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Blogs

  Ranking Metrics for "Nameless" Premium iOS RPG with no IAP
by James Liu on 05/06/13 10:35:00 am   Featured Blogs
14 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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This is the second in a multi-part blog about our adventures creating "Nameless: the Hackers RPG". You can read our first post for our pre-launch efforts here: 

Gamasutra Blog: Breaking In - Nameless the Hackers RPG

When we decided to make our first game "Nameless: the Hackers RPG", we couldn't find much information about how well premium games did on the iOS AppStore. We did however find tons of articles talking about how important it is to be ranked. There is a strong co-relation between revenue and rank.

Below, we are sharing our launch experiences and metrics. We were not featured by iTunes and did not have much money to spend on Marketing. We're hoping our information will be useful to other developers looking to make premium games on iOS.

Nameless: the Hackers RPG for iOS

Nameless Game Play Image for AppStore ranking details

iTunes Link:
 http://nth.box.cat
Reviews & Mentions: http://box-cat.com/

Rank by Downloads Between March 16th (launch) and April 18th
- On March 18th, we reached Rank #5 in Role-Playing for two days
- We attribute this to our 680 sales on 3/17 and 3/18
- We stayed in the top-150 for the entire month

AppAnnie Nameless the Hackers Ranking Top 5 Role-playing iOS

We were breathless when we saw Nameless rising in the charts. We have no viral/social elements in our game design.

We can confirm, by experience, that the AppStore ranks have an exponential affect on our sales. As we lost or gained position, we could dramatically see the sales change as well. You can compare this to our sales graph here:

Copies Downloaded Between March 16th (launch) and April 18th
iOS Premium App Sales Graph

Rank by Downloads with Categories
- On March 24th, we switched our secondary category from Simulation to Adventure
- We found there is a competitive difference in each category
- Role-playing seems less competitive than Simulation
- Adventure is more competitive than Simulation
iOS JRPG RPG Simulation Category Changes

After switching categories, we noticed a visible difference between Simulation and Adventure. On 3/25 we were at GDC, but at night we were debating a storm at the "lovely" Motel 6. We started digging into ranking metrics on http://Appannie.com to compare multiple categories.

We found the following details based on the games in rank 20-30 for March 25h, 2013.

- Action & Arcade seem to be the most competitive categories
- Adventure
- Puzzle
- Simulation
- Sports
- Strategy
- Kids & Family seem similar
- Racing
- Board
- Role-Playing
- Card, Casino, Dice, Education, Music, Trivia, Word are the least competitive

We made a very large image to explain what we saw. (Click here)
Thumbnail 

This gave us a lot of insight into our current performance. We knew our sales were not stellar and reaching rank 5 within an AppStore category felt “too simple” for the number of sales we were getting. Turns out that the competitiveness of Role-Playing is very low. We didn’t know this when we chose to make Nameless.

That being said, we took away that it doesn't take many downloads per day to achieve ranking in these lower categories. Something we will be considering in our next design.

Our Thoughts on Ranking

  • We were lucky to have been in a less competitive category; we didn't plan for it.
  • At the risk of having everyone flood our RPG category, we think it's important to take the volume of downloads required to stay ranked for your game type. It's something we plan to consider in our next design.
Next Upcoming Topics
We have the following topics we'll be also touching on in the next few days. It takes a while to make these, we'll be posting every few days until we're done.
Stay tuned! Follow us:

@BoxCatLLC
Facebook Page

Feel free to ask us anything in the comments. =)
 
 
Comments

Rick Nice
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Great info. Your game looks like a stand out and I'm surprised it's not selling even more. Have you noticed an upswing from these postmortems?

James Liu
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Not at the moment; we need to watch it a bit longer. Awareness is definitely our biggest challenge.

We do however notice that RPG/JRPG players will usually look up a review or two before they invest a large amount of time. So perhaps they will run into our post in the long-run.

We suspect that if a Causal Freemium game did a post-mortem it would get a significant number of downloads since the barrier is free and it is not a heavy time-investment to try it out. So it could be specific to JRPGs that won't see an immediate boost due to a post-mortem.

We also didn't adhere to the 50MB rule. So those that read the article off wifi couldn't quickly do it.

julian bartoli
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hi guys, please if you are interested in publishing a puzzle/maze game madi in argentina for Android and iOS, write me @ glitchstudio.arg@gmail.com We already have some playable levels to show. THAKS!

Matt Fleming
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Oh hey, I remember you guys at GDC! Might I reiterate my request for an Android version?

James Liu
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Hi Matt! Thanks for checking us out at GDC!

At the moment the sales won't enable us to do that yet. There were some other business solutions that approached us, but we don't have the resources to push it out. Might be a long time before we move to Android. It's a cost issue.

Nooh Ha
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@James. Have you looked at using Marmalade's Juice to convert it from iOS to Android (and other platforms)?

James Liu
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@Nooh Ha. Not yet. Thanks for the suggestion. Inception Mobile is something we're also looking into, but we're not 100% sure about the Android market at the moment. We're only a team of 2.6 people. So we can only do so much at a time.

Phil M
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I'm not sure how much you were making but did you consider spending some of your revenue on website ads? banners etc? and how did you use Chartboost?

James Liu
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Not including sweat-equity (our personal hours), we spent $14,500 dollars. Made back $4,600 so far. Sweat-equity includes 2.6 people over 9 months with living expenses in Los Angeles, California. It's hard to quantify sweat-equity since living expenses are different place to place.

Its not awesome and not horrible. When we started we knew we were attempting to make a long-term product. So hopefully we'll be similar to other full-fledged RPGs.

We're still trying things without spending high risk amounts. We define over $1,500 as a high risk amount. So that excludes marketing firms or large marketing campaigns.

At the moment:

Website ads: Not yet. Definitely thinking about it. 148Apps, PocketGamer.co.uk, Slide-to-Play, IGN, and TouchArcade are probably our first picks as a Premium Mobile Game.

Mobile Banners: Limited use. Under $50 dollars. We haven't experimented on this enough to say anything. Facebook Mobile Advertising seems hopeful. AdMob, not sure. iAd, not sure also... We may skip this category for our app since we're competing with mostly free apps in the banner inventory.

Chartboost: We're just starting to plan for this. This seems like the most hopeful prospect. We've played around with their technology and it allows us to filter out the [4+] age group. Chartboost only allows premium apps to do Cost-Per-Click, so the fact that we can filter out Apps that target young infants means we'll get fewer accidental click-throughs.

We're trying to not cross-contaminate our data. This post-mortem is also an experiment. So far it's been quite positive.

Our worry with ads is that there are two layers of conversions we need to penetrate. One to click, where we need to pay the advertising company. Then second, they need to decide to buy based on what's presented in the AppStore images, reviews, and price. We'll probably talk about this in greater detail later on. =)

Cem Bugra
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Valuable info James, thanks a lot for sharing this! Looking forward to the upcoming posts.

Curtiss Murphy
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Have you considered releasing one binary? (ie free release, with an IAP to upgrade to full once inside). The separation of lite to full is tricky and seems to be less favorable these days.

What percentage of your users are leaving reviews? Your game looks great and the reviews are extremely positive. Industry standards seem to indicate ~0-5% of users leave reviews, with 1-2% being most common. With your 500 reviews, at 2% of your user base, at $3.99 ... ~$75K ... I'm missing something.

James Liu
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We did not use a Free-to-Full single binary because we were not confident if we could compete in the rankings. We weren't sure if we could achieve the # of downloads and grossing to compete with fully funded and pivoting startup like Zynga, SuperCell, or Kabam. We may try this in the future with a new game, but we're still not sure if we can compete without the development power. (I'm the only dev on the team. lol)

Yes, we were educated on this industry metric when we went to GDC 2013. A few publishers came to our kiosk and we showed them our reviews. They calculated 1% in-front of us, but we told them our real sales. One of them said "wow! you're very honest!".

On AppAnnie, "All Time" downloads is 3,514 as of May 9th, 2013. We have 504 total rating, mostly positive. So we have a review rate of 14.3% at the moment.

Nearly 3300 of these were at $1.99. We only recently moved it up to $3.99.

This makes us hopeful that there's an under-served niche market of JRPG/WRPG gamers on the AppStore. A large differentiator for us is the fact that we have no-virtual pad. It's purely designed for touch screen.

It may also say something about JRPG/WRPG gamers when looking at our Lite version. We launched our Lite version on March 28th. The full was launched on March 18th (10 day Before). We have a total of 2,843 Lite version downloads while the full is at 3,514 Full version downloads. On average, we see MORE unique users buying the full-version than there are unique users trying the lite version.

Curtiss Murphy
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14% is outstanding? Nice job. Maybe consider developing more products. New products bring fans to older products. You get continual exposure and cross polination. Works well if you can cut your development time down to 3 or 4 months.

James Liu
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Thanks! That ~$75K number is nice though :D

Hoping for long-term sales.


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