gateway/web/freenode/x-mgevsgpfgbrfozew) has joined #mochi [2009-08-27 16:02:56] here are some numbers [2009-08-27 16:03:23] 237000 item purchases [2009-08-27 16:03:27] haha [2009-08-27 16:03:44] 220000 are free items [2009-08-27 16:03:50] nades and free rifle [2009-08-27 16:04:05] ARPU please :) [2009-08-27 16:04:10] so 17000 paid purchases it seems [2009-08-27 16:04:16] jeez [2009-08-27 16:04:29] How do you want that cut up [2009-08-27 16:04:58] you mean ARPU on paying uniques? [2009-08-27 16:05:10] How about total ARPU and ARPPU? [2009-08-27 16:05:16] If you're comfortable sharing that [2009-08-27 16:05:36] might have to come back to you on that David, I don't want to spend the whole time doing calculations it might get a bit too disjointed and paus-ey [2009-08-27 16:06:02] I'm happy to give you some more concrete numbers for Ada's chat summary praps [2009-08-27 16:06:08] -->| nickds (i=5cea4b8e@gateway/web/freenode/x-hpthdqbfmyqfhoiy) has joined #mochi [2009-08-27 16:06:14] ok, we'll flag that as a question you guys can come back to later so you don't have to do stats on the fly [2009-08-27 16:06:16] how many are you now and how many started ninjakiwi? [2009-08-27 16:06:38] we started as 2 [2009-08-27 16:06:40] -->| mochi_user__ (i=541b3fcd@gateway/web/freenode/x-qwvdewfkpwdtpqbj) has joined #mochi [2009-08-27 16:06:54] me and Stephen, we're brothers [2009-08-27 16:07:16] we're now 5 going up to 6 on Monday [2009-08-27 16:07:25] Full time [2009-08-27 16:07:30] started part time [2009-08-27 16:07:48] what computer spec do you target as a min requirement when developing processor intensive games? [2009-08-27 16:07:50] -->| atlasplus (i=4e1eaf9c@gateway/web/freenode/x-hpybrgdmegwcgfsc) has joined #mochi [2009-08-27 16:08:00] ah [2009-08-27 16:08:06] good question [2009-08-27 16:08:17] -->| Glowmonkey (i=4788f846@gateway/web/freenode/x-neuelytpgptmunqf) has joined #mochi [2009-08-27 16:08:27] we have a range of computers in the office to test things on [2009-08-27 16:08:54] -->| millman_ (i=c011d1b8@gateway/web/freenode/x-fwtywujyfyygjlbh) has joined #mochi [2009-08-27 16:09:01] from an eee pc and an old Mac g4 laptop [2009-08-27 16:09:02] |<-- millman has left chat.freenode.net (Ping timeout: 180 seconds) [2009-08-27 16:09:30] recently we've done some things with caching of bitmaps for games with lots of monsters [2009-08-27 16:09:36] Guns n Angel was the first [2009-08-27 16:09:55] What keeps you guys developing new games? What's your inspirations? [2009-08-27 16:10:08] We aim to get more than 15fps on the g4 lap top [2009-08-27 16:10:13] it was the only way to get the numbers we wanted, those games (SAS2 is another example) are memory heavy [2009-08-27 16:10:37] - We're inspired by any great games, new ideas come from all around really. For a long time we basically stuck to puzzle/action games but we've recently been going through a more violent phase. I guess you could say we're driven by whimsy a bit :) [2009-08-27 16:10:57] How long did it take to develop the 1st bloons. [2009-08-27 16:11:11] Making games for a living is incredibly fun [2009-08-27 16:11:16] thats all the motivation I need [2009-08-27 16:11:28] let's say the hourly rate was pretty good :) [2009-08-27 16:11:29] Bloons took about a month [2009-08-27 16:11:35] -->| CerebralFix (i=7dece4e1@gateway/web/freenode/x-wdqrvgfgmklvgmyo) has joined #mochi [2009-08-27 16:11:44] Working full-time on it? [2009-08-27 16:11:47] oddly we started it and then didn't finish it for a while after that [2009-08-27 16:12:02] yeah it was a bit piecemeal [2009-08-27 16:12:12] Actually that was part time [2009-08-27 16:12:19] evenings/weekends [2009-08-27 16:12:33] are the bloons spinoffs still generating renewed interest in the franchise or are they appealing to the same core audience? [2009-08-27 16:12:56] Note here -- for those of you watching -- if you have questions or follow up questions you can ask by typing in: /msg ada (type your message here) [2009-08-27 16:13:01] - Bloons has magnificent legs! I think at this stage in the game I think further player packs etc might just be hitting the core fans, but by gum there are a lot of them. Put it into perspective, Bloons alone, including More Bloons Even More Bloons and the 5 Player packs is essentially 8 iterations of the same game, with relatively little changed in the way of gameplay or graphics. And there probably will be a 6th player p [2009-08-27 16:13:28] That's excluding the voracious appetite for BTD [2009-08-27 16:13:45] I think BTD opened up a whole new audience [2009-08-27 16:13:49] This question is somewhat related - How many plays does you most successful game get monthly and how much it earn during that same time period via mochiads? [2009-08-27 16:13:53] |<-- mochi_user has left chat.freenode.net (Client Quit) [2009-08-27 16:14:17] hm [2009-08-27 16:14:34] bloons would be the most highly played - still [2009-08-27 16:15:21] -->| mochi_user (i=447b9c47@gateway/web/freenode/x-meywfeejhwvwsaok) has joined #mochi [2009-08-27 16:15:45] get around 170k plays per day [2009-08-27 16:15:54] so when you guys release a new game, at what level of plays do you consider it to be successful? [2009-08-27 16:16:26] |<-- millman_ has left chat.freenode.net (Ping timeout: 180 seconds) [2009-08-27 16:16:31] -->| mochi_user___ (i=633e0cc6@gateway/web/freenode/x-tdaxclrmddwhwara) has joined #mochi [2009-08-27 16:16:33] that depends a little on a few things, how long it took to develop and whether or not it has coins in it :) [2009-08-27 16:16:51] My rule of thumb is 1 million plays in its first week [2009-08-27 16:17:06] and those games are few and far between :) [2009-08-27 16:17:19] that said, I'd like to see any game we've worked hard on and that is in distribution to peak at over 150k plays per day [2009-08-27 16:17:36] yeah 1million in a week is good [2009-08-27 16:17:46] -->| lubos_ (i=5f66417f@gateway/web/freenode/x-xqehicjgfhzfjggo) has joined #mochi [2009-08-27 16:17:53] that'd be it's first week in distro [2009-08-27 16:17:59] how long did it take for you to see profits and how long did it take you to get a good handle on publishing with success? [2009-08-27 16:18:07] gosh [2009-08-27 16:18:20] 170k plays a day, is that for the first one of all of the BTD series combined? Is it holding at that now or trending up/down? [2009-08-27 16:18:31] |<-- lubos has left chat.freenode.net (Ping timeout: 180 seconds) [2009-08-27 16:18:32] profit as people have mentioned before is hard to determine [2009-08-27 16:18:33] how do you distribute to get 1 million a week? [2009-08-27 16:18:50] if you exclude our own time put in then profitablility came pretty quickly [2009-08-27 16:19:02] Bloons was a hit in our first 6 months [2009-08-27 16:19:16] we were full-time in the biz within a couple of months of Bloons release [2009-08-27 16:19:26] -->| deflogic (i=7dece4e1@gateway/web/freenode/x-xsudcysnnfzvpjcq) has joined #mochi [2009-08-27 16:19:40] David - the 170k is mochi paid impressions per day for bloons, and thats not trending up or down particularly much [2009-08-27 16:19:42] |<-- CerebralFix has left chat.freenode.net (Client Quit) [2009-08-27 16:19:42] -->| jamesonh_ (n=jamesonh@32.156.143.205) has joined #mochi [2009-08-27 16:19:51] don't know if you guys want to answer this one, but -- how much money total? [2009-08-27 16:19:55] That's Bloons itself David, I guess it's trending down over time [2009-08-27 16:20:02] how much money what? [2009-08-27 16:20:11] |<-- Happyfat has left chat.freenode.net (Client Quit) [2009-08-27 16:20:15] -->| Happyfat (i=4d61b810@gateway/web/freenode/x-onndvvaxkxhjiewg) has joined #mochi [2009-08-27 16:20:29] I think this is in reference to Ninja Kiwi's revenues :) [2009-08-27 16:20:35] pfft [2009-08-27 16:20:38] pass :) [2009-08-27 16:21:01] ha ha [2009-08-27 16:21:17] ok, lots of questions about how you guys distribute your games [2009-08-27 16:21:22] when publishing a game what is your distribution process? how many sites do you handson submit to? [2009-08-27 16:21:25] Which portals/networks generate the most plays for your games? [2009-08-27 16:21:32] ok [2009-08-27 16:21:35] -->| thegamehomepage (i=5868f95b@gateway/web/freenode/x-wwttmnhzgdkyuahr) has joined #mochi [2009-08-27 16:21:41] we used to go nuts emailing a bunch of sites [2009-08-27 16:21:51] now it's 2 phase mostly [2009-08-27 16:22:03] exclusive on NK for about a month, then we put it in distro [2009-08-27 16:22:06] (so is publishing close to an art form? do you guys go gunho on publishing or are you selective?) [2009-08-27 16:22:22] that involves checking the box on mochi, submitting to NG and Kong (maybe) [2009-08-27 16:22:37] NG and Kong can be ok if they get a decent rating that day [2009-08-27 16:22:46] -->| CerebralFix (i=7dece4e1@gateway/web/freenode/x-hhhqwifswuiirqyw) has joined #mochi [2009-08-27 16:22:47] because I think webmasters do check those sites for whats new and hot [2009-08-27 16:22:50] we're fortunate to have a failry decent userbase on NK to start things off with [2009-08-27 16:23:00] Note here -- for those of you watching -- if you have questions or follow up questions you can ask by typing in: /msg ada (type your message here) [2009-08-27 16:23:18] did bloonsworld.com have a positive or neutral effect on bloons and will you make websites dedicated to specific games like that again? [2009-08-27 16:23:27] mochi is a pretty good way to distribute games now [2009-08-27 16:23:35] yes and we have [2009-08-27 16:23:36] positive [2009-08-27 16:23:42] meeblingsworld [2009-08-27 16:23:43] and yes [2009-08-27 16:23:45] boombotworld [2009-08-27 16:23:48] |<-- Zyzic has left chat.freenode.net (Client Quit) [2009-08-27 16:23:58] 1)What's your daily active user number for the NK site? 2)How many new accounts do you see a day? thx [2009-08-27 16:23:59] Bloonsworld is where most of the playerpacks came from [2009-08-27 16:24:04] |<-- jamesonh_ has left chat.freenode.net (Read error: 104 (Connection reset by peer)) [2009-08-27 16:24:24] -->| jamesonh_ (n=jamesonh@32.156.143.205) has joined #mochi [2009-08-27 16:24:25] we don't have an account sign up process on NK [2009-08-27 16:24:41] we get about 140k unique visitors off the top of my head [2009-08-27 16:25:09] now that your development team has grown...do you guy operate out of an office or do you do everything virtually? [2009-08-27 16:25:17] office [2009-08-27 16:25:21] All of us in an office [2009-08-27 16:25:33] trying to direct peoples work virtually is really hard [2009-08-27 16:25:34] -->| mochi_user____ (i=bd186a67@gateway/web/freenode/x-phjbuhuwjhuvemnj) has joined #mochi [2009-08-27 16:25:36] it's way better than doing stuff virtually [2009-08-27 16:25:45] |<-- mochi_user____ has left chat.freenode.net (Client Quit) [2009-08-27 16:25:59] you can't sit on someones shoulder and tell them to make little tweaks otherwise [2009-08-27 16:26:03] plus we LAN at the end of each day [2009-08-27 16:26:16] :) [2009-08-27 16:26:27] was bloons just right place / right time or did you launch it with a particular strategy that led to it becoming such a huge success [2009-08-27 16:26:34] and tied to that, what would you advice a person who would like to start self-sponsoring but who obviously can't produce bloons success? [2009-08-27 16:26:43] we have contracted art out of the country on two occasions but it's less than ideal [2009-08-27 16:26:50] |<-- lubos_ has left chat.freenode.net (Ping timeout: 180 seconds) [2009-08-27 16:27:04] Take it seriously! [2009-08-27 16:27:24] put effort into the game, and treat it like a serious business [2009-08-27 16:27:40] that said I think it's harder now, more sites competing [2009-08-27 16:27:47] making a hit was not in our plan, but making a successful biz was [2009-08-27 16:27:58] still if you make a cracker of a game, you can start to build a business on that [2009-08-27 16:28:23] What advice would you give to a new developer today to create a successful business? [2009-08-27 16:28:23] so bloons or no bloons we would still be living off what we make - we might not have 6 people yet but its a matter of time and determination in my opinion [2009-08-27 16:28:24] it was our intention since the beginning to work fulltime on the games [2009-08-27 16:28:46] |<-- JohnBlackburne has left chat.freenode.net (Ping timeout: 180 seconds) [2009-08-27 16:29:13] What keeps you going besides money? (But who doesn't love making games here anyway right?) [2009-08-27 16:29:39] if you make something good, think very carefully about how you manage the IP [2009-08-27 16:29:46] you got it [2009-08-27 16:29:59] making games for a job, dude that's it's own reward [2009-08-27 16:30:11] for that very reason you need to take the money side seriously [2009-08-27 16:30:38] what are your favorite games to make, and what were your favorite games to play growing up? [2009-08-27 16:30:40] you can altruistically and artistically shun things like ads and coins [2009-08-27 16:30:57] but you are unlikely to be able to enjoy doing it fulltime as a job [2009-08-27 16:31:13] we grew up with Macs! [2009-08-27 16:31:15] games? [2009-08-27 16:31:18] jeez [2009-08-27 16:31:33] we played a lot of Dark Castle [2009-08-27 16:31:49] Might and Magic [2009-08-27 16:31:57] Actually our game Sinta: Escape from Ixerron Kepp was a bit of an homage to that [2009-08-27 16:32:01] yeah [2009-08-27 16:32:05] Bards Tale [2009-08-27 16:32:09] Lode Runner [2009-08-27 16:32:15] Basically every game that was available on the mac [2009-08-27 16:32:19] we played to death [2009-08-27 16:32:22] I think Stephen got a console at one point [2009-08-27 16:32:23] shuffle puck cafe [2009-08-27 16:32:37] haha, nice. :) (how old are you guys?) [2009-08-27 16:32:46] in our 30's [2009-08-27 16:33:01] (whats flash games are you addicted to at the moment? that you didnt make yourself.) [2009-08-27 16:33:08] favourite games to make: They're all fun to make but I especially had fun on BTD and guns n angel [2009-08-27 16:33:38] I don't get quite enough time to play many flash games other than our own [2009-08-27 16:33:47] I always have time for fancypants [2009-08-27 16:34:00] I grew up with a Mac as well and am in fact on one right now ;) thnx for response guys good to know [2009-08-27 16:34:03] I played farm town yesterday and found myself playing it for a while [2009-08-27 16:34:11] I just now got hooked on a new Armor Games one called turn based game or something [2009-08-27 16:34:14] not farmville by the way, I can't stand facebook games [2009-08-27 16:34:16] but it was too short :) [2009-08-27 16:34:45] we look at loads of games but try to avoid getting hooked on anything [2009-08-27 16:34:47] the guys here recently got stuck into PLants vs Zombies, not flash but similar scope [2009-08-27 16:35:00] oh yeah PVZ has lots to answer for [2009-08-27 16:35:02] -->| mike950f (i=62753773@gateway/web/freenode/x-pxwbnmnhegvylviw) has joined #mochi [2009-08-27 16:35:03] was flash your first endeavor into programming seriously? [2009-08-27 16:35:14] and What's your dev process, agile scrumming or something less formal? [2009-08-27 16:35:30] I learned C++ then went into AS a couple of years back [2009-08-27 16:35:36] Note here -- for those of you watching -- if you have questions or follow up questions you can ask by typing in: /msg ada (type your message here) [2009-08-27 16:35:42] We'll leave agile scrumming to Tony Woodcock :) [2009-08-27 16:35:44] less formal [2009-08-27 16:35:55] (AS2 or AS3?) [2009-08-27 16:36:02] all AS3 now [2009-08-27 16:36:04] |<-- Khanduras has left chat.freenode.net (Ping timeout: 180 seconds) [2009-08-27 16:36:09] AS3 now [2009-08-27 16:36:10] -->| garyforthy (i=d9a859f2@gateway/web/freenode/x-casgdfabeucayvrm) has joined #mochi [2009-08-27 16:36:16] (are you guys ever going to do anything with 3D and flash? sharikura rules!! too bad its not available how do you feel about 3D and flash) [2009-08-27 16:36:18] I miss some parts of AS2 that AS3 just doesn't do well in my opinion [2009-08-27 16:36:26] well [2009-08-27 16:36:42] 2D rocks [2009-08-27 16:36:49] how smooth was your transition from as2 to as3? [2009-08-27 16:36:51] I'm not convinced 3D ads enough value over and above the extra dev time [2009-08-27 16:37:11] if people want 3d they'll play xbox [2009-08-27 16:37:34] still, there is some scope there for original stuff that you can't get on xbox [2009-08-27 16:37:41] but for us, just not yet [2009-08-27 16:37:59] transition from AS2 to 3 was fairly smooth [2009-08-27 16:38:13] one day we made as2 games, the next we made as3 games [2009-08-27 16:38:15] -->| mochi_user____ (i=565ae124@gateway/web/freenode/x-dpjnnkhenwchptim) has joined #mochi [2009-08-27 16:38:15] -->| Khanduras (i=d03dfa48@gateway/web/freenode/x-epuzgxqhdsogfhfk) has joined #mochi [2009-08-27 16:38:48] deflogic> Do you guys have dedicated programmers and artists or do people tend to be more generalists? [2009-08-27 16:38:55] we have both [2009-08-27 16:39:08] dedicated + generalist [2009-08-27 16:39:30] someone who can do both is incredibly valuable [2009-08-27 16:39:42] To skip back a bit, sorry, what was the development time for SAS2 (graphics + code)? [2009-08-27 16:39:48] we're very much still finding our way in terms of hiring people managing a bigger team etc [2009-08-27 16:40:22] SAS2 including the expansion Asylum was about 4 man months I think [2009-08-27 16:41:06] Do you guys collaborate with other studios? [2009-08-27 16:41:15] no [2009-08-27 16:41:16] -->| Moczan (i=4fa22b66@gateway/web/freenode/x-zqtltkvtufwgasrt) has joined #mochi [2009-08-27 16:41:18] not yet [2009-08-27 16:41:18] (so its been just over 2 years now since you released bloons to the world and your still getting 170K a day gameplays. is most the traffic coming from NK, or just simply that bloons is on every game site in the world?) [2009-08-27 16:41:26] (is the bloons brand bigger than the ninjakiwi brand?) [2009-08-27 16:41:43] except the iPhone stuff we've done recently, but that's just licensing really [2009-08-27 16:42:12] most of those plays are elsewhere [2009-08-27 16:42:18] -->| ErnestoQuezada (i=59f3a378@gateway/web/freenode/x-dqayatxdzdsrxzqr) has joined #mochi [2009-08-27 16:42:20] follow up on the questions about dedicated programmers/artists vs generalists: i have experienced frowns when i claimed to be a hybrid devr..art/programmer, how do you feel about that? [2009-08-27 16:42:21] Bloons is everywhere... [2009-08-27 16:42:41] frown back! [2009-08-27 16:42:44] ha! [2009-08-27 16:42:47] Note here -- for those of you watching -- if you have questions or follow up questions you can ask by typing in: /msg ada (type your message here) [2009-08-27 16:43:04] alright, let's start with some iPhone questions [2009-08-27 16:43:08] How did you guys find the transition to iPhone from Flash? [2009-08-27 16:43:11] you can make games by yourself...so = win:) [2009-08-27 16:43:12] With the success you had with bloons on the iPhone, do you plan to port any mroe of your games to the iPhone or other platforms? [2009-08-27 16:43:20] very easy [2009-08-27 16:43:23] are you guys porting anything to iPhone? [2009-08-27 16:43:28] we made someone else do it :) [2009-08-27 16:43:30] and if so what tools do you use? wouldn't you love a flash like tool that would generate objective c code? [2009-08-27 16:43:55] we'd like to get more on iPhone, just need to find more developers in that area [2009-08-27 16:44:19] maybe [2009-08-27 16:44:22] @happyfat: Bloons brings in a lot of traffic, but not the majority [2009-08-27 16:44:31] we're keeping half an eye on this HaXe development [2009-08-27 16:44:49] how many downloads has bloons had on the iphone to date? [2009-08-27 16:44:53] to keep traffic coming in you need to have more new content [2009-08-27 16:45:02] gee [2009-08-27 16:45:12] -->| LiabilityGames (i=266681b4@gateway/web/freenode/x-ocnabbxcxceyfhgs) has joined #mochi [2009-08-27 16:45:13] off the top of my head I think it's around 300k [2009-08-27 16:45:25] do you export artwork directly from flash and use that for the iphone game? i notice you can export png's that is why i asked [2009-08-27 16:45:51] we gave the scottish developers the .fla, they worked from there [2009-08-27 16:45:56] |<-- ErnestoQuezada has left chat.freenode.net (Client Quit) [2009-08-27 16:46:38] ok, any more iphone questions from the audience before we move on?? [2009-08-27 16:46:49] to ask a question, type in: /msg ada [type your question here] [2009-08-27 16:47:06] if your into the iPhone space now do you have intentions to move into other spaces like PSP DSi Wii-Ware? [2009-08-27 16:47:40] we've licensed the rights to Bloons to a company called Hands-On [2009-08-27 16:47:56] they are bringing it to all mobile, PSP, DSi and XBLA [2009-08-27 16:48:16] doing that sort of deal leaves us free to keep making games in flash [2009-08-27 16:48:34] I don't desperately want to get directly involved in developing for other platforms [2009-08-27 16:48:45] have you seen how apple orders new games? ..alphabetically..what do you think of that..it encourages naming games like aaaamygame..yes? [2009-08-27 16:49:03] Do you have plans to port any of your other titles to iPhone in the future? [2009-08-27 16:49:26] Re: handson: what percentage do they take from your games? [2009-08-27 16:49:34] -->| Archbob (i=475a1ddc@gateway/web/freenode/x-tvaribntkilfqyoq) has joined #mochi [2009-08-27 16:49:37] Apple is an idiosyncratic animal indeed [2009-08-27 16:49:39] -->| mochi_user_____ (i=5854c802@gateway/web/freenode/x-jpviigqeogirsuin) has joined #mochi [2009-08-27 16:49:52] BTD is being ported to iPhone now [2009-08-27 16:49:55] remember, spaces come before letters in the alphabet [2009-08-27 16:50:10] so "a mygame" would be first [2009-08-27 16:50:28] re:Hands On %, I think I won't answer that here [2009-08-27 16:50:29] clever :) [2009-08-27 16:50:35] (since you are still deving in flash and outsourcing for other platforms would you consider flash as rapid prototyping?) [2009-08-27 16:50:36] we have an NDA there [2009-08-27 16:50:43] absolutely [2009-08-27 16:50:50] king of rapid prototyping [2009-08-27 16:51:03] flash is awesome [2009-08-27 16:51:20] except cs4 I want to punch adobe for that one [2009-08-27 16:51:26] except for the help in CS4 right? [2009-08-27 16:51:28] haha [2009-08-27 16:51:32] -->| ianstokes (i=4568ae2a@gateway/web/freenode/x-mazwneljpxisyzhg) has joined #mochi [2009-08-27 16:51:34] how are you guys doing on time? can we run over an hour? [2009-08-27 16:51:39] I'm ok [2009-08-27 16:51:49] S might tune out unless we have technical questions [2009-08-27 16:51:49] ok cool :) [2009-08-27 16:52:01] I'm a non-coder through and through [2009-08-27 16:52:30] alright, lots of questions about the business of Flash games and running a website next [2009-08-27 16:52:36] ok [2009-08-27 16:52:39] (Im wanting to become a flash game maker full time, I have my own website but im just starting out. How important is it to keep my brand in my games for the long term? ) [2009-08-27 16:53:03] do all you can [2009-08-27 16:53:03] |<-- mochi_user_____ has left chat.freenode.net (Ping timeout: 180 seconds) [2009-08-27 16:53:09] (what are your thoughts on getting games sponsored?) [2009-08-27 16:53:20] obviously you need to jusggle that with making ends meet [2009-08-27 16:53:38] (how do you feel about FGL) [2009-08-27 16:53:39] some sponsorship $ these days are impressive [2009-08-27 16:53:47] but, try to take a long term view [2009-08-27 16:54:05] FGL serves a need [2009-08-27 16:54:19] they are an open marketplace for sponsorships [2009-08-27 16:54:30] |<-- ianstokes has left chat.freenode.net (Client Quit) [2009-08-27 16:54:53] that said, I'm not a big fan of sponsorships as a rule, because the traffic (and therefore the power) stays with the big sites [2009-08-27 16:55:00] (do you know any better servises than FGL?) [2009-08-27 16:55:10] for licensing? no [2009-08-27 16:55:14] |<-- jamesonh_ has left chat.freenode.net (Connection timed out) [2009-08-27 16:55:22] that said, I don't know that much about the space [2009-08-27 16:55:24] your revenue is mainly from ads, which ad networks have done most for you? can you give tips about monetizing a website, I mean you're not the regular stick adsense above and below swf site... [2009-08-27 16:56:03] youve been succesfully pulling out games now for over 2 years, have a great site, and making great use of monetisation. any top tips or secrets that you have learnt in your time? [2009-08-27 16:56:05] we've looked at sponsoring games ourselves but we can't really see a clear way to get a return at some prices, which is ulitmately good for developers I suppose [2009-08-27 16:56:35] on site ads are a constant headache :) [2009-08-27 16:56:48] we like tribal fusion, and Hi5 are pretty good too [2009-08-27 16:57:00] adsense lost it's mojo for us a while ago [2009-08-27 16:57:09] -->| jamesonh_ (n=jamesonh@shiva.mochimedia.net) has joined #mochi [2009-08-27 16:57:46] as far as ad placements, do experiment, see what works and what doesn't [2009-08-27 16:57:51] it always changes around [2009-08-27 16:57:58] keep an eye on things [2009-08-27 16:58:06] Advice for Flash coders: Fun short games, or longer more robust games? [2009-08-27 16:58:18] both! [2009-08-27 16:58:29] how do you feel about making large, deeper games like sonny vs. casual titles [2009-08-27 16:58:38] really good short games can be great virally and driving traffic back to your site [2009-08-27 16:58:57] -->| mochi_user_____ (i=4788e2e7@gateway/web/freenode/x-qpwpeespugbjrqqx) has joined #mochi [2009-08-27 16:59:11] bigger games equate to more risk, make sure the potential upside is worth it [2009-08-27 16:59:17] Note here -- for those of you watching -- if you have questions or follow up questions you can ask by typing in: /msg ada (type your message here) [2009-08-27 16:59:36] our trend this year has been for longer development times [2009-08-27 16:59:50] |<-- jamesonh_ has left chat.freenode.net (Client Quit) [2009-08-27 17:00:03] with mochi coins I think we'll probably level out at around 3-4 man months per game [2009-08-27 17:00:10] What's your typical budget for a flash game? And could you break that down for us? [2009-08-27 17:00:11] for a while at the start we were making 1 day games [2009-08-27 17:00:19] (for games & site, whats your eCPM? on average?) [2009-08-27 17:00:22] tabuto, straight dice etc [2009-08-27 17:00:23] our only budget really now is time [2009-08-27 17:00:38] maybe $100-$150 for sound assets [2009-08-27 17:00:52] What do you consider a long development time? [2009-08-27 17:01:05] of that time it's probably two thirds coding and one third art [2009-08-27 17:01:14] game design and teting would be additional to that [2009-08-27 17:01:28] Steve and I still pretty much own the design/idea process [2009-08-27 17:01:44] we recently re-looked at multiplayer for SAS2 [2009-08-27 17:01:50] I consider anything more than 2 months or so as long [2009-08-27 17:01:53] * jbaird would still love to see more potion panic :) [2009-08-27 17:02:07] just sit tight jbaird [2009-08-27 17:02:08] in the end it was 6 months +/- 2 months [2009-08-27 17:02:19] it was just too big, so we've parked that again [2009-08-27 17:02:22] (you looking for game testers?) [2009-08-27 17:02:28] sure [2009-08-27 17:02:36] PM me if you're keen! [2009-08-27 17:02:50] In 5 years, do you see your company more as a publisher, portal or a developer? [2009-08-27 17:03:00] all 3 [2009-08-27 17:03:08] good answer ;) [2009-08-27 17:03:11] |<-- LiabilityGames has left chat.freenode.net (Client Quit) [2009-08-27 17:03:13] I like having a hand in all the pies [2009-08-27 17:03:25] developing is what makes it fun [2009-08-27 17:03:26] gives me a sense of control over our destiny [2009-08-27 17:03:40] developing drives the others [2009-08-27 17:03:42] what came first? the monkey and baloons or the games engine? [2009-08-27 17:03:52] to us they really are inextricable now [2009-08-27 17:03:58] the engine [2009-08-27 17:04:07] -->| FunFlowStudios (i=522c756c@gateway/web/freenode/x-haxhsehcrieckkji) has joined #mochi [2009-08-27 17:04:10] And related to the testing question, How do you handle beta testing? Who play tests your games? [2009-08-27 17:04:19] Steves wife mentioned in passing that popping balloons was fun [2009-08-27 17:04:26] within a few hours he had a concept [2009-08-27 17:04:44] I can be blamed for the monkey, I'm no artist :) [2009-08-27 17:04:46] while making bloons were you inspired at all by the graphical style of the pogo.com game "poppit"? [2009-08-27 17:05:13] we discovered poppit later [2009-08-27 17:05:18] @cartoon64, no. We didn't know it existed [2009-08-27 17:05:24] for a sickening moment I thought the game was the same [2009-08-27 17:05:32] Beta testing [2009-08-27 17:05:33] -->| maribou (i=187a9560@gateway/web/freenode/x-xtmeyphlvuqkwggw) has joined #mochi [2009-08-27 17:05:34] but its completely different thankfully [2009-08-27 17:05:39] we're getting more serious about now [2009-08-27 17:05:43] |<-- jbaird has left chat.freenode.net () [2009-08-27 17:05:50] |<-- mochi_user has left chat.freenode.net (Client Quit) [2009-08-27 17:06:31] |<-- Archbob has left chat.freenode.net (Client Quit) [2009-08-27 17:06:36] we tend to get friends and family to give it a crack over the end of the dev timeframe, then once we have what we beleive to be a bug free game it has a life on NK where users feedback in the blog about any bugs/sploits [2009-08-27 17:07:39] here's a pic of Ada moderating this session. :) http://www.flickr.com/photos/mochimedia/3863654328/ [2009-08-27 17:07:45] sheesh! [2009-08-27 17:08:00] :P [2009-08-27 17:08:02] jamesonh: trouble maker [2009-08-27 17:08:20] very poised [2009-08-27 17:08:21] |<-- etrepum has left chat.freenode.net () [2009-08-27 17:08:41] Any plans on adding MochiCoins to the next Bloons sequel? [2009-08-27 17:08:49] indeed [2009-08-27 17:08:54] BTD4 in the works now [2009-08-27 17:09:15] i think a review of mochicoins would be cool. and if he shared some stats (Can you share some stats on SAS's performance with Mochi Coins) [2009-08-27 17:09:31] yeah I will do [2009-08-27 17:10:08] Ada sent me some stuff but questions have come up about ARPU which I didn't prepare for [2009-08-27 17:10:33] I'll chat with Ada afterwards so she can get something in her chat roundup [2009-08-27 17:10:41] ok, we'll add it to the blog post afterward so you guys can see all the stats together [2009-08-27 17:10:51] Was there anything you think you did wrong with the Coins integration in SAS2? [2009-08-27 17:10:52] |<-- darkmoon has left chat.freenode.net (Client Quit) [2009-08-27 17:11:28] I think we did it pretty well there was a lot of noise about the continue pay-for, however I stand by our decision there. We'll continue to learn of course about better ways to do things, but I think this was a pretty good first shot at it. [2009-08-27 17:11:54] It's a change of mindset for us devs as well as players [2009-08-27 17:11:55] One hard thing was making sure people knew that bought items were kept from game to game [2009-08-27 17:12:00] Note here -- for those of you watching -- if you have questions or follow up questions you can ask by typing in: /msg ada (type your message here) [2009-08-27 17:12:04] making that value proposition is the key [2009-08-27 17:12:16] whereas the guns you find around the map have to be unlocked each game [2009-08-27 17:12:50] what were your best selling item types [2009-08-27 17:13:24] the Zombie Popping Compendium Party Pack has brought in the most $ [2009-08-27 17:13:33] (so in your experience with the mochicoins do you think buying extra levels or buying cheats is more profitable?) [2009-08-27 17:14:02] my advice is if you make a coins game, have a purchase that wraps up everything in one hit for a discount [2009-08-27 17:14:12] we haven't tried the levels side yet [2009-08-27 17:14:25] a while back H&K was sending takedown notices to flash games using their guns in games, did they ever contact you about using the MP5 in SAS2 [2009-08-27 17:14:35] the "cheats" in SAS have done well [2009-08-27 17:14:45] yeah I saw that [2009-08-27 17:15:14] I told the guys my concerns, in the end we figured if they did get in touch we'd change it [2009-08-27 17:15:26] -->| kchamp (i=48828a2d@gateway/web/freenode/x-wvpmxxfopxrbciby) has joined #mochi [2009-08-27 17:15:34] |<-- mike950f has left chat.freenode.net (Client Quit) [2009-08-27 17:15:39] I think one of our guns we changed to the N&K 417 as opposed to H&K... [2009-08-27 17:15:56] what about offering something for free but only available using the mochicoin system to get them logged in? [2009-08-27 17:15:57] we were tempted of that lunacy to call it the Heckler and Cock... [2009-08-27 17:16:05] do it do it do it [2009-08-27 17:16:17] :) [2009-08-27 17:16:31] free stuff gets people familiar with how the buying process works [2009-08-27 17:16:35] *NPGames* what percent of a game should be free in a coins enabled game? [2009-08-27 17:16:53] what percent of a game should be free in a coins enabled game? [2009-08-27 17:17:12] as I mentioned at the beginning of the chat, we've "sold" 237000 items, but only about 17000 are paid items [2009-08-27 17:17:20] just enough! [2009-08-27 17:17:26] -->| millman (i=c011cf73@gateway/web/freenode/x-thhwkmbxaqshktjy) has joined #mochi [2009-08-27 17:17:46] basically I think you should deliver a comprehensive experience for free [2009-08-27 17:18:02] (in short, has mochicoins doubled your income from one game? or more or less?) [2009-08-27 17:18:04] I don't want players hamstrung into being required to pay [2009-08-27 17:18:06] (so people are really trusting the mochicoin system?) [2009-08-27 17:18:12] in short, no [2009-08-27 17:18:37] thats in response to the doubled income question [2009-08-27 17:18:53] if ALL our games were retroactively fitted with equally compelling and comprehensive mochi stores then yeah, life would be good [2009-08-27 17:19:09] (so in long :), has the addition of mochicoins been worthwhile?) [2009-08-27 17:19:10] some people obviously do trust it [2009-08-27 17:19:18] can you ask if they expect mochicoins to long-term double or more their income? [2009-08-27 17:19:37] will you attempt retro fits? [2009-08-27 17:19:45] an interesting observation from our end is people do seem to have a higher degree of trust in the process if they start out on our site already [2009-08-27 17:19:52] I don't think so [2009-08-27 17:20:18] It's complicated enough to make the coins stuff work well, retroactively shoehirning it in I think is risky [2009-08-27 17:20:37] for the time it might take to do it you could be halfway through a new game [2009-08-27 17:21:10] but our thinking now is by default any new game we make we'll hope to get mochi coins in [2009-08-27 17:21:55] mochi coins are an important part of our future [2009-08-27 17:22:22] Why did you guys choose MochiCoins above HeyZap or GamerSafe? [2009-08-27 17:22:38] I don't expect it will double our total revenue as we have a future that includes royalties from mobile etc [2009-08-27 17:22:49] we know the mochi guys well [2009-08-27 17:22:54] trust is a big thing [2009-08-27 17:22:54] -->| ryannichols (n=ryannich@shiva.mochimedia.net) has joined #mochi [2009-08-27 17:23:12] how many plays did SAS2 get? [2009-08-27 17:23:13] by proxy you are making a trust decision on behalf of your players [2009-08-27 17:23:27] mochi have some bright guys and a big engineering team [2009-08-27 17:23:33] support is outstanding [2009-08-27 17:23:50] SAS2 has had... [2009-08-27 17:24:08] loading stats [2009-08-27 17:24:36] |<-- diq has left chat.freenode.net () [2009-08-27 17:24:38] 5.7M + 700k from asylum [2009-08-27 17:25:01] Do you think creating a flash game with a high production value and decent funding (e.g. $20k) is a viable strategy now that there's MochiCoins (provided they are used wisely)? Or monetizing (via ads and/or coins) simple ideas but with highly addictive gameplay is still a better way to go? [2009-08-27 17:25:28] - There is definitely a much stronger argument for higher production values now that MochiCoins are around, however you still need to vreate a game that people will enjoy. I think bigger budgets (even just bigger time budgets) don't always produce better gameplay. One could consider taking an old game that was popular but maybe had limited exposure and fairly limited play-time and expand on that. The other thing is I person [2009-08-27 17:25:39] Think about examples that have worked in the genre you are developing. I'm not saying don't be a pioneer but have open eyes about the higher risks if you are. Think about what you would pay for in any game. I immediately think of Call of Duty modern Warfare. I'd totally pay for a new gun...:) [2009-08-27 17:25:42] -->| mochi_user (i=554027f1@gateway/web/freenode/x-ijdgmkqvlvyfvswy) has joined #mochi [2009-08-27 17:26:18] |<-- mochi_user has left chat.freenode.net (Client Quit) [2009-08-27 17:26:25] How did the expansion pack work out (in terms of say distribution/Coins)? [2009-08-27 17:26:37] -->| Tiger (i=554027f1@gateway/web/freenode/x-gbmgffyvpoyryazq) has joined #mochi [2009-08-27 17:26:38] hard to tell Gordon [2009-08-27 17:26:44] |<-- mochi_user__ has left chat.freenode.net (Client Quit) [2009-08-27 17:27:02] Because Asylum shares the store ID with SAS2 we can only get a vague sense as to what it has contributed to the overall My hunch is it's not quite done as much as we'd hoped in terms of lifting revenue, but I also think it will have given the game a little more long tail. Come to think of it there was possibly a better way of telling people how that all worked, but I know the fans of SAS2 were happy to get the expansion. Th [2009-08-27 17:27:26] The idea really was to give those that we're buying stuff another whole scenario, but also those that hadn't bought might take a looks and say, well heck if ther are two games, maybe 1000 coins isn't too bad to pay for X... - We've only developed in flash [2009-08-27 17:27:41] sorry my cut and paste is messing up [2009-08-27 17:29:25] -->| germancons (i=c9ac27ce@gateway/web/freenode/x-nggnvloonwtirqlq) has joined #mochi [2009-08-27 17:29:37] how did you decide the price of the items? [2009-08-27 17:29:58] -->| mochi_user (i=266681b4@gateway/web/freenode/x-ffscrgrgfkqwabou) has joined #mochi [2009-08-27 17:30:10] yeah, that was an intersting process [2009-08-27 17:30:41] we wanted to put prices that would encourage people to buy [2009-08-27 17:30:50] I don't know if we were too high or too low [2009-08-27 17:31:15] throughout the development process we tweaked it a bit until we felt it was right [2009-08-27 17:31:47] maybe we can do 5 more questions and we'll let you guys go? [2009-08-27 17:31:56] a good rule of thumb we thought was to peg the total cost of everything about halfway to a $19.95 casual downloadable title [2009-08-27 17:32:00] ok sure [2009-08-27 17:32:01] Note here -- for those of you watching -- if you have questions or follow up questions you can ask by typing in: /msg ada (type your message here) [2009-08-27 17:32:21] How much impact and what kind of (positive/negative) have you experienced with SAS series being not casual (e.g. compared to Bloons)? [2009-08-27 17:32:26] |<-- Digital_Vizions has left chat.freenode.net (Ping timeout: 180 seconds) [2009-08-27 17:32:45] yeah that's interesting [2009-08-27 17:32:59] |<-- germancons has left chat.freenode.net (Client Quit) [2009-08-27 17:33:19] |<-- Khanduras has left chat.freenode.net (Ping timeout: 180 seconds) [2009-08-27 17:33:23] when it was released just on NK the support from people on my blog was mostly positive, but that's a fairly captive crowd possibly afraid to offend me :) [2009-08-27 17:33:40] I guessed that we'd get about 3.5 on NG [2009-08-27 17:34:08] it started out high but then crashed to about 3.5 after it front paged [2009-08-27 17:34:23] for a while the comments page on NG was a big string of zeroes [2009-08-27 17:34:31] but they can be a funny crowd [2009-08-27 17:34:45] eventually the negativity was hedged with reason [2009-08-27 17:35:10] as much as it might hurt to read those comments I encourage people going through the same thing to do so [2009-08-27 17:35:30] how important are including level editors within games nowadays? [2009-08-27 17:36:06] you still need the feedback, just ignore the "You guys are such f***** c**** for doing this I hope you burn miserably ina fire" type comments [2009-08-27 17:36:34] lol, those comments must make you feel great ;) [2009-08-27 17:36:45] level editors are cool, players love them even if it's just to create huge ridiculous chain reactions [2009-08-27 17:37:06] and now if it's worth it, there is an easy way to get people to pay for it :) [2009-08-27 17:37:48] will you remove the mochicoins for kongregate or just ignore them (for now) [2009-08-27 17:38:06] our first reaction was ignore them [2009-08-27 17:38:21] but we're going to give integrating Kreds a go [2009-08-27 17:38:39] it's worth exploring, it just means we lose about 3-4 days dev time working through it [2009-08-27 17:38:50] we put sas 2 on kong and they took it down :) [2009-08-27 17:38:57] PM me if you want my opinion on that in 3 months time :) [2009-08-27 17:39:34] whats your long term plan for ninja kiwi? where do you see yourself in 5 years? [2009-08-27 17:39:43] ah jeez [2009-08-27 17:39:48] |<-- Moczan has left chat.freenode.net (Client Quit) [2009-08-27 17:40:00] 5 years [2009-08-27 17:40:02] that [2009-08-27 17:40:08] s a hard one [2009-08-27 17:40:24] mainly still able to do it full time would be great [2009-08-27 17:40:40] we might be 10 people by then or more [2009-08-27 17:41:00] I'd like to think we'd had another Bloons sized hit in that time [2009-08-27 17:41:20] |<-- mochi_user_____ has left chat.freenode.net (Client Quit) [2009-08-27 17:41:23] -->| Khanduras (i=d03dfa48@gateway/web/freenode/x-myjicnpygrnxripb) has joined #mochi [2009-08-27 17:41:43] alright, final question! what do you think about future of flash games? Don't you think the market is getting overcrowded with games? [2009-08-27 17:42:20] the player base is growing [2009-08-27 17:42:33] I don't think it's getting overcrowded with games [2009-08-27 17:43:13] I don't forsee a time where an unknown indie can make it with a crackerjack game [2009-08-27 17:43:26] the opportunities will be there for a long time [2009-08-27 17:43:59] I think Mochi Coins will enable some talent to stay making games instead of moving into database administration to pay the rent [2009-08-27 17:44:06] |<-- Guest16709 has left chat.freenode.net (Ping timeout: 180 seconds) [2009-08-27 17:44:18] not that there is anything wrong with that but it seems a shame if your a talented developer [2009-08-27 17:44:33] Great, well thank you both so much for your time :) [2009-08-27 17:44:36] |<-- mochi_user has left chat.freenode.net (Client Quit) [2009-08-27 17:44:37] =-= Mode #mochi -m by ada [2009-08-27 17:44:44] * TacticalPenguin can talk again yay [2009-08-27 17:44:44] flipping the channel so that everyone can talk and hang out afterward [2009-08-27 17:44:45] welcome! [2009-08-27 17:44:52] PARTY TIME. [2009-08-27 17:44:55] =-= mochi_user____ is now known as DudeJonne [2009-08-27 17:44:58] thanks for the info [2009-08-27 17:44:59] oeg,, [2009-08-27 17:45:02] ff [2009-08-27 17:45:03] nice chatting to Ada, the Avatar [2009-08-27 17:45:04] woohoo! [2009-08-27 17:45:04] that was a great chat [2009-08-27 17:45:05] thanks NK dudes [2009-08-27 17:45:08] hello guys [2009-08-27 17:45:10] heaps better than the nitrome one with the question mode [2009-08-27 17:45:11] mute no more [2009-08-27 17:45:12] Very informative. [2009-08-27 17:45:13] Thanks for answering my questions, yu have given me lots of hope for a bright gaming furutre [2009-08-27 17:45:15] yea that was a ggood session [2009-08-27 17:45:18] benologist wins [2009-08-27 17:45:25] what did you guys think of this moderated thing? [2009-08-27 17:45:29] better than last time (if you were here for that)? [2009-08-27 17:45:31] much better [2009-08-27 17:45:32] it worked well [2009-08-27 17:45:32] perfect ada! [2009-08-27 17:45:34] It worked well. [2009-08-27 17:45:43] we were abel to keep up which was good [2009-08-27 17:45:46] Probably was a bit too much work on your end though. [2009-08-27 17:46:03] I regretted missing the Nitrom chat but it was 4am, I appreciated the summary you did though [2009-08-27 17:46:06] it was worth it not to have all the casual chat crap cluttering up the screen [2009-08-27 17:46:08] |<-- FunFlowStudios has left chat.freenode.net ("Page closed") [2009-08-27 17:46:10] All that copypasta... [2009-08-27 17:46:18] worth it, prob easier to make the summary also [2009-08-27 17:46:19] Summary was fantastic! its all over the net too [2009-08-27 17:46:29] aw jeez... [2009-08-27 17:46:30] Cheers people! [2009-08-27 17:46:34] * TacticalPenguin waves to CC-DavidScott