Does my project have any value?
14 comments
It's a political game. You can already make inferences about the average age, education and income of your players. Run various ads and do A/B tests, keep what works.
You traffic is not as bad as you think. If you sold political satire books, for example, at a $5 commission each and 1 sales a week, that's another $240 annually. If you target the ads geographically, you can catch both local and federal election seasons.
Try to infer something about the political affiliation of your players and you can hit them with even more targeted ads. Show leftists merchandise to the progressives, and rightwing merchandise to the conservatives.
P.S. I am in the online advertising, yield optimization and targeting industry. Please excuse me if I sound just a tad bit too creepy :-P
You traffic is not as bad as you think. If you sold political satire books, for example, at a $5 commission each and 1 sales a week, that's another $240 annually. If you target the ads geographically, you can catch both local and federal election seasons.
Try to infer something about the political affiliation of your players and you can hit them with even more targeted ads. Show leftists merchandise to the progressives, and rightwing merchandise to the conservatives.
P.S. I am in the online advertising, yield optimization and targeting industry. Please excuse me if I sound just a tad bit too creepy :-P
You're right in that there's a wealth of data I can use. In fact, my game already knows the political affiliation of the player (or rather: the affiliation he's playing, which is often similar).
But how do you go about finding affiliates for advertising? I wouldn't even know where to start. Do I find a publisher of political literature and straight up email them? Or are there proper channels to go about this?
The google ads it shows are terribly irrelevant, so there's indeed a lot of room for optimization here.
But how do you go about finding affiliates for advertising? I wouldn't even know where to start. Do I find a publisher of political literature and straight up email them? Or are there proper channels to go about this?
The google ads it shows are terribly irrelevant, so there's indeed a lot of room for optimization here.
Google is really dumb and we have beat them in the lab so bad, it's not even funny.
If you want to sign up for our ad delivery platform, click on my profile and find my email therein. But here is what you can do to get started: political advertising is typically seasonal, it's not an election season (in the U.S.) so you can weather the storm by signing up for an Amazon affiliate account and selling political books. Your classifier function would be very simple, it's basically a parity predicate; someone is either right wing or left wing. Assign a probability that someone is, say, left wing, to a few conditions and add them up then divide by their count (frequentist statistics, bayesian system is even more powerful.) Once you determine what someone is, display a few amazon book ads in rotation. After a month or so, remove the least performing 1/2 of the books and ad new ones.
This is the dumbest and most straightforward ad delivery platform. Feel free to talk to me in private for more sophisticated stuff :-)
If you want to sign up for our ad delivery platform, click on my profile and find my email therein. But here is what you can do to get started: political advertising is typically seasonal, it's not an election season (in the U.S.) so you can weather the storm by signing up for an Amazon affiliate account and selling political books. Your classifier function would be very simple, it's basically a parity predicate; someone is either right wing or left wing. Assign a probability that someone is, say, left wing, to a few conditions and add them up then divide by their count (frequentist statistics, bayesian system is even more powerful.) Once you determine what someone is, display a few amazon book ads in rotation. After a month or so, remove the least performing 1/2 of the books and ad new ones.
This is the dumbest and most straightforward ad delivery platform. Feel free to talk to me in private for more sophisticated stuff :-)
I'm definitely interested. I've contacted you by mail (let me know if the mail didn't arrive).
[deleted]
You might want to have a look at http://en.wikipedia.org/wiki/Kingdom_of_Loathing - this is another browser based game that's quite successful despite using frames and XKCD-like graphics. Plus they get by on donations as well as merchandise.
Also congrats on getting this far with your project, all I have to show for my spare time for the past few years is a reddit account full of sarcastic comments.
Also congrats on getting this far with your project, all I have to show for my spare time for the past few years is a reddit account full of sarcastic comments.
I see your point. KoL is a complete different genre of game, but it's similar in that it looks like it was designed more than a decade ago, just like my game. For niche webgames that offer a little more depth, graphics seem to be far less important. Still, I'd like to invest some time in making it look more professional, if only to be able to show it to people without making excuses.
200 players at $5/month is $12,000 a year.
"it was always our intent to make an experience accessible to anyone interested in politics and strategy gaming, the game is still free"
If there is anyone who, seriously, can't afford $5, nothing stops you from offering the game to them for free.
But $5 for many people is nothing. People spend $5 a day at Starbucks without even thinking.
And it's not just about making money for you either. An income from the site gives you time to make it better, add additional games worlds, etc. To provide real service to your players.
"it was always our intent to make an experience accessible to anyone interested in politics and strategy gaming, the game is still free"
If there is anyone who, seriously, can't afford $5, nothing stops you from offering the game to them for free.
But $5 for many people is nothing. People spend $5 a day at Starbucks without even thinking.
And it's not just about making money for you either. An income from the site gives you time to make it better, add additional games worlds, etc. To provide real service to your players.
In theory, you are 100% right.
In practice, if I do that, I'll scare 98% of my player base away. Most of them are high scool or college students, and don't even have a credit card. Maybe in a glorious future where micropayments are as trivial as email.
Interestingly, IMVU had the same issue: many of their target customers didn't have a credit card, and apparently they were able to get mobile phone payment to work for them [www.stanford.edu/class/e140/e140a/handouts/IMVU_Case_Draft.pdf]
But you're right, you need some way of differentiating among your players; some have money and some don't. If you try to charge everyone you lose those who don't want to pay, but if you charge no one then you lose the revenue (and the benefits that would come to the site and for your players if you had revenue) that you'd get from the players who could pay.
What about a premium service? Anything nifty you could offer to paying customers, while the basic game remains free?
But you're right, you need some way of differentiating among your players; some have money and some don't. If you try to charge everyone you lose those who don't want to pay, but if you charge no one then you lose the revenue (and the benefits that would come to the site and for your players if you had revenue) that you'd get from the players who could pay.
What about a premium service? Anything nifty you could offer to paying customers, while the basic game remains free?
Actually I'm planning a premium service on the new version of the game. There are several small featurettes that, grouped together, could represent some added value. I'd estimate a conversion value in the low single digits for that (based on anecdotical questioning and prior donations), and obviously I can't charge much more than, say, $3 per month. That's the standard going rate for browser games' premium models.
It all boils down to scaling the game up though, as any form of revenue scales along. But before I can do that, I have to put still a lot of work in the new version, and sometimes I doubt whether it's all worth it.
It all boils down to scaling the game up though, as any form of revenue scales along. But before I can do that, I have to put still a lot of work in the new version, and sometimes I doubt whether it's all worth it.
What would make it worth it to you? I.e., is there some $/month revenue where you'd say, "yup, I wouldn't mind putting in the work if I were getting that"?
Excellent question. I've no idea how many hours I've put in it currently. If I add up the codebase of the classic version plus the under-development new version, I get to at least 150,000 lines of code (including comments and whitespace). I know LOC is a crappy metric, but it does give a sense of scope.
I haven't tracked the amount of manhours at all. Ten hours a week gives me 2000 over four years, that seems realistic (although a little low considering the amount of code). At market rate that would make the project cost about $100k but of course something is only worth what a buyer would pay.
To answer your question: I'd be a happy camper for a couple hundred each month. Enough to pay for expenses (hosting) and justify a day off from the day job. To spend on projects like this of course.
I haven't tracked the amount of manhours at all. Ten hours a week gives me 2000 over four years, that seems realistic (although a little low considering the amount of code). At market rate that would make the project cost about $100k but of course something is only worth what a buyer would pay.
To answer your question: I'd be a happy camper for a couple hundred each month. Enough to pay for expenses (hosting) and justify a day off from the day job. To spend on projects like this of course.
Sounds like your catch-22 is that you'd be willing to put in the programming if you knew it would pay off, but you're reluctant to put in the programming if it's not going to pay off.
So how about doing an experiment. The purpose of the experiment is to gather information, without doing any more programming. First explain to your players that you're going to run an experiment: you're looking for ways for the site to be self-supporting so it can continue to grow and meet the needs of its players. The experiment isn't going to affect game play, and that it's just an experiment: you'll take it down if it doesn't work out.
Every business faces the issue price differentiation between customers: some customers have little money and some have a lot, so how do you get the customers with money to pay more without turning away the customers who have little (or, in your case, no money).
For the experiment add a tiered membership: free (what you have now) and patron ($5/month). Both are identical in terms of gameplay (both for fairness and so you don't have to do any programming). By becoming a patron a member has their name listed on the homepage as a patron of Particracy (which is literally true). During new user sign up prominently display the patron option "you can become a patron for $5/month, or join for free". On the homepage above the patron list have a button "Join the Patrons of Particracy".
If anyone signs up, that tells you that there are people eager enough the support the game that they'll give you money even though they don't get any tangible extra features.
Next you might try running a Google ads campaign, max $5 total and max $0.05 per click, using a keyword of "political simulation game". This will deliver 100 people to your landing page. Track how many of the 100 become users (if any) and how many become patrons (if any). This will tell you how easy it will be to draw in new users when you have a way to make money.
Now you look at your conversion rate (is it 0%? 5%? 1%?) and get a sense of what it would take to get to $200/month (40 paying customers). For example, if your conversion rate is 1% then you'd need 4,000 customers to get the 40 paying ones. Then you can look at a) if you want to go for that, or b) do you think that doing things like more programming and adding the premium service you're thinking about might get the conversion rate up.
The point of the experiment isn't for it to make money by itself (though of course it will be nice if it did :), it is to gather information and to give you encouragement.
So how about doing an experiment. The purpose of the experiment is to gather information, without doing any more programming. First explain to your players that you're going to run an experiment: you're looking for ways for the site to be self-supporting so it can continue to grow and meet the needs of its players. The experiment isn't going to affect game play, and that it's just an experiment: you'll take it down if it doesn't work out.
Every business faces the issue price differentiation between customers: some customers have little money and some have a lot, so how do you get the customers with money to pay more without turning away the customers who have little (or, in your case, no money).
For the experiment add a tiered membership: free (what you have now) and patron ($5/month). Both are identical in terms of gameplay (both for fairness and so you don't have to do any programming). By becoming a patron a member has their name listed on the homepage as a patron of Particracy (which is literally true). During new user sign up prominently display the patron option "you can become a patron for $5/month, or join for free". On the homepage above the patron list have a button "Join the Patrons of Particracy".
If anyone signs up, that tells you that there are people eager enough the support the game that they'll give you money even though they don't get any tangible extra features.
Next you might try running a Google ads campaign, max $5 total and max $0.05 per click, using a keyword of "political simulation game". This will deliver 100 people to your landing page. Track how many of the 100 become users (if any) and how many become patrons (if any). This will tell you how easy it will be to draw in new users when you have a way to make money.
Now you look at your conversion rate (is it 0%? 5%? 1%?) and get a sense of what it would take to get to $200/month (40 paying customers). For example, if your conversion rate is 1% then you'd need 4,000 customers to get the 40 paying ones. Then you can look at a) if you want to go for that, or b) do you think that doing things like more programming and adding the premium service you're thinking about might get the conversion rate up.
The point of the experiment isn't for it to make money by itself (though of course it will be nice if it did :), it is to gather information and to give you encouragement.
Over the past few years I've worked on a browser game project. It's very niche and therefore very small, and thereby not financially interesting (current revenue is about $250 per year). It does however have a loyal following of a couple hundred people who use the game site on a daily basis. I've been wondering whether I should increase my dedication to this project (I've been slacking on it the past half year) or just let it be in its current state. Ideally I'd like to get some decent revenue out of this. It's probably not feasible to get a full-time income out of it, but I'd surely appreciate a nice extra on the side to justify the time I put in it.
The project is a political browser game. It simulates elections in which you control a party, and you vote on bills and such to establish yourself in the political landscape. I have a "Classic" version (up since '05) and an alpha of the new version (up since '08). The code base is huge so it's been a pretty large investment in terms of hours.
So I'll evaluate my project's pros and cons here:
Cons
* The website looks like crap. Even the new version looks unprofessional. I'm not a designer, but I do realize that its looks need a lot of work. I'm not really looking for usability advice here since that would take up a whole thread on itself.
* It's a niche subject, which means it can't scale indefinitely.
* Gameplay for a single game world actually depends on <1000 player population, so it's really not scaling-friendly.
* I could be putting my time into something more dollar-efficient.
* Time-intensive: politics can be controversial and personal, so a lot of effort goes into moderation. This is mostly handled by the community though.
* Aside from google ads, the occasional donation and wacky one-time actions like selling a virtual island, there's no business model.
Pros
* Very dedicated player base (players typically hang out for years).
* One of a kind: it's the only political game that offers this kind of depth. Competing games in the same space are little more than glorified social networks and my players appreciate the difference.
* I get around 10,000 page views and 300 uniques per day. That's peanuts, but it's a lot more than zero.
* I like the project personally, but I often doubt whether the hours I invest are at all justified.
* As stated above, there is some revenue, though neglegible.
The game site is http://www.particracy.net/ Make sure to check out both the Classic and Alpha versions.
Thanks for the feedback.