- Not just computer games. The event offers a nice balance between online and offline. The popularity of card games, tabletop RPG’s and board games is on the rise again. Magic: The Gathering had it’s own dedicated conference hall across the street, Pathfinder was being played by hundreds of people at the same time, and there were plenty of opportunities to just sit down and with strangers and play even stranger board games together. The new definition of social gaming, perhaps? 😉
- Lectures are well attended. Spread out over different lectures halls in the building, and even at different locations in the city. Developers talked about the process of how their game was made, professional gamers shared their experience, introduction talks to the game industry, the history of games, the future of games, games, games, games! Indeed, no lack of love for our industry here!
- Big publishers don’t rule the show. At Gamescom it’s quite normal to see 8-hour lines of people who hope to get a 10-minute gameplay demo of the next upcoming blockbuster. At PAX, those lines were relatively short. Also, at Gamescom the indie area always seems quite abandoned in a corner. At PAX, the Indie MEGAbooth and the PAX 10 were buzzing!
Recently, 3 Pyramid Tripeaks (a game developed by Bram Schoonhoven and published by Happy Planet Games) used the FGL Mobile Platform to reach #10 on the Google Play app store for Top Free Games. It also reached a rank of #1 in Cards and #28 in all Top Free Apps!
3 Pyramid Tripeaks was pushed through FGL’s Mobile Platform back in October of 2013 as a premium game on sale for $.99. FGL worked with the developer and publisher to make the game free and monetize it with FGL’s ADsorb ad system which assured the game had the highest cpms possible.
FGL continued to promote the game and when it was apparent that the game had good organic growth FGL organized more specific promotions around the game, which helped raise it to #10 in the Top Free Games category on Google Play.
Said Kelly from Happy Planet Games, who published the game, “Working with the FGL Mobile Platform has been a great experience. I get to focus on finding developers and games while FGL takes care of all the behind the scene details that would otherwise take up most of my valuable time”
Bram Schoonhoven, the game’s developer, also had a great experience working with FGL and their Mobile Platform, saying: “I am very happy to work with FGL, they know what they are doing and always respond fast. I am looking forward to more mobile successes.”
FGL has enjoyed working with Kelly and Bram and we congratulate them on their achievements, and look forward to working with them on future games!
Part IV of 4 Part Blog Mini Series on Porting your Game to Mobile
There are several options for driving your app higher in the charts: paid marketing if you have the conversions and budget. Cross-promoted games that offer promotion to your games and from your games. There are a few good services out there for cross promoting. FGL has very strong relations to Nook and Amazon but the game has to be high quality. It’s been said that the best hour to publish a game on iOS is Thursday before 4PM. Last, anecdotally and certainly something not to be forgotten is keeping track of your game analytics! And remember, partnering up with a indie friendly publisher can ease your workload tremendously.
Part III of 4 Part Blog Mini Series on Porting your Game to Mobile
An actual spider on the thumbnail for a game called “Spider”, and a spider with Spades on its back for “Spider Solitaire”. Both feature the same gameplay. Which one is clearer?
In most cases, a publisher will help to market your mobile game. Game Title and Keywords are critical. Does your title contain a descriptive word people are searching for? The title and keywords you use will influence your game search ranking in the AppStores. Matched traffic is important but by far the most important asset to your game is the thumbnail! The thumbnail should attract player’s attention not only in the app store but on the player’s device once installed. Screenshots, Short Description, Reviews and Testing also drive revenue to your game.
Part II of 4 Part Blog Mini Series on Porting your Game to Mobile
Bread Kittens; Gotta Catch ’em all!
There are various ways you can monetize your game micropayments, in-game monetization, ads and simply selling a game. Some of these methods require multi-session game plays, users returning and playing your game multiple times, while others don’t.
Regardless of which methods you ultimately end up choosing, it’s important to understand how and why people spend money on games. (more…)
Part 1 of 4 Part Blog Mini Series on Porting your Game to Mobile
Martine Spaans has written a 4 part comprehensive article for our blog on porting Web games to Mobile. She is the owner of Tamalaki Mobile Publishing (http://www.tamalaki.com/) and freelance consultant in the field of casual gaming and online marketing. Martine has 7 years of gaming experience under her belt, which can be considered as quite a lot in our young industry. In previous roles she was Senior Licensing Manager for Spil Games, heading the Online Marketing department at the Ubisoft studio Blue Byte and as Chief Marketing Officer at the mobile social gaming network Gramble. While Tamalaki Publishing has only been around for 6 months she already had some successes like a #1 hit on Nook, a #10 paid app on Amazon and multiple games in the top 100 new free charts on GooglePlay. iOS soon to follow…
When porting your game to mobile a few basic elements need to be taken into consideration, regarding screen size, performance, controls and the mobile audience that you have one shot to impress.
If you were raised in the USA (or certain other parts of the world as well) Christmas is heralded by things such as decorated fir or pine trees, hearing (the very 1950s) Frosty the Snowman, ads prominently featuring Santa Claus, renting the 378th remake of The Christmas Carol and watching Rudolph the Red-Nosed Reindeer with “limited” commercial interruption.
While these things might feel as if they’ve been around forever, the fact is a vast majority of your Christmas associations are owned and protected. Now what exactly does “protected” mean? Well, at the core, it means you can’t use it without a license. Period.
Here are some examples of protected music:
- Frosty The Snowman
- Rudolph The Red-Nosed Reindeer
- Carol Of The Bells
- Jingle Bell Rock
- Winter Wonderland
- Have Yourself a Merry Little Christmas
- White Christmas
- I’ll Be Home For Christmas
- The Christmas Song (Chestnuts Roasting on an Open Fire)
- Let It Snow! Let It Snow! Let It Snow!
- Santa Claus Is Coming To Town
- The Little Drummer Boy
- Sleigh Ride
- It’s The Most Wonderful Time Of The Year
- I’ll Be Home For Christmas
- Rockin’ Around The Christmas Tree
- Silver Bells
- Feliz Navidad
- A Holly Jolly Christmas
- Here Comes Santa Claus (Right Down Santa Claus Lane)
and some examples of protected characters:
- Rudolph the Red-Nosed Reindeer
- Frosty the Snowman
- The Grinch
Now before you go all Grinch.. err.. I mean Scrooge, there are both music and characters in the public domain.
Public Domain music:
- Deck The Halls
- The First Noel
- Hark, The Herald Angels Sing
- Jingle Bells
- Joy To The World
- Come All Ye Faithful
- Silent Night
- The Twelve Days of Christmas
- We Wish You A Merry Christmas
Public Domain Characters:
- Reindeers without red noses
Also note that while even if songs are in the Public Domain, you can not use any recording of those songs (unless the owner of the recording has put it in the public domain). Recordings are covered by a separate copyright. For more info about Public Domain music, you can visit: http://www.pdinfo.com/.