My Xbox Live Community Game Sales Data
by John Kanalakis · 03/28/2009 (12:39 pm) · 33 comments
Microsoft is now releasing sales data to creators of Xbox Live Community Games. For those completely new to this concept, you can freely download XNA and Visual C# Express and the get the Torque X Game Engine to create a game for the Xbox 360. With a XNA Creator's Club membership, you deploy your game to your Xbox 360. Then, after some play testing and peer review, you can publish your game to the Xbox Community Games Marketplace, with exposure to the millions of Xbox Live Gold Subscribers.
I wrote about my little puzzle game, Solicheck, a while ago. As I last mentioned, it took about a month to create using TGB and then about a weekend to migrate the code to Torque X/XNA. It took another 2 weeks to fix minor bugs, mostly relating to Xbox 360 deployment. My best advice is to buy an Xbox 360 Memory module and test for compatibility.
When the game was looking good enough to release, I posted it on the Creator's Club for play testing. From here, anyone with a Creator's Club membership can download the game and try it out. Feedback and suggestions roll-in (sometimes helpful, sometimes not). After final edits are made, the game is submitted into formal Peer Review. This is where the game is rated for accuracy. This is not a review of whether or not people like your game, just that it meets the violence/maturity ratings you have specified. After some unclear number of positive reviews (I'm estimating 10), the game will pass into the marketplace. Now, anyone with an Xbox Live Gold Subscription can find your game in the Community Games folder from the Xbox Dashboard.
I launched Solicheck just before Christmas 2008. I didn't make any effort to promote the game, other than mention it on my website and post a YouTube video - mostly so I could show the gameplay to friends. For those of you who know me, I always have about a thousand things to do at any given time, so spending time on promotions wasn't in the time budget. For the longest time, I had wondered how the game would do. And now, Microsoft has just released the vital data to creators.
The sales data comes in as a grid of numbers (by month) as shown in the first image above. You can download each month's data as a .csv file for easy manipulation in Microsoft Excel. The data includes Date, Country, Price, and Units Sold. Not much on the surface, but with Excel, these numbers can be summed-up, sorted, grouped, and so on. So, here's the breakdown:
Total Downloads = 1756
Total Purchases = 59
Conversion Percentage = 3.36%
Regions = USA 63%, UK 20%, France 8%, Canada/Italy 3%
The game sells for 200pts (about $2.50 USD/2.30 EU). At 59 sales, that comes to a generated revenue of $147. Microsoft gets to keep 30% of that for distribution, so my final take should be about $103. Not quite retirement time. But, it's only been 3 months with no promotion at all. I was also not expecting much from a single-player checkers game. This was more about the experience. Afterall, I can't really promote Torque X/XNA and Community Games without first going through the process myself.
Another point that comes to mind is that these sales spread across a global market. Being a lazy American, I have not done enough to really embrace the worldwide market that Community Games are offering. For example (the chart at the bottom quantifies downloads). In this case, the numbers look like this:
Regions = USA 66%, UK 14%, Canada 8%, France 6%
This means that the regional conversion numbers look like this:
Canada = 1.46%
France = 4.76%
Italy = 3.92%
Spain = 2.04%
UK = 4.72%
USA = 3.19%
The highest conversion rate comes from France. Perhaps puzzle games are more popular in France than in the USA, which had higher sales, but a lower conversion rate. My only point is that you should not underestimate the worldwide market. At the very least, your games should not be offensive to a specific region. At the very best, your games should embrace worldwide cultures. I'm playing with the idea of translating the Solicheck2 GUI into French - anyone in France interested?
As for next steps... I have a ton of work on my plate. There's a lot of Torque X engine activity going on, other game projects, consulting, and new product development at EnvyGames. But, I'll still find a few hours on the weekend to update Solicheck with new artwork, new levels, and improved gameplay. So, lookout for Solicheck2 - and that's the end of my game promoting ;)
John K.
www.envygames.com
I wrote about my little puzzle game, Solicheck, a while ago. As I last mentioned, it took about a month to create using TGB and then about a weekend to migrate the code to Torque X/XNA. It took another 2 weeks to fix minor bugs, mostly relating to Xbox 360 deployment. My best advice is to buy an Xbox 360 Memory module and test for compatibility.
When the game was looking good enough to release, I posted it on the Creator's Club for play testing. From here, anyone with a Creator's Club membership can download the game and try it out. Feedback and suggestions roll-in (sometimes helpful, sometimes not). After final edits are made, the game is submitted into formal Peer Review. This is where the game is rated for accuracy. This is not a review of whether or not people like your game, just that it meets the violence/maturity ratings you have specified. After some unclear number of positive reviews (I'm estimating 10), the game will pass into the marketplace. Now, anyone with an Xbox Live Gold Subscription can find your game in the Community Games folder from the Xbox Dashboard.
I launched Solicheck just before Christmas 2008. I didn't make any effort to promote the game, other than mention it on my website and post a YouTube video - mostly so I could show the gameplay to friends. For those of you who know me, I always have about a thousand things to do at any given time, so spending time on promotions wasn't in the time budget. For the longest time, I had wondered how the game would do. And now, Microsoft has just released the vital data to creators.
The sales data comes in as a grid of numbers (by month) as shown in the first image above. You can download each month's data as a .csv file for easy manipulation in Microsoft Excel. The data includes Date, Country, Price, and Units Sold. Not much on the surface, but with Excel, these numbers can be summed-up, sorted, grouped, and so on. So, here's the breakdown:
Total Downloads = 1756
Total Purchases = 59
Conversion Percentage = 3.36%
Regions = USA 63%, UK 20%, France 8%, Canada/Italy 3%
The game sells for 200pts (about $2.50 USD/2.30 EU). At 59 sales, that comes to a generated revenue of $147. Microsoft gets to keep 30% of that for distribution, so my final take should be about $103. Not quite retirement time. But, it's only been 3 months with no promotion at all. I was also not expecting much from a single-player checkers game. This was more about the experience. Afterall, I can't really promote Torque X/XNA and Community Games without first going through the process myself.
Another point that comes to mind is that these sales spread across a global market. Being a lazy American, I have not done enough to really embrace the worldwide market that Community Games are offering. For example (the chart at the bottom quantifies downloads). In this case, the numbers look like this:
Regions = USA 66%, UK 14%, Canada 8%, France 6%
This means that the regional conversion numbers look like this:
Canada = 1.46%
France = 4.76%
Italy = 3.92%
Spain = 2.04%
UK = 4.72%
USA = 3.19%
The highest conversion rate comes from France. Perhaps puzzle games are more popular in France than in the USA, which had higher sales, but a lower conversion rate. My only point is that you should not underestimate the worldwide market. At the very least, your games should not be offensive to a specific region. At the very best, your games should embrace worldwide cultures. I'm playing with the idea of translating the Solicheck2 GUI into French - anyone in France interested?
As for next steps... I have a ton of work on my plate. There's a lot of Torque X engine activity going on, other game projects, consulting, and new product development at EnvyGames. But, I'll still find a few hours on the weekend to update Solicheck with new artwork, new levels, and improved gameplay. So, lookout for Solicheck2 - and that's the end of my game promoting ;)
John K.
www.envygames.com
About the author
John Kanalakis is the owner of EnvyGames, an independent game development studio in Silicon Valley that produces games and tools for Xbox 360, Windows, and the Web.
#2
Thank you for the purchase :) I am deploying Solicheck2 as an "update" to Solicheck (as opposed to another Community Game), so that everyone that bought the first game will get a free update.
John K.
www.envygames.com
03/28/2009 (2:57 pm)
Sounds very strange. Solicheck runs at full 1080p and it is 100% tilemap driven. There's a tilemap for the checker background, one for the pieces, and one for the highlighter. My tile images (checker/pieces/etc) are all .png about 100x100 pixels in size. Each tilemap is a grid of 8x8 (64 tiles). Can you describe your tile setup? I'll try reproducing a similar layout on my system.Thank you for the purchase :) I am deploying Solicheck2 as an "update" to Solicheck (as opposed to another Community Game), so that everyone that bought the first game will get a free update.
John K.
www.envygames.com
#3
Any eta for Solicheck 2?
03/28/2009 (3:16 pm)
My setup is very simple, if i have my xbox set to 1080i or 1080p, I have a simple starter game, drop a 8 x 8 tile map in the tx2d editor, if I change one tile in that map to anything, for example the gglogo thats loaded into the project by dfault and then save the project, deploy to xbox and bam....it'll crash out with error code 4. my project is set to 1280 x 720 for its native res.....Any eta for Solicheck 2?
#4
<XboxGraphicsManagerSettings>
<UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer>
</XboxGraphicsManagerSettings>
I'll also walk through your exact steps tonight and see if I run into the same problem. I know it can work, somehow ;)
Solicheck2 will probably be going into play testing next weekend. It will take about two weeks to cycle through the play test and peer review before it shows up on the Community Games platform. So, I would guess that everyone should be getting updates around the last week of April.
John K.
www.envygames.com
03/28/2009 (3:37 pm)
Oh, I think there is one setting that needs to be changed in engine properties file. Try adding this to your torqueSettings.xml. <XboxGraphicsManagerSettings>
<UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer>
</XboxGraphicsManagerSettings>
I'll also walk through your exact steps tonight and see if I run into the same problem. I know it can work, somehow ;)
Solicheck2 will probably be going into play testing next weekend. It will take about two weeks to cycle through the play test and peer review before it shows up on the Community Games platform. So, I would guess that everyone should be getting updates around the last week of April.
John K.
www.envygames.com
#5
cant wait to see the new version!!!
*edit - tried your tip as long as you have:
<XboxGraphicsManagerSettings>
<PreferMultiSampling>false</PreferMultiSampling>
<UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer>
</XboxGraphicsManagerSettings>
it works, both must be false, if either are true then your done for
many thanks for this
03/28/2009 (3:46 pm)
Ahhh....that may well do it, as i think it is a memory with edram or something similar, i'll try this too, thanks matecant wait to see the new version!!!
*edit - tried your tip as long as you have:
<XboxGraphicsManagerSettings>
<PreferMultiSampling>false</PreferMultiSampling>
<UseDisplaySizeForBackbuffer>false</UseDisplaySizeForBackbuffer>
</XboxGraphicsManagerSettings>
it works, both must be false, if either are true then your done for
many thanks for this
#6
Congrats!
03/28/2009 (5:08 pm)
Well done on getting something out there. The whole XBLA process does sound a bit intimidating.Congrats!
#7
03/28/2009 (8:51 pm)
hey thanks for showing this
#8
03/28/2009 (9:26 pm)
OK how did you use TorqueX with XNA 3.0? I'd really like to know, I'd really like to use it.
#9
John K.
www.envygames.com
03/28/2009 (9:41 pm)
Torque X 2.0 source code compiles straight against XNA 3.0 with Visual Studio 2008 (or Visual C# Express 2008). There's no special tricks, just open the Torque X Engine project in Visual Studio and let the project upgrader do it's business. The only catch is that you have to have the Torque X engine source as the free Torque X Binaries for XNA 3.0 have not been released yet.John K.
www.envygames.com
#10
Outside of download metrics, have you attempted to gather player feedback on the game with the same by-country breakdown?
03/29/2009 (12:18 pm)
Very interesting blog John. It's very useful to have this kind of breakdown for a game. Benefits abound.Outside of download metrics, have you attempted to gather player feedback on the game with the same by-country breakdown?
#11
John K.
www.envygames.com
03/29/2009 (1:26 pm)
Awesome idea, Michael! That sounds like a really cool idea. I'll have to think about how to go about that. It would be interesting to find out why the game is more popular in one region as opposed to another. John K.
www.envygames.com
#12
Nice game, I've been playing it for a little bit here. I'll have to show this to my Room mate. The power of Torque is indeed powerful!! :)
03/29/2009 (10:21 pm)
Oh by the way John, I just hooked you up with a sale. Nice game, I've been playing it for a little bit here. I'll have to show this to my Room mate. The power of Torque is indeed powerful!! :)
#13
Solicheck2 is going to be even better with new graphics, new/more levels, and improved gameplay.
John K.
www.envygames.com
03/30/2009 (1:49 am)
Thanks, Stephen! Look out for that free game upgrade next month ;)Solicheck2 is going to be even better with new graphics, new/more levels, and improved gameplay.
John K.
www.envygames.com
#14
03/30/2009 (11:19 am)
Nice info John. Thanks for the advice as well. Congrats on the release of Solicheck, I'll have to check it out! Good luck with part 2.
#15
Speaking of updates, did they ever implement anything into Community Live Games to be able to provide updates?
Brian
03/30/2009 (11:28 am)
@JohnSpeaking of updates, did they ever implement anything into Community Live Games to be able to provide updates?
Brian
#16
Go to the Creator's Club website. Under "Games", click "submit games", then click the "View Game" button next to the name of your game project. That's where you will find the "upload new game binary" link. I haven't found a clear answer, but my belief is that the newly updated binary will enter the peer review queue. And, again, once you have your 10 approvals, it will replace the game binary that is already available in the Marketplace. I'm then expecting already purchased owners to get a popup message that a new game update is available and then prompt them to download.
I really have no certain knowledge that this is how it works, but I plan to find out soon.
John K.
www.envygames.com
03/30/2009 (11:47 am)
I don't really have a solid answer on this. In fact, this is exactly what prompted me to create a Solicheck2. As far as I can tell, you can update your game by "upload new game binary". Go to the Creator's Club website. Under "Games", click "submit games", then click the "View Game" button next to the name of your game project. That's where you will find the "upload new game binary" link. I haven't found a clear answer, but my belief is that the newly updated binary will enter the peer review queue. And, again, once you have your 10 approvals, it will replace the game binary that is already available in the Marketplace. I'm then expecting already purchased owners to get a popup message that a new game update is available and then prompt them to download.
I really have no certain knowledge that this is how it works, but I plan to find out soon.
John K.
www.envygames.com
#17
Thx John
03/30/2009 (1:00 pm)
I know that a few friends of mine and I love to read about game sales stats. We wish more people did this type of blogging.Thx John
#18
Okay, let us know how it goes. Last time I researched it, Microsoft seemed pretty unsure how to implement that because they were afraid people might remove features and gameplay in order to force people to buy another game. Cursed double edged swords... hopefully they don't take it away due to a minority who potentially abuse it.
Brian
03/30/2009 (1:53 pm)
@JohnOkay, let us know how it goes. Last time I researched it, Microsoft seemed pretty unsure how to implement that because they were afraid people might remove features and gameplay in order to force people to buy another game. Cursed double edged swords... hopefully they don't take it away due to a minority who potentially abuse it.
Brian
#19
John K.
www.envygames.com
03/30/2009 (2:09 pm)
I agree, it's really hard to get some real sales numbers - (proprietary secrets and all that). One of my goals with this post was to also demonstrate that a game with no promotional effort was able to make some sales. Putting some serious effort in that area would really payoff. Once your game is finished, you need to put in a lot of effort to bring attention to it and try it out.John K.
www.envygames.com
#20
John K.
www.envygames.com
03/30/2009 (2:13 pm)
Brian, I think that's why they force the peer review again for updates, even when the game has already been released. Just in case I "accidentally" slipped in some inappropriate content with the update. But I don't think they'll take away the ability update binaries, since nobody releases software without bugs. :)John K.
www.envygames.com

Torque 3D Owner Gavin Beard
Byte Logic
Glad too see it is selling, even in limited numbers, I am working on some small TX stuff for Xbox at the moment with various amounts of success, the biggets issue I run into is Tile Maps at anything above 720p (seems to be general issue with xbox), so am tempting to implement my own grid system.
Anyways, its good to see MS giving all this info for you to see how well it ships.
congrats on the release, I actually have a paid for copy of Solicheck on my XBox HDD so I look forward to something new ;-)
*EDIT
Just out of curiousity, did you use tilemaps in Solicheck, and have you tried it running above 720p?