Casual Connect hysteria (and social games, in general)
Wednesday, July 28th, 2010Wow. People are going crazy with prognostications of the death of every sector of the games industry (downloadable, social games, mobile games, retail) and how unless you are Zynga, it is impossible to make a game and survive.
This is just pure hogwash. (And, please note, I’m going to use some sarcasm and exaggeration in this post because I can’t help it.)
First of all, saying something like, “If you make a Facebook game, you can get rich because Zynga is projected to earn $700 million this year” is totally irrational. Zynga is the #1 game developer on Facebook. Never, ever compare your company with that, unless you have nine-figure venture capital funding–in which case, you are not indie, and you have different problems entirely.
The other half of that is, “If you are not Zynga or making at least $100 million per year, you can’t be successful with a social game.” This is equally as ridiculous.
Now this leads to the “If I can just make 1% of what Zynga makes, I’ll still make $7 million per year!” But that’s the wrong end of the stick when you are doing financial planning. (And that’s another post itself.)
My beef is with setting up very false expectations. This is what makes a “gold rush” insane (read The Madness of Crowds sometime), even when there’s not nearly as much gold as you think because the only company ever being talked about is the #1 company. Pandemonium ensues.
There’s a huge gap between Zynga’s revenue and the #2 company. And that’s the #2 fricken company on all of Facebook! There’s only room for one #1 and one #2. Unless you have the VC funding, why are you even thinking about what they are doing, much less talking about it as if it matters to anyone with less than $100 million in the war chest? Does. Not. Apply.
Hey, I’m just asking for some common sense when talking about the realities of commercial success on Facebook.
The fact is that there are a lot of small and mid-sized game developers making some sweet money on Facebook (and elsewhere). You don’t need a team of 700, like Zynga. Try a team of 30 or 10 or 3. You might find that you can cover costs with a much smaller player base. You won’t have 80 million monthly players, but–like Neo in The Matrix–you won’t need to. (Sorry, possibly obscure reference there in the service of “humor.”)
All I’m saying is that there is more than one way to skin this cat, so everyone stop talking in absolutes about how if you are not Zynga, you can’t be successful, and, therefore, the fad is over, Facebook sucks now, and let’s all go eat worms. If you’re indie, you’re probably small. There’s a big chance you can succeed on Facebook (and elsewhere) because you are nimble and your overhead is low. Yes, you might need to spend money on ads. So does everyone who sells anything. It’s called marketing.
Second of all, no, virality is not dead on Facebook. Spamming is dead, but not virality (aka “word of mouth”). Make a game people want to talk about, and you won’t be impacted by these “draconian” changes. On top of that, Facebook isn’t the only fricken social networking site out there, people! Diversify or die.
Thirdly, you don’t need to host your game on a fricken social networking site at all. There are plenty of games “in the wild” (that big, scary place!) that have millions of monthly active users and rake in money. No, you won’t be able to spam a million people and get 7 figure MAU numbers in a week. Most people, at this point, say, “Oh no! Then you can’t survive! Just quit instead. I’m not Zynga–” *sound of self-inflicted gunshot to the head*
Cheer up. You can survive–and thrive. Just ignore the news about companies that are nothing like yours, and you might find your way.
Lastly, this kind of alarmist hyperbole is just feeding back on itself and creating more hysteria. Please stop, and think!
The economy sucks, and will get worse, but you don’t have to make $700 million a year to be commercially successful. What are your costs of living? Now double that, and make that your goal instead. Gee, that seems to change all the parameters.
Interesting.
If I exclusively use Credits for my game and Facebook makes policy changes to either pricing, their fees, or how Credits can be used within an app, my business and livelihood becomes subject to their whims. In my game, the currency is integral to the game design, not just a slapped-on form of payment like a PayPal button. Can I risk that being controlled by a third party who doesn’t have my best interests in mind?