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Arkedo Reveals XBLIG Sales Stats, Praises Opportunities Generated
Arkedo Reveals XBLIG Sales Stats, Praises Opportunities Generated
 

December 7, 2010   |   By Simon Parkin

Comments 14 comments

More: Console/PC





French independent game creator Arkedo Studios, developer of Xbox Live Indie Games JUMP, SWAP and PIXEL!, has released official sales figures for its suite of downloadable games before outlining the opportunities that have arisen out of their success on the service.

Arkedo turned to Xbox Live Indie Games after releasing DS puzzle games including Nervous Brickdown and Big Bang Mini.

In a post on Gamasutra sister site GamerBytes.com, the firm revealed that the trial for JUMP, the studio's first game, released in September 2009, was downloaded 42,974 times, with 4,990 sales made, a conversion rate of 11.61 percent.

Meanwhile SWAP, released in October 2009, performed less well, with 20,278 trials downloaded, converting to 4,369 sales.

In a period after September 10th, SWAP was featured as a deal of the week on the service, selling for 80MSP, reduced from 240MSP. For that month 3,987 trials were downloaded, selling 2,334 copies, a conversion rate of 58.54 percent.

PIXEL!, released November 2009, has been the studio's strongest performer, with 62,636 trials and 11,432 sales made over the course of the game's lifespan.

Camille Guermonprez, owner of Arkedo Studios, originally revealed the figures on gaming site NeoGAF, admitting that the company failed to turn a profit on the suite.

"The 3 Arkedo Series cost approx $50K altogether to make and XNA sales went approx. $50K combined," he wrote. "Costs and revenue are comparable in this example. So having 3 games on the Xbox, even on the Indie Games section (which must be less than 1% of the general traffic) does help you get noticed."

However, Guermonprez was quick to point out that there have been various benefits to having games on XBLIG. "In a nutshell, it's all about having your studio being noticed by gamers, and help it appear on the industry radar," he wrote before pointing out that, as a direct result of the suite, Arkedo received a "paid deal with Microsoft Games Studios for the launch of Windows Phone 7, with OMG - Our Manic Game."

Likewise, Guermonprez attributes a subsequent deal to make a game for a Japanese publisher on XBLA/ PSN, and a deal with Intel to have the Arkedo series featured on its AppUp platform (an App store for PC notebooks) directly to the studio's XBLIG titles.

"So in a nutshell," he wrote, "what looked like 'only' $50K turned out in the end being a few hundred thousand Euros in indirect -yet closely related- sales, and built some hype around our current game."

"I really recommend XNA for everyone", he concluded. "It's simple, it's easy, and it allows you to have a new audience while getting some attention from the industry."
 
 
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Comments

Jamie Mann
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It's a bit of a shame that sales have been so low - I think Jump! is one of the best platformers on XBLIG and Pixel! isn't far behind (though admittedly, I thought Swap was beautifully rendered but otherwise unexciting - it's effectively just another block-pushing puzzle game).



Here's to hoping the marketing benefits help persuade Arkedo to produce another XBLIG game - they're very much appreciated! Out of interest, is there any chance of OMG being ported over to XBLIG? I'm assume it was written in XNA...

Camille Guermonprez
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Jamie,



In our books, an indie-studio-who-wants-to-keep-its-IP is successful... when it manages to stay alive for quite some time :)



Also, we are currently in our learning phase. So as long as we recoup our investment and can invest it back onto our next game, while learning stuff and making a profit, we are happy.



Don't get me wrong. I will welcome success with open arms if/when it will come. But making games the way we do is a luxury, and we know it.



To answer more specifically your question, OMG on XBLIG is doubtful at best. The reason behind this is that we always try and make specific games for specific environments. We look at user interface and ergonomics for quite some time before thinking of concepts. Nervous Brickdown was done for a portable system with dual screens, a thin-stylus touch-based interface, and a microphone. Same for Big Bang Mini: it would not make sense as is on home consoles. Or much less sense, unless we change the gameplay (in which case, why not simply make a new game?).



For OMG, you need to be able to touch your enemies to enrage them. It's all about the risk/reward, and you must be able to decide at the very last moment if you want to do it or not. With a pad, it would be quite different. So again, why not, but then again, why not make another Arkedo Series instead?



:)

Jamie Mann
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Hey Camille - thanks for responding directly :) I know that financially breaking even in the games industry is a good achievement by itself, but I'd have liked to see more people playing Jump! - in many ways, I think it's the best of the three Arkedo Series games.



Still, I recently praised it here on Gamasutra (http://www.gamasutra.com/blogs/JamieMann/20101117/6452/XBLIG_inspection_ Arkedo_J
ump_or_how_to_make_a_good_retrostyled_platfomer.php), as well as sticking it on the big screen at a retro gaming event, so there's hope yet ;)



Regarding OMG: in truth, I haven't actually seen it yet, for the simple reason that I've not got a WM phone ;) Though on a similar note, is there any chance of Pix'n'Love being ported to XBLIG? I liked what I saw on the iPhone, but the "tilting" control mechanism just isn't my thing :(



In any case, any further Arkedo Series games will be welcome!

Ujn Hunter
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I love Arkedo! After buying (and loving!) all the games on XBLIG, I went out and bought Big Bang Mini & Nervous Brickdown for my DS! Maestro was too expensive to import however and it sold out anyhow in the import shop, too bad it wasn't available in the U.S. I look forward to future Arkedo games! Thanks.

Benjamin Quintero
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"Attention" is fine if you have a revenue elsewhere, but his numbers pretty clearly show a failure to profit. XBLIG has a long way to go.

Jamin Messenger
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There is a big difference between a failure to profit and not making enough to cover expenses. I think what this demonstrates is that there are enough people on XBLIG that actually buy games and with some more work you might be able to turn a profit.

Benjamin Quintero
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I kind of agree with you... But more work means more cost, meaning a need for larger profits just to break even. Right now, the numbers don't exist to ever see a break away game like you might find on the iPhone or Android. That best selling game of all time on XBLIG hasn't even broken 0.5 million, at 0.60 per sale. Arguably, that game just happen to be there at the right time; but the gameplay itself isn't revolutionary or even that polished. That said, it is a proven fact that less effort results in larger profits on XBLIG. Putting out 2-5 mediocre games a year is a bigger win than 1 amazing game.



I want to agree with you, but the numbers don't lie.



If we are talking about exposure and "street cred" then it's all good. If you have bills to pay, clearly we have only seen 1 success story so far. I am hoping for slightly better odds than 1:1000000 =). Shave off the top 1-5 all-time XBLIG developers and you'll have a much more realistic median of success.

Jamie Mann
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It's worth bearing in mind that Arkedo's three games were are released over a year ago (Oct - Dec 2009, to be precise). Since then, Radiangames has gone for a similar approach and has achieved higher sales - his first game joyjoy managed around 10,000 sales, or double that of Jump!.



Admittedly, this is still a long way away from millionaire land, but it is a sign that things have improved.



Unfortunately, XBLIG is stuck in an unfortunate position: it's effectively competing with XBLA (and now it's also competing with the full-priced titles Microsoft have released as DLC). This is in stark contrast to the "flat" model used by the App Store, where a free Bejewelled clone can rub shoulders with the likes of Rock Band or Assassin's Creed, and it's unlikely that Microsoft will ever have a reason to promote XBLIG above it's other, higher-revenue channels.



OTOH, this also helps to "protect" XBLIG to a degree from being just another commercial distribution channel, and there's been some genuinely unique, experimental and interesting games released as a result. It's just a shame that so few people get to see them!

Megan Fox
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I kind of have to agree with Benajim. It's great that they got exposure this way, and recouping cost as an indie is always a success in my book, but the question is more - is XBox Indie uniquely suited to getting exposure at cost?



For instance, if they'd done the same with PC focused games, would they have done better sales-wise AND gotten the same knock-on benefits? Etc?



It's ultimately not really possible to say, but, when Xbox Indie seems good for only (hopefully) cost recoupment and some notice, there seem to be better ways of going about that.

Rey Samonte
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I think I share the same opinion about the value of exposure to your studio even if it doesn't turn a profit. I, personally, feel like the Arkedo games are among the top developed games on XBLIG. The quality of the games are above what is normally seen. If I were going on quality and profits alone, I would be very discouraged because the kind of love put into those games deserves more love from gamers.



But the simple fact that the studio was able to pick up a contract with MS, Sony, and a few others is encouraging because it allows them to grow and continue to do what they love doing.

Jerome Russ
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I wonder how much was spent on marketing? I doubt I would have heard of these games if it wasn't for developer websites, which is a shame.

Scott Carroll
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JUMP and PIXEL! are two of the best platformers on XBLIG. Do yourself a favor and play them.

Eduardo Jimenez
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I think the level of quality we are starting to see on the XBLIG service is increasing noticeably. I think that's a good thing. Gamers are starting to notice the service and they are seeing good games worth their money in the service. It's also very cheap and that makes it only the more appealing IMO. I think this story is a successful one IMO, they have been able to survive for long enough to get a break and be given an opportunity on a more profitable service. It's the reward to all their good work. I can only congratulate them for that. This sort of stories only encourage developers to do things right, create quality games on the service because, in the end, it pays off.

And kudos to Microsoft for making it all possible. Let's face it, no one else has provided a platform as easy to develop games into as Microsoft. Apple has a better store, but the tools MS provide are way better. I just hope their investment will pay off too, otherwise in the end they will shut it down and that can only be a bad thing for the indie community and people doing games as a hobby.

Jonathan Jennings
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I absolutely adored pixel. old-school platforming in a neo-retro shell. it takes real creativity to make pixels look refreshing. my favorite XBL indie purchase.


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