07 September 2011

King of Dragon Pass Is Out

King of Dragon Pass is now available in the App Store in the US! (A few hours before the 8th on my clock, but who’s complaining!)

What’s Next?

Releasing the game isn’t the end of the story. Besides trying to market it, we have a backlog of about 20 bugs that are worth fixing. (None serious enough to prevent launch, because they’re minor typos or extremely unlikely, but we’re perfectionists at heart.) And we really want to add VoiceOver support to the game, so blind players can run it. There’s also another scene or two I want to add.

No timetable for that (partly because a few other projects need to come off the back burner now that 2.0 has shipped).

Beyond that, the future is unclear. Needless to say, the better the sales are, the better the odds of spinning off other projects.

But what’s immediately next is waiting impatiently for 8 September to roll around to where I live!

06 September 2011

Android Update

We’re aware that there are a fair number of Android devices out there, and that some of them are owned by King of Dragon Pass fans.

We also know that things have changed since we began development about 20 months ago. Unlike then, the Android Market is now available in Finland (which is one of our most important markets). And unlike then, the Android Market will now accept apps as large as King of Dragon Pass. (Sadly, we’ve heard about some problems facing developers with Amazon’s Android App Store.) So unlike when we started, an Android version is at least conceivable.

It would still face a number of hurdles. The biggest issue is the same one that the iOS version faced: King of Dragon Pass is a big game, with around 40 screens. We’ve worked out the new layout, but that’s for a 480 x 320 screen, and many Android devices vary. The UI would need to be reworked for a new API and a new language (i.e. all the code would need to be rewritten). Even if it’s easier the second time, it would still be a long-term project.

Is it financially worth undertaking such a major project? The easiest way to justify it would be if the iOS version sells really well. So ironically, the best way to convince us to port King of Dragon Pass to Android would be to buy it for iOS. (You don’t need an iPhone, after all. Used iPod touches are apparently under $100 on eBay, and if you want a larger screen, iPad is still the only choice that really makes sense.)

One thing hasn’t changed: A Sharp is still a small studio, and can only do one project at a time. (And we’re not done with iOS once the game releases. More on that in the next post.)

05 September 2011

Money Talks

Apple completely changed the mobile game business with the App Store. In the old days, game developers essentially sold their games to the mobile carriers, who would then add the title to the menus which were called “decks.” Navigation on most phones was pretty cumbersome, so if you weren’t in the first page of the menu, you didn’t get many sales because nobody would see your title. And, I use the term “title” on purpose, because the decks were text-only. Players had to choose your game solely on its title. This meant that many games were licensed, on the theory that if you liked Wheel of Fortune on TV, you’d like it on your phone. (Or at least you’d know what it was.) The App Store means that developers can sell directly to customers without a title-picking gatekeeper, and can use graphics (the icon and screen shots) and ad copy to help sell. (And you can do external marketing because you can link to the App Store.)

One feature of the App Store that resembles the old decks is the top 10 lists. Placement there can make a huge difference in sales. And people discovered that one way to get there was to be so cheap that your game is an impulse buy (increasing sales, which got you in the top 10, which meant you could stay in the top 10). So in a kind of prisoner’s dilemma, a race to the bottom began, and today many games sell for just a dollar or two.

It’s kind of odd for what are presumably the best products to be priced so cheap that people might buy them and forget to launch them. Because most of the time outside the App Store, price is loosely correlated with quality. Filet mignon costs more than hamburger — but it’s a better cut of meat. Normally, you expect a $4 product to be better than a $1 product, even if you aren’t in the mood to spend $4.

Of course, software costs money to create, and you need to sell an awful lot of it to recoup your investment if you’re only getting $1/copy (less Apple’s 30% cut). So not everyone sells for $1 (especially if a product isn’t of extremely broad appeal). Microeconomics suggests a smooth demand curve, where as price increases, sales decrease. I don’t think the App Store fits this model precisely. Not only is there the top 10 effect, but you need to price in increments of $1. And, the prices are all so low that there’s as much psychology as economics involved. Below some price, an app is an impulse buy. $1, $2, maybe even higher, is not a big barrier to purchase.

$1 is the lowest price, but are there any others that make sense? I’m heavily influenced by tech columnist Andy Ihnatko, who discussed this in a talk. After closely following the App Store, he concluded that there are several sweet spots for pricing: $3, $5, and $10. Obviously you’ll have fewer customers pricing an app at $5 (compared to $4), but mostly you lose customers going from $3 to $4, so you might as well pick $5. $10 is notable as the highest price where an App Store listing alone is enough to sell someone — more than that and you will need some additional form of marketing

So what happens when you put these two factors (price = quality, special price points) together? I haven’t done a totally comprehensive survey of the App Store, but premium games are often $10 when new (and often more in iPad versions). When I first noted it, Chaos Rings was $10; it’s now down to $7 but Chaos Rings omega is $9. Final Fantasy III is $16, as is Final Fantasy Tactics.

And I certainly think of King of Dragon Pass as a premium game. There are no ads. It was designed for 40 hours of play, and insane repeatability. The artwork is really good. And many of the testers didn’t run into bugs at all. It’s also a single purchase — you’re not going to get nickel-and-dimed with in-app purchase. On the other hand, while it’s a great game, it may not be for all people —  you actually need to read to enjoy it (even though I’ve seen a 3 year old choose to launch it multiple times).

There’s another important feature of the App store: ratings. Apps that are impulse buys get a disproportionate number of 1-star ratings. Presumably people end up buying things they don’t actually like, and then take it out on the app. (This is even worse for free apps.) Andy Ihnatko claimed that ratings are one of the most important things people use when deciding to buy, so it’s worth thinking about how to avoid bad reviews from people who aren’t really your target market in the first place.

We thought about all this, and also ran it by our testers for confirmation (none of whom objected to our decision). We’ll start King of Dragon Pass at $9.99 (far less than it’s ever sold for before).

In summary, many games use price to say, “Look at me!” We’re using it to say, “This is an awesome game.”

02 September 2011

Prepping For Release


King of Dragon Pass has been approved for sale in the App Store (a little sooner than I expected), and I’m busy getting ready for its release next week.

One aspect of this is preparing screen shots, both to supply to the media, and to show off the game on our web site.

I thought it would be interesting to recreate the same screens I’d used before. (I did switch from a sword clan to a spear clan.) It’s interesting to compare what we could do in 1999 to what a pocket device can do today (we couldn’t do transparency or anti-aliased text 12 years ago).

30 August 2011

King of Dragon Pass Is In Review

King of Dragon Pass has hit a really big milestone: it’s submitted to the iOS App Store and is now waiting for review by Apple.

To get there, it had to meet our standards for quality (we rejected the first release candidate), and Apple’s technical requirements for metadata, code signing, and API usage.

Now we wait for Apple to approve the build, which is likely to take a week (although I don’t know if the US summer vacation season will impact that). That is, assuming it gets approved — this is not a formality, and in fact I’ve gotten bug reports from the review process.

That gives us some time to prepare marketing material and second guess our thoughts on pricing. Once we get approval, we’ll pick a release date (the US Labor Day holiday could impact this if it doesn’t delay review). We want to be able to let the media — and you! — know beforehand.

Looking a bit further ahead, we will do at least two updates. There’s around 20 bugs which are worth fixing (but weren’t worth delaying for). And then I want to finish supporting VoiceOver, so that King of Dragon Pass will be accessible to blind players.

So with luck, it will be out in the first half of September.

24 August 2011

Release Candidate 2

Last time, I said that creating a release build “might introduce subtle bugs.” Sadly, this turned out to be true.

Any sort of change can introduce bugs, which is why towards the end of a project, the bar for fixing bugs gets higher. In this particular case, it turned out that the debug logging had an important side effect, which  masked a bug that could occur when one (but not more than one) of your clan leaders died of old age.

In some ways the bug was minor (reporting “he” instead of “she”), but you get to know your leaders, so this really stood out as jarring. Anything that breaks the fantasy is important.

I also wanted to do a little more tuning of the economy, and fixed a few low-risk typos.

Like I said before, having more than one release candidate is common. You hope otherwise — the idea really is that you are happy with the quality and could release the build — but it’s not cause for alarm.

So, RC2 is going out to our testers, and I still think a September release is likely.