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  How to Monetize Flash Games Efficiently
by Tyler Glaiel on 07/02/09 12:33:00 pm   Expert Blogs
11 comments
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  Posted 07/02/09 12:33:00 pm
 

It seems like you see a title like this at every conference and on every website. And they all indirectly state the same thing. Go ahead and take a guess.

Give up?

Quantity, not quality.

Yup, that’s the key. You will make a lot more money if you focus on pumping out small generic games than large original games. Which is preferable: $2000 for a 2 week project or $6000 for a 3 month project? The choice is fairly obvious here. Unfortunately, the more preferable choice usually requires “selling out” or sacrificing artistic integrity, which a lot of artists value over financial reward, especially when the financial reward generally isn’t much more than an average salary.

There’s a few people who manage to make decent money without selling out, or while still making quality flash games (Dino Run, Auditorium, and Brad Borne) but those are few and far between.

In march I attended the first Flash Gaming Summit before GDC. It was nice meeting people I’ve known online for a while, and seeing adobe show off my game to promote a flash player 10 feature, but other than that literally every single talk was about the business aspect of flash- how to make money and how to attract players. Nothing about how to make good games, just how to make profitable games. There’s actually surprisingly little overlap between the two. Nobody even bothered to mention the games themselves at the talks, it was ALL how to market it.

Now I don’t mind learning a bit about how to market a game, but you know there’s something wrong when the marketing completely obscures the product being marketed.

I have not made much money at all from my work. I’ve made flash games for 5 years, and barely earned the equivalent of half a year’s average salary. I didn’t need much money though, I was in high school.

Anyway, I’m sick of seeing talks and articles about monetizing flash games like there’s some sort of secret hidden money button. There is no secret, all of those articles and talks say the exact same thing but worded differently.

Nobody ever seems to discuss how to make a good flash game, it’s all about what tradeoffs you can make to make more money. Sure I can make one simple dart throwing balloon popping game and release it 50 times with a different number next to the title and make 50x more money than had I left it at one, but do I want to? I can clutter up a game with video mochiads at the beginning and between levels (and during timed gameplay while the timer keeps going). I can offer DLC where you buy the upgrades to the zombie shooter with real money and alienate all but a few players, but profit tremendously from those few players. I can even do all of the above.

But, I don’t want to. I use flash as a medium for getting my ideas out there, experimenting, and testing out new concepts using relatively quick development cycles. I know there’s other people like me, a lot of other people like me, yet none of the presentations at the FGS, GDC, or anywhere else reflect that.

 
 
Comments

Caleb Garner
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unfortunately I think you represent a very smaller number of people than you realize.. people who want to make flash games and don't care about money.. I appreciate your eagerness to see quality over quantity, but I think the FGS was a perfect cross section of what people in the flash game community are interested in.

The fact that the FGS had such a focus on that tells you exactly what we went there to learn about. Innovation is not the shortage.. money is. Without decent returns on investment.. how can we justify spending the time it takes to make a good game. I learned a lot there and while it's not going to help me make my next game any faster, at least I know more ways to make that game bring in greater revenues which helps me be willing to put more time into it to make it higher quality.

most of the people there (like myself) are working on making a living. We don't have mom and dad taking care of us. We have bills to pay and all that other stuff that goes with being a self sufficient adult.

Learning how to make money making flash games takes nothing away from making good games. we're struggling with the quality / quantity issue as are most people. Good game design often requires experimentation and QA, but that often can be a time pit and if not kept in check can really extend the development time of a game.

I don't need to know how to make a good flash game. There are tons of brilliant games coming out all the time for flash. Most people there don't need to know how to make a good flash game either, we are there to learn more about how to make a decent living.

We have a great new little flash game coming out this month on addicting games and while we're proud of it and look forward to seeing what people think, the game didn't bring in as much money as needed to support the people involved in its creation.

So it puts us in that same situation.. do we focus on quick / fast half polished game ideas or do we spend more time and make less money. Unfortunately we have to consider a balance of the two.

Also another important aspect of this event was the networking. To be able to talk face to face with developers and portal owners alike about stuff was great. This of course helps strengthen the business side of things which you’re not really interested in.

Tyler Glaiel
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The event was good yes but there could have been a bit more variety in the panels, that was my gripe. At GDC at the indie games summit, there were a couple business oriented panels but there were also a lot more other ones thrown in between, and surprise surprise it was the highest rated summit at GDC.

I know I'm probably in the minority here, but the thing is as long as there are people like me who care about the "game" part more than the "business" part, there there should be at least some panels focusing on the game part over the business part, or even some of the technical aspects of it. The panel with edmund and brad on it was one of the most balanced and interesting panels up there, because edmund and brad both manage to make a living without sacrificing too much artistic integrity.

Most of the people I talked too about this found parts interesting like I did, but we all agreed that the summit was very one sided.

One of the best things you can do in flash is fast prototype a lot of concepts and ideas in a short period of time (and get paid for those prototypes), then expand upon the ones people enjoy, and get a ton of feedback in the process. That works very well as a business method, just talk to Edmund. Nobody mentioned it at the flash summit though.

Caleb Garner
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yea i understand what you're getting at, but it's just wrong to assume that because everyone there to learn how to make money that people care more about the business than the game. Look at the awards that were given out for last year's accomplishments. Lots of groundbreaking stuff going on within the limitations of flash.

adobe shared some interesting news about pixel bender which was interesting. I'm not saying that game development itself shouldn't have a focus. Sure flash can be used to prototype and that's one of the great things about flash and casual games in general, but if developers can't make a decent living, and as you've already attested too, it's hard for there to be a very fertile environment to develop future games.

Sure you'd have your core developers who love giving away their work for free or for pennies.. but like game editor and many other indie platforms that don't really offer any real avenues to make money they will be niche little markets that never really grow...

Hopefully though next year's event will offer more interesting topics on all spectrums. you should contact the FGS folks and voice your concern, i'm sure they'd love to get your feedback. :)

Tyler Glaiel
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I'll probably apply to be on a panel for next year. I would have this year but I missed the deadline

Bryson Whiteman
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It's a problem to spend time developing a great Flash game when you are unsure whether you'll gain any revenue back. It usually makes no financial sense unless you're thinking about it from a broader marketing perspective -- working towards building a brand that people will recognize ( i.e. Scarygirl). Or simply doing it for the hell of it -- God put me here to make great Flash games.

If you're expecting a return in revenue then the monetization is as important as the game itself. For without proper monetization there shall be no great game, and without a great game monetization isn't worth a damn.

As far as Flash talks go, I was a bit disappointed that the only Flash talks were mainly about the money side of things. As far as general game design goes, you can apply much of what's said at any other game design lectures. And there's plenty of history to study as well. But it would've been great if there were talks that highlighted the creative potential for Flash games.

User-generated content and music games are hot these days, why not a workshop for brainstorming a Flash game that gets people collaborating over the internet with some live jam sessions. Flash and sound aren't a happy couple but I don't think there would be any technical problems why that couldn't be done, and if it can't maybe it should be explored anyway. So yeah, there's a lot of Flash concepts that could be unique to the platform and worth exploring.

Tyler, I like your games man! Keep up the good work.

Jhypsy Shah
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My wife gets payed to play and write about flash games, the only one I saw lately that I really liked was Black Navy War. There was one that seemed to have a simular concept (engine?) called Quest for Power. She tends to like the puzzle games, neither of us tends to favor the games with the better graphics.

I think text is under-rated, especially since it's vector art. I'd really like to see a text based RPG with some graphics mixed in with it. I think that would be a new favorite game. Maybe something like this:

flashterm.com

..if ya telnet to a MUD but capable of graphics.

James Hofmann
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I've spoken briefly with some people who had "overnight success" Flash games. In my final analysis, they were not successful because of skill or quality, but rather because of outsider effects and timing; anyone could have made that hit game, and that's why they made it, and not some experienced industry vet. The vet would capitalize on skills and build a more elaborate game, unable to even conceive of the simpler gameplay.

In essence, once you've gotten a few games behind you, the emphasis of the Flash market as we know it starts looking very unappealing. You have to really buckle down and work hard to *not* make something sophisticated, to just keep churning out new ideas on a semi-weekly basis. However, I'm not convinced it's actually even financially the best route, long term. It's just "path of least resistance" for a new market entrant. On the other hand...

Someone who develops a great brand - and can sink a lot of time into a deep, powerful realization of the brand - opens up a whole new realm of opportunities. Instead of a generic audience taken from portals, which contain the most anonymous and disrespectful players you will find, branding makes it possible to reach out to fans, engage with them, and build on their support.

One of the problems with most of the larger scoped Flash games these days is that they're wasting time/money by continuing to tend towards a generic set of elements and just throwing more polish on, when by allocating the budget and process a little differently, their games could become a viable franchise.

An Dang
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I guess most folks don't think they need to be told how to make a game innovative, artistic, or fun; it's something they should have taken care of.

Caleb Garner
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Yea great points folks. it's a very difficult market to earn a decent living. Sure some have managed to do it, but they are definately the minority. Branding and ultimately driving traffic to your own site seems to be the key to making the "big bucks" from most of the successful companies and individuals out there. That however takes time to accomplish...

Marcus Richert
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Wait, so your artistic integrity is preserved if you use CPMStar ads (as Tyler does) but not MochiAds? Uh, ok.

Tyler Glaiel
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a non obtrusive add in the preloader of the game is different from one you are forced to watch every 5 minutes between levels

only one of my games has an actual ad in the beginning anyway


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