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	<title>Porter&#039;s World &#187; Microtransactions</title>
	<atom:link href="http://blog.princeporter.com/tag/microtransactions/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.princeporter.com</link>
	<description>The flash games industry, brought to you, by Porter.</description>
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		<title>Microtransactions need Persistence</title>
		<link>http://blog.princeporter.com/microtransactions-need-persistence/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=microtransactions-need-persistence</link>
		<comments>http://blog.princeporter.com/microtransactions-need-persistence/#comments</comments>
		<pubDate>Thu, 25 Mar 2010 19:01:04 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Earnings]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[GamerSafe]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[MapleStory]]></category>
		<category><![CDATA[Microtransactions]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[MochiCoins]]></category>
		<category><![CDATA[Online]]></category>
		<category><![CDATA[Persistence]]></category>
		<category><![CDATA[Revenue]]></category>
		<category><![CDATA[Trickster]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=1300</guid>
		<description><![CDATA[Microtransactions have been a pretty hot topic of discussion in the world of games, especially flash games. Services such as MochiCoins and GamerSafe are making their way into more and more games every day. These services definitely accomplish their tasks, and people are using them for sure, but something is still missing. Aren&#8217;t the earnings [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_1333" class="wp-caption alignleft" style="width: 250px"><a href="http://blog.princeporter.com/wp-content/uploads/2010/03/maplestory_01.png"><img class="size-full wp-image-1333" title="Persistence" src="http://blog.princeporter.com/wp-content/uploads/2010/03/maplestory_01.png" alt="maplestory 01 Microtransactions need Persistence " width="240" height="180" /></a><p class="wp-caption-text">Persistence</p></div>
<p>Microtransactions have been a pretty hot topic of discussion in the world of games, especially flash games. Services such as <a title="MochiCoins" href="http://www.mochicoins.com/" target="_blank">MochiCoins</a> and <a title="GamerSafe" href="https://www.gamersafe.com/" target="_blank">GamerSafe</a> are making their way into more and more games every day. These services definitely accomplish their tasks, and people are using them for sure, but something is still missing. Aren&#8217;t the earnings just not exactly where you think they&#8217;d be? I think something is missing, and that something is <strong>persistence</strong>. We all know that microtransactions work, and work well. MMO&#8217;s such as <a title="MapleStory" href="http://maplestory.nexon.net/WZ.ASPX?PART=/Main" target="_blank">MapleStory</a>, <a title="Trickster Online" href="http://trickster.ntreev.net/" target="_blank">Trickster Online</a>, <a title="Combat Arms" href="http://combatarms.nexon.net/" target="_blank">Combat Arms</a>, and more, all thrive from the earnings generated through microtransactions. Well, if it works, and flash games now have services such as GamerSafe and MochCoins, all should be well right? Not as well as you would think actually, because most flash games lack what the above MMO&#8217;s don&#8217;t, that word again, <strong>persistence</strong>.</p>
<p>When an MMO is created and released to the world, it sticks around, usually for a very long time. When a flash game is created and released into the wild, it doesn&#8217;t exactly get the longest life out there. Sure it could get front paged, maybe grab some badges on Kongregate, but it won&#8217;t be a hit for long, at least not your average, or even above average game. It&#8217;s exactly this that makes the effort of putting microtransactions in flash games almost a waste of time. Don&#8217;t get me wrong, there are exceptions, and it does offer additional revenue, sometimes rather significant revenue, but with a bit more planning, perhaps some <strong>persistence</strong>, those numbers could be significantly increased.</p>
<p>So there you have, I&#8217;ve mentioned persistence three times now, elaboration would probably be a good idea at this point. As I mentioned, flash games have a much shorter life than other games, at least a much shorter life containing a significant amount of players. This cripples any selling of goods within the game because there simply aren&#8217;t that many people around to pay anymore. However, if your game was to offer some persistence, this could be fixed, and earnings could be substantially better. If you were to add weekly updates to your game, such as new levels, bonus maps, new quests, just anything to get players to keep the game in mind and coming back, you would see a huge difference. If the game continues to change, it will continue to grab peoples attention, and that will have them coming back over and over again; granted your game is good enough to keep their interest in the first place, and people can find it.</p>
<p style="text-align: left;">
<div id="attachment_1336" class="wp-caption aligncenter" style="width: 490px"><a href="http://blog.princeporter.com/wp-content/uploads/2010/03/fantastic-contraption-01.png"><img class="size-full wp-image-1336" title="Fantastic Contraption" src="http://blog.princeporter.com/wp-content/uploads/2010/03/fantastic-contraption-01.png" alt="fantastic contraption 01 Microtransactions need Persistence " width="480" height="390" /></a><p class="wp-caption-text">Fantastic Contraption</p></div>
<p>That brings us to our next issue, how do players find a game that&#8217;s old, even if it has persistence? Sure many players may bookmark the game, remember it&#8217;s name, and so on, but many will forget about it as soon as it&#8217;s buried in the depths of sites across the net. There are many options on how to go about this, some a bit risky, others less effective. One option is to self sponsor the game and release it into the wild, while having many links lead back to a site dedicated specifically to the game. This could include character class guides, rankings, weapon guides, so on, there&#8217;s plenty of things that would draw players in. Once a player has clicked one of these links, they will likely remember the game has it&#8217;s own website and play it there, or go there when they can no longer find it on their portal of choice. If your project is a bit bigger, and likely to be more successful, you can take a different approach. You could simply host the game on a single site (generating a lot of traffic to that site in addition), and spread the word to bring people in. This could be done by hosting a development blog, doing press releases, getting some of the bigger review sites to look into your game before, and post completion, advertising with ad networks, so on. This may be a bit harder to start up, but your players will always know where to go to find your game, and you won&#8217;t risk getting your game buried around the net. In addition, you&#8217;ll see a nice boost in ad revenue from all of your fans playing the game on your site, rather than all around the net.</p>
<p>So we&#8217;ve determined what works best and what doesn&#8217;t, let&#8217;s take a look at a few games. <a title="Guardian Rock" href="http://princeporter.com/297-Guardian-Rock.html" target="_blank">Guardian Rock</a> was a pretty successful sliding tile puzzle game. It uses MochiCoins, offers a few free goodies to users, and allows you to buy additional level packs. Although this game did well, it never made it to the top games section of many sites, if any. This unfortunately leaves this game rather low in views at this point (in comparison to what persistence could have offered), leading to low revenue from MochiCoins sales. Had this game had a bit of persistence for fans, the earnings would have been greatly increased. <a title="Fantastic Contraption" href="http://fantasticcontraption.com/index.php" target="_blank">Fantastic Contraption</a> is an incredibly successful game that made amazing earnings off of selling the full version of the game. It&#8217;s perhaps the most successful microtransactions flash game to date, in fact, I&#8217;m rather sure it is. As you&#8217;ll see, this game has what Guardian Rock doesn&#8217;t, a persistent place to play the game, a site dedicated entirely to it. Lastly, my newest example, <a title="Remnants of Skystone" href="http://www.remnantsofskystone.com/" target="_blank">Remnants of Skystone</a>. Remnants of Skystone is an incredibly well built flash-based MMORPG. The game hits the nail on the head when trying to pull players into their world, as well as their microtransactions setup. The game is free to play, but offers a ton of additional features to those who join the Nidarian Guard, AKA the subscribed users list. Certain NPC&#8217;s sell things to Guard members only, menus remind you to join the guard for bonuses (without being annoying), and certain additional game features scream at you (figuratively) to join so that you can use them. The game is constantly getting new updates, and in-game links lead you to the game&#8217;s site; this is exactly the kind of persistence that will make a microtransactions game thrive. I keep in mind that Remnants of Skystone is basically a full blown MMORPG. I&#8217;m not saying that every flash game with microtransactions needs to be an MMORPG, but somewhere between what Fantastic Contraption and Remnants of Skystone does would be a perfect balance.</p>
<div id="attachment_1330" class="wp-caption aligncenter" style="width: 490px"><a href="http://blog.princeporter.com/wp-content/uploads/2010/03/RoS-01.png"><img class="size-full wp-image-1330 " title="Become a Member" src="http://blog.princeporter.com/wp-content/uploads/2010/03/RoS-01.png" alt="RoS 01 Microtransactions need Persistence " width="480" height="390" /></a><p class="wp-caption-text">Become a Member</p></div>
<p>Persistence in microtransactions games isn&#8217;t exactly a genius thought, but nobody seems to be taking the idea in. Perhaps the majority of flash game developers have no experience with PHP and Databases, and because of that leave the idea behind completely, who knows. Regardless of the reasoning, it&#8217;s basically common sense to see that persistence will make all the difference in the world. This doesn&#8217;t mean you can take a sub-par project and add persistence to make amazing earnings via microtransactions, the game obviously has to be good in order to get a dime out of anyone (or perhaps addicting, but that&#8217;s a topic for another day). Either way, you definitely won&#8217;t be seeing a game with microtransactions and a lack of persistence out of me, hopefully more and more developers will follow.</p>
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		<title>The Power Is Yours!</title>
		<link>http://blog.princeporter.com/the-power-is-yours/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-power-is-yours</link>
		<comments>http://blog.princeporter.com/the-power-is-yours/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 09:28:54 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[developers]]></category>
		<category><![CDATA[fight]]></category>
		<category><![CDATA[micro]]></category>
		<category><![CDATA[Microtransactions]]></category>
		<category><![CDATA[Power]]></category>
		<category><![CDATA[Sponsors]]></category>
		<category><![CDATA[transactions]]></category>
		<category><![CDATA[yours]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=1237</guid>
		<description><![CDATA[&#8220;The Power Is Yours!&#8221; is not only an awesome catch phrase of Captain Planet&#8217;s, it&#8217;s also a concept developers really need to understand. The most commonly asked questions by beginners in the flash game industry is, &#8220;How much should I sell my game for?&#8221;. While some people can help you estimate a price for your [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_1259" class="wp-caption alignleft" style="width: 250px"><a href="http://blog.princeporter.com/wp-content/uploads/2009/11/the-power-is-yours-new.png"><img class="size-full wp-image-1259" title="The Power Is Yours" src="http://blog.princeporter.com/wp-content/uploads/2009/11/the-power-is-yours-new.png" alt="the power is yours new The Power Is Yours!" width="240" height="180" /></a><p class="wp-caption-text">The Power Is Yours</p></div>
<p>&#8220;The Power Is Yours!&#8221; is not only an awesome catch phrase of Captain Planet&#8217;s, it&#8217;s also a concept developers really need to understand. The most commonly asked questions by beginners in the flash game industry is, &#8220;How much should I sell my game for?&#8221;. While some people can help you estimate a price for your game, you should never let a sponsor do so, unless you are very close and have previous work experience with them. There&#8217;s a big issue in the game industry right now, game developers aren&#8217;t getting the right amount of respect for their hard work. There&#8217;s a hierarchy being shown to people that isn&#8217;t correct. Publishers and sponsors aren&#8217;t at the top of the food chain, developers need to stop acting like that&#8217;s the reality.</p>
<p>The first thing we all need to recognize, is that the flash game industry is new, very new. Yes flash games have been around a while, but it wasn&#8217;t until the last few years that it&#8217;s actually been recognized as a real industry. The young age of the industry is where the complications are coming from; wealth and greed are taking place, as they will in all industries. Those with money want more money, those supplying the fundamentals of that money aren&#8217;t getting their fair cut. Don&#8217;t get me wrong, there isn&#8217;t a fierce battle going on between developers and sponsors, not in the slightest really, but changes do need to be made, and current progress is proof of this concept.</p>
<p>I don&#8217;t know the exact dates of growth in the industry, I can however explain some huge growths in general that have happened over the last few years. There was once a time when people <a title="Making Games For Fun" href="http://blog.princeporter.com/making-games-for-fun/220/" target="_blank">made flash games entirely for fun</a>, there were no ads, and even no sponsorships. As we all know, sponsorships did indeed rise, and that was the beginning of where we are today. Everyone also knows of Mochi Ads, they&#8217;ve been around awhile now, and are a big name in the flash game industry. They weren&#8217;t always around though, or widely accepted for that matter. Once Mochi came around, there was an adaptation of allowing ads that didn&#8217;t happen over night. Users hated them, games and movies were voted down on portals such as Newgrounds, and so on, they simply weren&#8217;t welcomed. These days, you&#8217;ll find Mochi Ads all over the place, as well as other companies such as CPMStar; not only that, but these ads are actually widely accepted and not nearly as frowned upon as they once were. Ads aside, there was also a huge leap forward in the industry when performance deals were introduced. Performance deals allowed developers to get a significantly greater portion of the earnings on a game, compared to the usual upfront lump sum that basic sponsorships call for. For instance, if a game is in a performance deal and becomes the next hit game on the internet, the developer is going to see a lot of money, where as in a normal sponsorship deal, the original payment is about all they&#8217;re going to get, aside from a bit of ad revenue. In addition, there&#8217;s also the current battle (as of writing this) for microtransactions. For those unaware, microtransactions refer to the sale of in game items for real cash, a popular marketing model in free to play MMO&#8217;s that&#8217;s slowly making it&#8217;s way into the industry. It&#8217;s only a matter of time until this model is entirely accepted in the industry, but it&#8217;s up to us developers (or you the future developer) to fight the good fight. For more information on the fight on microtransactions, hear what Chris Hughes and a few other big names in the industry have to say over at the <a title="Way Too Casual #2" href="http://cdn2.libsyn.com/josephburchett/WayTooCasual02.mp3?nvb=20100106204550&amp;nva=20100107205550&amp;t=0bb7ede358f904f7f52d3" target="_blank">Way Too Casual Podcast</a> (Skip ahead to 33:30 to get straight into microtransactions). With the above knowledge, we know that in the last few years we&#8217;ve gone from nothing, to sponsorships, to allowing ads, and now we&#8217;re getting into microtransactions. What does this mean for you specifically as a developer? A lot.</p>
<p>You may be a grade A developer, you may be someone new in the industry, or you may be somebody reading up on material thinking you want to join in, regardless of your status, we all hold equal power for the progression of this industry. For every developer that forgets that they are in control of their work, and not those looking to buy it, struggle is added to the change in this industry. Each and every developer needs to be educated on what is right and what is wrong, what options we do and don&#8217;t have, and what options we don&#8217;t, but should have. I&#8217;ll stress again that there isn&#8217;t exactly a war going on between sponsors and developers, but there is tension; as the <em>Way Too Casual Podcast</em> stated, the word &#8220;Microtransactions&#8221; definitely stings the ears of some, and that&#8217;s something that needs to change. If you&#8217;re a new developer, learn your rights, and practice them. If you&#8217;re an experienced developer, avoid selling your game for anything less than what you deserve, no matter what the circumstances; it may give you some extra cash quicker, but it slows down not only you, but the entire industry in the long run.</p>
]]></content:encoded>
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		<title>Link Dump Sunday (August 16th, 2009)</title>
		<link>http://blog.princeporter.com/link-dump-sunday-august-16th/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=link-dump-sunday-august-16th</link>
		<comments>http://blog.princeporter.com/link-dump-sunday-august-16th/#comments</comments>
		<pubDate>Sun, 16 Aug 2009 04:05:44 +0000</pubDate>
		<dc:creator>Porter</dc:creator>
				<category><![CDATA[Flash Industry]]></category>
		<category><![CDATA[Help]]></category>
		<category><![CDATA[Concept]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[FSM]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Industry]]></category>
		<category><![CDATA[Microtransactions]]></category>
		<category><![CDATA[Studios]]></category>
		<category><![CDATA[Vortix]]></category>

		<guid isPermaLink="false">http://blog.princeporter.com/?p=388</guid>
		<description><![CDATA[Here are this week&#8217;s useful links posted by me, for you, check them out, 1.) Finite State Machines: A look into FSM (Finite State Machines) by the one and only Colby Cheese. 2.) Interview With Vortix Games Studios: An interesting interview with Vortix Game Studios. 3.) Concept First: A quick reminder of why you should [...]]]></description>
			<content:encoded><![CDATA[<p><span style="color: #f707e4;">Here are this week&#8217;s useful links posted by me, for you, check them out,</span></p>
<p><span style="color: #f707e4;">1.) <a title="Finite State Machines" href="http://cheezeworld.com/finite-state-machines/" target="_blank">Finite State Machines</a>: A look into FSM (Finite State Machines) by the one and only Colby Cheese.<a title="Manipulating MP3's" href="http://theflashblog.com/?p=1115" target="_blank"> </a><br />
2.) <a title="Interview With Vortix Games Studioes" href="http://freelanceflashgames.com/news/2009/08/12/interview-with-vlad-of-vortix-games/comment-page-1/#comment-2126" target="_blank">Interview With Vortix Games Studios</a>: An interesting interview with Vortix Game Studios.<br />
3.) <a title="Are You A Risk Taker" href="http://www.gameproducer.net/2009/07/07/are-you-a-risk-taker/" target="_blank">Concept First</a>: A quick reminder of why you should plan your game fully before you build it.<br />
4.) <a title="IE7 hates Sockets" href="http://jobemakar.blogspot.com/2009/08/ie7-doesnt-let-sockets-die.html" target="_blank">Sockets and IE7 Trouble</a>: A look into some issues IE7 has with dealing with sockets.<br />
5.) <a title="What would you pay for?" href="http://www.8bitrocket.com/newsdisplay.aspx?newspage=31791" target="_blank">What would you pay for?</a>: An interesting article that poses the question, what would you pay for when it comes to micro-transactions?<br />
</span></p>
<p><span style="color: #f707e4;">Check back with the Prince often, because I love you.</span></p>
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