<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Hybrid Mind Studios &#187; data</title>
	<atom:link href="http://hybridmind.com/tag/data/feed/" rel="self" type="application/rss+xml" />
	<link>http://hybridmind.com</link>
	<description>the adventures of</description>
	<lastBuildDate>Mon, 16 Jan 2012 18:19:37 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>Using Playtomic Analytics In Your Flash Games</title>
		<link>http://hybridmind.com/tutorials/using-playtomic-analytics-in-your-flash-games/</link>
		<comments>http://hybridmind.com/tutorials/using-playtomic-analytics-in-your-flash-games/#comments</comments>
		<pubDate>Mon, 11 Jul 2011 18:24:35 +0000</pubDate>
		<dc:creator>Dave "HybridMind" Evans</dc:creator>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[analytics]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[data]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[leaderboards]]></category>
		<category><![CDATA[level]]></category>
		<category><![CDATA[playtomic]]></category>
		<category><![CDATA[services]]></category>
		<category><![CDATA[sharing]]></category>
		<category><![CDATA[source]]></category>
		<category><![CDATA[tracking]]></category>

		<guid isPermaLink="false">http://hybridmind.com/?p=858</guid>
		<description><![CDATA[Playtomic is a free game analytics service I have been using in my Flash games for almost two years now. It provides a real time tracking platform not only for Flash games, but also for games made with HTML5, iOS, and Unity. Playtomic is a great way to understand how playertesters are playing your games [...]]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://hybridmind.com/wp-content/uploads/2011/07/Playtomic1.png"><img class="alignleft size-full wp-image-866" style="margin-left: 10px; margin-right: 10px; border-width: 3px; border-color: black; border-style: solid;" title="Playtomic Game Analytics and Services for Casual Games" src="http://hybridmind.com/wp-content/uploads/2011/07/Playtomic1.png" alt="Playtomic Game Analytics and Services for Casual Games" width="198" height="198" /></a></em><em><a title="Playtomic Game Analytics and Services for Casual Games" href="http://playtomic.com/" target="_blank">Playtomic </a></em>is a <strong>free</strong> game analytics service I have been using in my <em>Flash</em> games for almost two years now. It provides a real time tracking platform not only for <em>Flash</em> games, but also for games made with <em>HTML5</em>, <em>iOS</em>, and <em>Unity</em>.</p>
<p><em>Playtomic</em> is a great way to understand how playertesters are playing your games during the development phases of your game and then to further study how your game is being played and spread around the world once you release it.  Beyond the real time analytics tools it also offers global leaderboards, heatmaps, custom game data, and level sharing APIs.</p>
<p>I can&#8217;t recommend <em>Playtomic</em> enough as it has really had a large and beneficial impact on the way I approach my game development, playtesting, and publishing. I&#8217;m not the only one enjoying <em>Playtomic</em> either&#8211;over 2,000 developers are currently using the service to track over 3,000 individual games, and logging an amazing billion combined real time events per day!</p>
<div style="text-align: center;"><strong>Playtomic Analytics Tutorial Demo</strong></div>
<div style="text-align: center;"><object id="ViewPort" width="550" height="400" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://hybridmind.com/PlaytomicTestGame.swf" /><param name="quality" value="high" /><embed id="ViewPort" width="550" height="400" type="application/x-shockwave-flash" src="http://hybridmind.com/PlaytomicTestGame.swf" quality="high" /></object></div>
<p><span style="text-decoration: underline;"><strong>TUTORIAL</strong></span></p>
<p>This tutorial will focus on the basics of getting your account setup with <em>Playtomic</em> and getting the basics of the analytics working in your game SWF.  I&#8217;ll be using the latest <a title="Playtomic API for ActionScript 3.0" href="http://playtomic.com/api/as3" target="_blank"><em>Playtomic</em> API version 3.15 for <em>ActionScript</em> 3.0</a> (though <em>Playtomic</em> does <a title="Playtomic API for ActionScript 2.0" href="http://playtomic.com/api/as2" target="_blank">support <em>ActionScript</em> 2.0</a> as well.) I&#8217;ll also be using the Flash IDE to create the game project but the code I&#8217;ll be demonstrating will work basically the same if you&#8217;re not using <em>Flash</em>. I&#8217;ll <a href="http://hybridmind.com/PlaytomicTestGameTutorialv1.zip">provide the source for the demo</a> above saved as a <em>Flash</em> CS4 project in case you haven&#8217;t upgraded to the latest version yet.</p>
<p><span style="text-decoration: underline;"><strong> REGISTER FOR YOUR ACCOUNT AND CREATE YOUR FIRST GAME</strong></span></p>
<p><a href="http://hybridmind.com/wp-content/uploads/2011/07/Register.png"><img class="alignleft size-full wp-image-875" style="margin-left: 10px; margin-right: 10px; border-width: 3px; border-color: black; border-style: solid;" title="Register for Playtomic" src="http://hybridmind.com/wp-content/uploads/2011/07/Register.png" alt="Register for Playtomic" width="200" height="114" /></a><strong>Register:</strong></p>
<p>First step is to simply <a title="Register for a Playtomic account" href="http://playtomic.com/register" target="_blank">register your account on <em>Playtomic</em></a>. This is pretty basic and you don&#8217;t even have to wait for an email for your account to activate.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p><a href="http://hybridmind.com/wp-content/uploads/2011/07/NewGame.png"><img class="alignleft size-full wp-image-877" style="margin-left: 10px; margin-right: 10px; border-width: 3px; border-color: black; border-style: solid;" title="Create Game Screen" src="http://hybridmind.com/wp-content/uploads/2011/07/NewGame.png" alt="Create Game Screen" width="200" height="110" /></a><strong>Create First Game:</strong></p>
<p>The next step is to create your first game in the system. I&#8217;m just using a &#8216;Test Game&#8217; for the purposes of this tutorial.  The important part is to hit the two radio buttons. Select &#8216;Casual/mobile game&#8217; for &#8216;Game Type&#8217; and &#8216;Web&#8217; under the &#8216;Flash&#8217;  platform area. Then just click the &#8216;Create Game&#8217; button and the system will bring you to the game overview screen for API setup.</p>
<p>&nbsp;</p>
<p><strong><a href="http://hybridmind.com/wp-content/uploads/2011/07/NewGameOverview1.png"><img class="alignleft size-full wp-image-889" style="margin-left: 10px; margin-right: 10px; border-width: 3px; border-color: black; border-style: solid;" title="New Game API Overview" src="http://hybridmind.com/wp-content/uploads/2011/07/NewGameOverview1.png" alt="New Game API Overview" width="200" height="144" /></a>First Game API Overview:</strong></p>
<p>You should now be looking at the API information for the game you just created. The most important information here is the game credentials area that lists your <em><strong>SWFID</strong></em> and <em><strong>GUID</strong></em>.  You should keep these numbers private since they are the way the API will communicate from your game to the <em>Playtomic</em> system.</p>
<p>The other important areas are the documentation and downloads areas. I&#8217;ve marked everything on the screenshot to the left that you can click to enlarge. You can get to this screen by clicking on &#8216;API Setup&#8217; in the vertical nav menu at the left when you are logged in on the Playtomic website.</p>
<p><strong>Download the Tutorial:</strong></p>
<p>Normally you&#8217;ll click on the download link for the latest <em>Playtomic</em> API zip file on the <em>Playtomic</em> website. You&#8217;ll then extract the contents of the zip and find the folder called &#8216;Playtomic&#8217; inside the folder called &#8216;gameapi-as3&#8242;.  You&#8217;ll want to copy the &#8216;Playtomic&#8217; folder into the root folder of your game project so that the folder is at the same directory level as your FLA file.</p>
<p>This time though I&#8217;ve already included the latest <em>Playtomic</em> API within the tutorial download. At the time this tutorial was written that was version 3.15 for ActionScript 3.0.</p>
<p><a href="http://hybridmind.com/PlaytomicTestGameTutorialv1.zip">You can download the tutorial here</a>. I saved the FLA as a <em>Flash</em> CS4 FLA for people using older versions of <em>Flash</em> still.</p>
<p>Extract the tutorial zip and then open up both TestGame.fla and TestGame.as in the <em>Flash</em> IDE. </p>
<p>I&#8217;m only going to point out the most important parts from the source. The tutorial TestGame.as source file itself is heavily commented and should be fairly self-explanatory.  This tutorial also assumes you know the basics of ActionScript 3.0.</p>
<p>In order for everything to work you are going to need to have already setup your new game on the <em>Playtomic</em> website from the instructions further above.  If not go ahead and do that now because you&#8217;ll need your unique SWFID and GUID to plug into the TestGame.as config area.</p>
<pre><code>
// Playtomic API constants
// NOTE: CHANGE THESE TO MATCH YOURS OR IT WON'T WORK!
//
// SWFID from Playtomic API Setup screen
private static const PLAYTOMIC_SWFID:String = "xxxxxxxxxxxxxxxxx";

// GUID from Playtomic API Setup screen
private static const PLAYTOMIC_GUID:int = xxxx;
</pre>
<p></code></p>
<p>Before you can use the API you'll need to import the <em>Playtomic</em> classes. You'll see I do that near the top of the source file with the other standard Flash imports.</p>
<pre><code>
// import the Playtomic API
import Playtomic.*;
</code></pre>
<p><a href="http://hybridmind.com/wp-content/uploads/2011/07/CustomMetrics.png"><img class="alignleft size-full wp-image-928" style="margin-left: 10px; margin-right: 10px; border-width: 3px; border-color: black; border-style: solid;" title="Custom Metrics" src="http://hybridmind.com/wp-content/uploads/2011/07/CustomMetrics.png" alt="Custom Metrics" width="200" height="132" /></a></p>
<p>You need to init the <em>Playtomic</em> API as soon as possible in your game code and definitely before you call any of the <em>Playtomic</em> services.  I usually do this with an init function of some type called during my FLA Document class constructor phase.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<pre><code>
// Init the Playtomic API as soon as possible and
//   before you call any other Playtomic services!
private function init():void {
  // Initialize the API by logging the view
  //   this registers a 'view' on the server
  Log.View(PLAYTOMIC_GUID, PLAYTOMIC_SWFID, root.loaderInfo.loaderURL);
}
</code></pre>
<p>While we have now logged a 'view' above we want to track how many times the game will actually be played during that view session.  In other words there should be more 'plays' of your game than 'views'.  If not, the view to play ratio is a great indication that your game could use some improvement!</p>
<p>I typically track the 'play' event when my gameplay assets are being instantiated.</p>
<pre><code>
// Play the game
private function playGame():void {
  // Registers a 'play' event on the server. There can be multiple 'play' events per 'view'
  Log.Play();
  // do one time setup for game
  setupGame();
}
</code></pre>
<p><a href="http://hybridmind.com/wp-content/uploads/2011/07/CustomMetrics.png"><img class="alignleft size-full wp-image-928" style="margin-left: 10px; margin-right: 10px; border-width: 3px; border-color: black; border-style: solid;" title="Custom Metrics" src="http://hybridmind.com/wp-content/uploads/2011/07/CustomMetrics.png" alt="Custom Metrics" width="200" height="132" /></a></p>
<p>Another very easy and powerful thing to do with Playtomic is to track custom counter metrics. I have included an example in the tutorial.  Whenever the player clicks on the 'Credits' button on the main menu we track a 'ViewedCredits' event.  You can use these events to track all sorts of handy data. I usually track common things like every time the credits are viewed, the instructions are viewed, the sound or music is toggled on or off, how many times the game is restarted or paused.  Basically any handy data point you'd like to gather to start understand how players interact with your game or the menus surrounding your game.</p>
<pre><code>
// Listens for mouse click on credits button
private function creditsButtonClickListener(event:MouseEvent):void {
  // Track a custom metric on the server so we know a
  // player viewed the credits screen
  Log.CustomMetric("ViewedCredits"); // metric, names must be alphanumeric
</code></pre>
<p><a href="http://hybridmind.com/wp-content/uploads/2011/07/LevelMetrics.png"><img class="alignleft size-full wp-image-928" style="margin-left: 10px; margin-right: 10px; border-width: 3px; border-color: black; border-style: solid;" title="Level Metrics" src="http://hybridmind.com/wp-content/uploads/2011/07/LevelMetrics.png" alt="Level Metrics" width="200" height="132" /></a></p>
<p>There are many other types of metrics you can track too. I like putting in tracking for average score so that even if players aren't submitting a score I can see how players are doing with the game.  You can do this with a level average metric call.  When your game doesn't have individual levels you can just feed in the string 'Game' (or whatever you want) that represents the entire game and not a specific level.</p>
<p>In the tutorial I track a level average metric when the player hits the 'Quit' button. </p>
<pre><code>
// Quit game button click listener
private function quitGameButtonClickListener(event:MouseEvent):void {
  // Track the current score as a level average metric event
  //   You can track averages for specific levels or the entire game.
  //   Here the string 'Game' represents the entire game not a
  //   particular level string.
  Log.LevelAverageMetric("Score", "Game", score);
</code></pre>
<p>That's about it! The <em>Playtomic</em> website documentation is pretty decent and the community forums on the site are starting to mature a bit so that you can often get help from a question posted up there before too long. Once you integrate <em>Playtomic</em> into your own game you'll start thinking up all kinds of great uses for it. I've used the global leaderboards and level sharing APIs and will start experimenting with the heatmaps soon. I will use this base tutorial code to write up a few followup tutorials on <em>Playtomic</em> soon.</p>
<p>Let me know if I can improve this tutorial and if you have any questions at all!</p>
<p>[<a href="http://hybridmind.com/PlaytomicTestGameTutorialv1.zip">DOWNLOAD FLASH CS4 VERSION OF TUTORIAL</a>]</p>
]]></content:encoded>
			<wfw:commentRss>http://hybridmind.com/tutorials/using-playtomic-analytics-in-your-flash-games/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>TurnStyle &#8211; Two months in the wild &#8211; data update</title>
		<link>http://hybridmind.com/games/turnstyle-two-months-in-the-wild-data-update/</link>
		<comments>http://hybridmind.com/games/turnstyle-two-months-in-the-wild-data-update/#comments</comments>
		<pubDate>Thu, 23 Apr 2009 16:01:45 +0000</pubDate>
		<dc:creator>Dave "HybridMind" Evans</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[ad]]></category>
		<category><![CDATA[charts]]></category>
		<category><![CDATA[countries]]></category>
		<category><![CDATA[data]]></category>
		<category><![CDATA[distribution]]></category>
		<category><![CDATA[ecpm]]></category>
		<category><![CDATA[experiences]]></category>
		<category><![CDATA[fgd]]></category>
		<category><![CDATA[fgl]]></category>
		<category><![CDATA[finland]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[flashgamedistrubtion]]></category>
		<category><![CDATA[flashgamelicense]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[graphs]]></category>
		<category><![CDATA[hosts]]></category>
		<category><![CDATA[license]]></category>
		<category><![CDATA[mochi]]></category>
		<category><![CDATA[mochiads]]></category>
		<category><![CDATA[mochidistribution]]></category>
		<category><![CDATA[monetization]]></category>
		<category><![CDATA[money]]></category>
		<category><![CDATA[numbers]]></category>
		<category><![CDATA[revenue]]></category>
		<category><![CDATA[sharing]]></category>
		<category><![CDATA[sponsor]]></category>
		<category><![CDATA[sponsorship]]></category>
		<category><![CDATA[traffic]]></category>
		<category><![CDATA[turnstyle]]></category>

		<guid isPermaLink="false">http://hybridmind.com/?p=173</guid>
		<description><![CDATA[After sharing my numbers and experiences here on my blog from releasing my first Flash game TurnStyle I&#8217;ve had numerous requests to do a followup post.  I&#8217;ve wanted to wait for there to be enough data though to make it worthwhile for my time and yours. It has been almost 60 days since I released [...]]]></description>
			<content:encoded><![CDATA[<p>After <a href="http://hybridmind.com/games/turnstyle-in-the-wild/">sharing my numbers and experiences here on my blog</a> from releasing my first Flash game <a href="http://www.kongregate.com/games/HybridMind/turnstyle">TurnStyle</a> I&#8217;ve had numerous requests to do a followup post.  I&#8217;ve wanted to wait for there to be enough data though to make it worthwhile for my time and yours.</p>
<p>It has been almost 60 days since I released TurnStyle and as I&#8217;m gearing up again to do another big round of game development in the next few weeks I think this time is as good as any to get this off my plate.</p>
<p>I will share my <a href="http://www.mochiads.com">MochiAd</a> developer screenshots below:  I have created 3 reports all of which show the entire history of the game in the wild.  I will report my numbers on Traffic, Hosts, and Countries along with some of my own thoughts and markings on the screenshots:</p>
<p><span id="more-173"></span></p>
<p>(<em>All images can be clicked on to view larger</em>)</p>
<p style="text-align: left;"><span style="text-decoration: underline;"><strong>TurnStyle Traffic Data</strong></span><strong> </strong><em></em></p>
<p><a href="http://hybridmind.com/wp-content/uploads/2009/04/turnstyle-traffic-data.jpg"><img class="alignnone size-full wp-image-174" title="turnstyle-traffic-data" src="http://hybridmind.com/wp-content/uploads/2009/04/turnstyle-traffic-data.jpg" alt="turnstyle-traffic-data" width="571" height="331" /></a></p>
<p>The purple area on the image above represents the typical viral spike present in most games that are released on the internet.  I have looked at a ton of these graphs of released flash games and their signature is almost identical.  Yes there are bumps and spikes along the way depending on various sites or occurrences that may happen to your game but the underlying spike and then long tail down is the same.  The main difference between games is that the higher your spike is in the beginning then the higher the hits per day will run you during the long tail down.  TurnStyle has tapered off to generating around 100-200 plays a day now.  The highest spike I had was around 8500 or so and earned my around $3 in a single day. Woot! <img src='http://hybridmind.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>The green area on the image above represents when I got approved for the excellent service called <a href="http://flashgamedistribution.com">Flash Game Distribution</a> by the same guys who run the <a href="http://flashgamelicense.com">Flash Game License site</a>.  I was allowed access into the beta version of the service, submitted my game and enabled my options and got a nice spike in my traffic.  I can&#8217;t recommend them enough for how easy they make it to get a decent boost.  I imagine it paying off quite well on a more successful game.  In less than 15 minutes of your time you can have your game emailed to over 451 publishers, enabled for portals who subscribe to their game feed API, and use their manual submit accelerator to walk through 100s of the most popular portals which don&#8217;t have an auto-submit.  All your games data is featured on the left pane of a frame and you can paste it right into all the portals submit forms.  Cake!</p>
<p><span style="text-decoration: underline;"><strong>TurnStyle Host Distribution Data</strong></span></p>
<p><a href="http://hybridmind.com/wp-content/uploads/2009/04/turnstyle-host-data.jpg"><img class="alignnone size-full wp-image-175" title="turnstyle-host-data" src="http://hybridmind.com/wp-content/uploads/2009/04/turnstyle-host-data.jpg" alt="turnstyle-host-data" width="576" height="557" /></a></p>
<p>Here you see the hosts view from my <a href="http://www.mochiads.com">MochiAds</a> developer Stats page.  Once again I am viewing all date data for TurnStyle.  Early on my game got picked up by <a href="http://arcade.fi">arcade.fi</a> and got a ton of plays.  This was great for the players in Finland but not so great for my revenue.  You get paid various amounts depending on where you game is being played.  Every country and domain have different eCPMs that they pay.  This is due to all the various ad inventories or deals that have been struck between Mochi and the ad buyers.  If your game is played in certain countries you won&#8217;t get any revenue at all sometimes since there are no ad campaigns running there.</p>
<p>You can also see here that <a href="http://bored.com">bored.com</a> really gave me some great revenue as a single site.  As I mention in my image above, the MochiAds domain is listed as the top one because this is an artifact of the <a href="http://www.mochiads.com">Mochi Distribution</a> system.  Most publishers subscribing to their feed are going to be using the Mochi embed to save on hosting fees.</p>
<p><span style="text-decoration: underline;"><strong>TurnStyle Country Distribution Data</strong></span></p>
<p><a href="http://hybridmind.com/wp-content/uploads/2009/04/turnstyle-country-data.jpg"><img class="alignnone size-full wp-image-176" title="turnstyle-country-data" src="http://hybridmind.com/wp-content/uploads/2009/04/turnstyle-country-data.jpg" alt="turnstyle-country-data" width="568" height="562" /></a></p>
<p>Just for fun I thought I&#8217;d also include the country data for TurnStyle.  You can see the top 2 countries which aren&#8217;t that surprisingly are United States and United Kingdom but then something funny is that Finland is the 3rd highest.  Well I have no idea but they really enjoyed my game.  I was even using the Google translation tool to read the comments users were leaving in Finish and that was quite fun.</p>
<p>It has been a great learning experience self-publishing TurnStyle.  I couldn&#8217;t be happier for what knowledge I&#8217;ve gained about the Flash business space.  It has also shown me why working out better deals and new models with publishers will be crucial to running a successful Flash game studio.  I&#8217;m coming to see what I had read others talking about that MochiAds (and other ad networks for that matter) should be considered more as secondary or tertiary income or even a viable tool for getting some leverage in your dealings with sponsors and licensees of your game.  You should be aware that if they are asking you to remove your ads you should consider this in the cost of your sponsorship/license deal.</p>
<p>I am trying out <a href="http://flashgamelicense.com">Flash Game License</a> for my new game <a href="http://hybridmind.com/games/orange-you-glad-preview/">Orange You Glad</a> and it is going great so far.  I&#8217;ve had sponsor interest and am receiving bids so I&#8217;m quite thrilled with my progress on my second Flash game.  I will be posting more on my experiences in that department down the road I am sure!</p>
]]></content:encoded>
			<wfw:commentRss>http://hybridmind.com/games/turnstyle-two-months-in-the-wild-data-update/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>TurnStyle In The Wild</title>
		<link>http://hybridmind.com/games/turnstyle-in-the-wild/</link>
		<comments>http://hybridmind.com/games/turnstyle-in-the-wild/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 16:03:41 +0000</pubDate>
		<dc:creator>Dave "HybridMind" Evans</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[ads]]></category>
		<category><![CDATA[Art]]></category>
		<category><![CDATA[as2]]></category>
		<category><![CDATA[data]]></category>
		<category><![CDATA[distribution]]></category>
		<category><![CDATA[encryption]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[experiences]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[Game Business]]></category>
		<category><![CDATA[illustrations]]></category>
		<category><![CDATA[kongregate]]></category>
		<category><![CDATA[mochiads]]></category>
		<category><![CDATA[mochibot]]></category>
		<category><![CDATA[monetization]]></category>
		<category><![CDATA[networks]]></category>
		<category><![CDATA[newgrounds]]></category>
		<category><![CDATA[portals]]></category>
		<category><![CDATA[preloader]]></category>
		<category><![CDATA[stats]]></category>
		<category><![CDATA[traffic]]></category>
		<category><![CDATA[transparency]]></category>
		<category><![CDATA[turnstyle]]></category>

		<guid isPermaLink="false">http://hybridmind.com/?p=105</guid>
		<description><![CDATA[So, my game TurnStyle has been out about 3 days now roaming about the internet and I just felt like reporting the current stats and my experiences in case anyone is interested or curious about this aspect of the Flash game / business space: This is not only my first Flash game but also the [...]]]></description>
			<content:encoded><![CDATA[<p>So, my game <a href="http://www.kongregate.com/games/HybridMind/turnstyle">TurnStyle</a> has been out about 3 days now roaming about the internet and I just felt like reporting the current stats and my experiences in case anyone is interested or curious about this aspect of the Flash game / business space:</p>
<p>This is not only my first Flash game but also the first thing I have ever really released onto the internet as well so it has been a real interesting learning experience!</p>
<p><em> <strong>If you don&#8217;t care about tech mumbo jumbo if you skip down near the bottom you can see some funny stats from which countries are playing this game and my personal thoughts on my experience so far.</strong></em></p>
<p><strong><span style="text-decoration: underline;">Distribution and Ad channel technology I used &#8211; MochiAds:</span></strong></p>
<p>I decided to go with <a href="http://mochiads.com">MochiAds</a> to do my game distribution.  It is non-exclusive and free so I am also able to make other deals as well.  One of the main benefits they offer is that they &#8220;wrap&#8221; your Flash game in a preloader that contains customizable and controllable ads from their network.  So, the further your game spreads on the internet the better for them and you.  You get a percentage of the revenue from the &#8220;impressions&#8221; that the ads receive as people wait for your game to download.  I like that people have the ability to skip the ad by clicking the &#8216;x&#8217; because let&#8217;s face it- ads are annoying.  I also then think that let&#8217;s face it, I have to eat too.</p>
<p><span id="more-105"></span></p>
<p>Another great free benefit that MochiAds provides you is that the preloader that wraps your Flash game is encrypted as well as version controlled.  This means that I can update my Flash game with bug fixes, new links, new ads or whatever I want in ONE location and that anyone playing the file (even if they have downloaded or are linking to a SWF somewhere on a portal) will receive a &#8220;diff&#8221; of the changes in the version.  All seamlessly while it downloads.  This is really incredible in my opinion.  It has been a joy to work with and I have made quite a few tweaks and changes to my game already and it is nice to see them being picked up by all the portals which have received a copy of my game.  The encryption is a nice benefit too I would guess though I don&#8217;t know much about Flash obfuscation yet I just hear it slows down someone decompiling your code a little bit.</p>
<p>Along with the distribution channels your game is automatically placed in you receive a full stat report at your MochiAd dashboard page.  This is where you setup all the keywords, game thumbnail, description, instructions etc. that are distributed when a partner of MochiAds receives your game.  I have watched my game spreading to over 40 sites now all without me having to do any further work.  They do this because they benefit as well as the developer the further the game gets.  They also have a more detailed stat service through <a href="http://mochibot.com">MochiBot</a> which I also signed up for which provides further detail on people who saw more than the ad.  In other words, people who actually played your game.</p>
<p>The stats are a blast to watch!  Especially for someone who is a complete stat and number junkie like myself.</p>
<p><strong><span style="text-decoration: underline;">Other portals I have released my game on:</span></strong></p>
<p><strong><a href="http://kongregate.com">Kongregate:</a></strong></p>
<p>Kongregate was the first portal I uploaded my game on myself.  The submit process was very easy and only involved a few steps.  You must have a Kongregate user account obviously but besides that it is really straightforward to get your game up there.  You fill out the form with info on your game, upload a thumbnail, check any of the API options you may be using, and also let them know whether your game is &#8220;exclusive&#8221; to the Kongregate site or not. Options like this one, along with the stats API question control how much your percentage of the ad revenue will be.</p>
<p>Since Kongregate has a deal with MochiAds already they will suppress the display of your ads in your MochiAds preloader.  The preloader download bar still works fine but no ads will display.  They do this for many reasons and it seems to make fair sense.</p>
<p>Anyway, back to the percentage points:  You get 25% of the ad revenue that your game receives just for uploading it to the site.  If you also integrate either (or both) of their APIs (HighScore and Statistics) you receive an additional 10% for this bringing your total possible to 35%.  Now, if you make your game exclusive to Kongregate you can receive a another 15% bonus bring the grand total to 50%.  A nice thing about the exclusive is that they do let you turn that off if you ever feel like putting your game elsewhere and you will revert back to the 25% or 35% share depending on your other options.</p>
<p>Once your game is uploaded and published it will show up on their new games list.  At this point it is up to the portal users to rate and view your game past a &#8216;under judgement&#8217; period.  The judgement period is a timeframe where you can&#8217;t view the rating of the game yet when you go to rate.  I guess the idea is that this helps early reviewers judge with less bias.  In actuality most early commenters during this phase like to post their ratings in the comment feed below the game.  Once your game has received 75 ratings the rating number is revealed to all.  If your game does well enough it will move through the rankings accordingly. TurnStyle seemed to fair pretty well for a first attempt.  TurnStyle&#8217;s rating seems to fluctuate around 3.25/5 stars over there.  It is ranked around 240/3200 in the puzzle game category currently on their site too.  I guess that isn&#8217;t too shabby at all with everything considered.  As of this post date my game was played over 3500 times, rated over 450 times, favorited 17 times, and earned me 1 fan.</p>
<p><strong><a href="http://newgrounds.com">Newgrounds:</a></strong></p>
<p>This is the only other portal I have submitted to so far.  Similar to Kongregate it followed a manual form submission process.  Once your game is up on the site it also undergoes a judgement mode where people have to vote and review it for it to acheive it&#8217;s placement ranking.  The system is similar enough to Kongregate&#8217;s that I won&#8217;t go into great detail here.  They also offer an API but I haven&#8217;t looked into that yet.  I am allowed to have my MochiAds viewed up there and they seem to get me a pretty good eCPM rate so far based on my MochiAd stats so that is good.</p>
<p>It seems TurnStyle faired a good deal better on Newgrounds than on Kongregate.  My game got 7 reviews: 6 perfect &#8220;10s&#8221; and 1 &#8220;9&#8243; for a review rating of 9.9.  The voting system seems to indicate that my game has a vote rating of around 3.5/5 stars with 298 votes received and over 1200 plays.</p>
<p>The cool news was the first day I submitted it my game did well enough to get voted 6th Most Hottest Game for Monday!  That was pretty exciting.  I missed the coveted 1-5 spots that would have gotten my game even higher in views.  It was still on the front page though just didn&#8217;t have the icon next to it.  Oh well, pretty good for first Flash game I guess.</p>
<p><strong><span style="text-decoration: underline;">Traffic Stats and Ad Revenue so far:</span></strong></p>
<p>So, I wanted to provide all the above data for context to what I will now share so that other developers can see how these stats relate to what distribution technology I used and where I have manually uploaded it.  I will detail the rough number of hosts my game has reached (remember only two of which I submitted to myself) along with traffic numbers, impressions received, and revenue received so far.  I do this because I have found it really helpful seeing the <a href="http://www.emanueleferonato.com/2008/10/28/the-experiment-one-year-later/">other Flash developers who have been transparent about this business space</a> so that all may learn to be better.</p>
<p><strong><span style="text-decoration: underline;">TurnStyle Stats:  3 Days in the wild</span></strong></p>
<p><span style="text-decoration: underline;">Dates:  Feb 28, 2009  – Mar 02, 2009</span><br />
<em>Ad requests</em><br />
<strong>Total:</strong> ~15000<br />
<strong>Impressions:</strong> ~10000<br />
<strong>Skips:</strong> ~5000<br />
<strong>Revenue:</strong> $2.40<br />
<strong># of Hosts:</strong> 42<br />
<strong># of Countries:</strong> 101</p>
<p><span style="text-decoration: underline;">% of Plays by Top 5 Countries:</span><br />
39% from Finland   (<em>this is crazy.. also almost half the leaderboard scores are from Finland too.</em>)<br />
20% from USA<br />
7% from UK<br />
4% from Canada<br />
4% from Germany</p>
<p>I have also made about $3 dollars from my 3500 plays at Kongregate through their system.</p>
<p>So, while this game hasn&#8217;t been a financial success yet at a whopping $6 of ad revenue so far the education that I have received and continue to receive is fairly priceless.  Also, ad revenue is more of a long tail approach as my game (and future games) spread through the internet.  I try to visualize a day where I may have 10-20 games roaming about each bringing me a couple bucks a day potentially.  Well, that ads up when these little critters can &#8220;work&#8221; 24/7.  Heck, who couldn&#8217;t use an extra 10x $1 a day.. that&#8217;s almost $4k a year when you think about it.  So, while $6 earned so far on 200 hours of work at least might initially discourage some- I believe that is a short-sighted reaction.  There is also the idea that while most of your games will end up relatively &#8220;unplayed&#8221; in the scheme of things- you only need 1 or 2 to really &#8220;blow up&#8221;.  I think the more quality games you can release over time the better.</p>
<p>In order to work on a different angle to monetizing the Flash business space there is also the world of licenses and sponsorship to consider. I have signed up for an account over at <a href="http://flashgamelicense.com">FlashGameLicense</a> which lets you sell licenses to released games and find sponsorships of various types for unreleased games that portals buy.  It allows bidding and reviewing and other matchmaking services to allow Flash developers to get a fair price for good work.  I am excited about the potential that FGL offers to do this kind of work fulltime.  I will be posting more experiences regarding those adventures in later posts!</p>
<p><strong><span style="text-decoration: underline;">Aside from all the business aspects and traffic aspects I&#8217;ll share a few personal joys from this experience:</span></strong></p>
<p>The thought tickles me so that potentially 15,000 people have seen my illustrations and played my game.  I can&#8217;t believe I didn&#8217;t do something like this earlier in my life because it is so much darn fun!  There is something so tantalizingly weird about hitting refresh on your browser while watching your MochiAd stat page and seeing that every 5 seconds 20 more people have tried your game.  It blows my simple mind.</p>
<p>I would also like to thank all my close friends and friends of friends that have played this game and offered their feedback.  In the anonymous world of the internet it is still the opinions of those I am close to that I most value hearing.  I can&#8217;t wait to make more games!</p>
]]></content:encoded>
			<wfw:commentRss>http://hybridmind.com/games/turnstyle-in-the-wild/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
	</channel>
</rss>

