Latest News
spacer View All spacer
 
November 20, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [9]
 
GDC 2010's Experimental Gameplay Workshop Calls For Submissions
 
Opinion: Rethinking Player Death [27]
spacer
Latest Features
spacer View All spacer
 
November 20, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [5]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [5]
 
arrow iPhone Piracy: The Inside Story [48]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 20, 2009
 
Planckogenesis, Part II: Song Structure & Gravy Train
 
Designing Games Is About Matching Personalities [1]
 
An Indie Developer’s “Biggest Mistake” [9]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 20, 2009
 
Sony Computer Entertainment America
Developer Support Account Manager
 
Monolith Productions
Sr. FX Artist - Monolith Productions - 113935
 
Monolith Productions
Sr. Software Engineer, Network - Monolith Productions - #114694
 
Monolith Productions
Sr. Concept Artist - Monolith Productions - #113768
 
Sony Computer Entertainment America
UNIX Systems Administrator
 
Microsoft Game Studios
Animation Director - Halo
 
Microsoft Game Studios
Lead Environment Artist - Halo
 
Radical Entertainment / Activision
Mission Designer (Intermediate)
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
News

  GDC Austin: How Fantastic Contraption Became A Fantastic Hit
by Simon Carless
0 comments
Share RSS
 
 
September 15, 2009
 
GDC Austin: How  Fantastic Contraption  Became A Fantastic Hit
Advertisement
Talking at the Independent Games Summit at GDC Austin, Fantastic Contraption creator Colin Northway explained how he created his Flash-based physics game with no pro game experience, and "made a boatload of money" along the way.

Northway explained how he got to critical and financial success with the website and game. He said that, in today's Flash game community, "there's a culture that everything should be free", and some claim that if you think otherwise, "maybe there's something wrong with you."

But he succeeded by implementing a free-to-play model with optional $10 purchase for the construction-oriented physics title, which tasks the player with crossing the playfield after making a solution out of wheels, beams, and other construction objects.

The creator explained the "extremely iterative" design for Fantastic Contraption, showing multiple early prototypes for the game, and underlining how important it is to "embrace the not knowing" in your design.

Northway urged would-be indie game creators to "just start putting your paper to pencil", and then, using friends, family, and beta testers as early as possible, "put what you have in front of people" to improve it.

He discussed the importance of accessibility, pointing out that gamers like experimenting with things, but non-gamers are much more nervous. Northway commented: "They are scared witless about hitting a button and having the world as we know it end."

Especially with Flash games, which have "no risk and no time invested [in downloading or setting it up]", developers need incredibly simple, robust, and fun tutorials to hook users, since they can walk away at any time. Northway quipped: "You have no grace from these people... they just want it to work first time and to be as fun as possible."

Sharing level solutions is particularly important in Fantastic Contraption, said Northway, as a way to "reward people for what they want to do", and people are very keen on sharing what they've built.

With a real URL for their level solution, people will pass around their contraptions and "play their game in their community" via their own forums -- essentially what Northway calls "pride-based marketing".

From there, Fantastic Contraption saw massive growth after launch - he did no marketing at all, and yet it virally spread and grew massively. He said: "On the Internet, people have solved the content discovery problem."

The title has a great deal of free content, but Northway has been tremendously successful that way. For every unique site visitor, he converts 0.5% to a paid version. $10 gets you the level editor, level sharing, playing shared levels, and "supporting independent development."

Interestingly, only 5% of the people who buy the game save a level in the level editor, showing that it's goodwill for the game itself that powers the payment (and the opportunity to play other people's levels) as much as a wish to make one's own levels.

With over 3.5 million unique users just in the first three or so months, Fantastic Contraption has been a major financial success for Northway, who quit his job as a website programmer.

He ended up selling the rights to the game to California-based inXile Entertainment, which also now owns the Line Rider IP, and now shares in the profits with them while working with them as a designer. As well as an iPhone version, Northway hinted that "A little more to the online Contraption universe" may debut later this year.
 
   
 
Comments

none
 
Comment:
 


Submit Comment