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Ping Time

by Matt Mitman · 04/22/2009 (11:38 am) · 17 comments

Apparently this is the first time I've actually written a blog here, despite having been active for something like 7 years now. If you come on irc (irc.maxgaming.net #garagegames) there’s a good chance you know me, but for those that don’t, I suppose I should introduce myself first...

These days I work remotely as the second of Max Gaming's two fulltime artists, our most recent release being Lore Aftermath on InstantAction. I graduated from college with a Computer Engineering degree last December; yes, I am in fact an artist who can program. Which brings me to the main point of this blog.

I've been working with XNA a fair bit for the past year, and last weekend I threw up a very small (in fact, the smallest one released yet), simple little app on Xbox Live Community Games, in large part as something of a joke. To my very pleasant surprise, particularly given the low sales figures many have posted about their games, it’s not only selling, but selling far better than I had hoped.

www.chemeleon.net/pingTimeSmall.jpgPing Time is a clock. A funny retro styled clock, but still just a clock. I'd written a similar app a few years back to use as a screensaver for my laptop, and remembering that people had seemed to like it in college, I figured what the heck, and spent an hour porting it to XNA. I only have 4 days worth of sales figures, but I like seeing the numbers others have posted, so I'll return the favor.


www.chemeleon.net/ptChart1.jpg From last Saturday through Tuesday Ping Time has had 3946 trial downloads, with a conversion rate of 5.2%, resulting in 208 copies sold at 200 MS points each. The more detailed breakdown is to the right. Microsoft converts points to dollars at $0.0121 per point, and keeps 30%, resulting in approximately $1.65 per sale. So, so far, this little app has made me about $350, averaging around $85-90 per day. Not bad for something I was hoping to make maybe $100 over a few weeks.

I know everyone likes charts and whatnot, so even though there’s too little data to really estimate anything yet, I went ahead and made up a few others. The pie chart shows total sales and trials per country. And the very limited line chart is plotting sales and trial across all countries per day. As was expected, Saturday pulled in the most, but sales are remaining about the same each day so far.
















www.chemeleon.net/ptChart2.jpg www.chemeleon.net/ptChart3.jpg
I'll try to remember to make another post in a couple weeks once I have a better range of data from sales for this thing; feel free to hop on IRC and ask me if I seem to have forgotten. If you want to read the press release I wrote for it (Still seems a bit ridiculous to me, writing a press release for something I made in an hour :) ) you can read it at www.gamesindustry.biz/articles/ping-time-xbox-360-based-novelty-clock and hopefully more places as time goes on ;).

If you want a bit of a preview of one of the more serious projects I'm trying to finish up for release on Community games Click Here.

#1
04/22/2009 (12:09 pm)
Quote:Watch in awe as the two AI opponents bounce a ball back and forth endlessly (or until you quit, whichever comes first), carefully maintaining their score to represent the current time.

lol! that's awesome.
#2
04/22/2009 (12:13 pm)
Now thats too cool!
#5
04/22/2009 (1:50 pm)
Sweet. One of my most prized possessions is the real Pong Clock on the wall over my primary display. Interesting to see it reconverted back onto a game console.
#7
04/23/2009 (12:37 pm)
Yesterdays sales numbers showed up now, and so far its appearing that people are right, and advertising Community Games stuff doesnt really have any effect.

I made this post and sent out the press release through GamesPress.com (which had been posted by early yesterday morning); it was picked up by a few sites that I saw. Yesterday was actually the lowest day so far, with 42 sales and 745 trial downloads. Still far beyond what I had hoped for when I first released it, but I find it quite interesting that posting about it, etc has made no improvement to sales and trials.
#8
04/23/2009 (12:50 pm)
is there some mechanism by which you can tell how most people are arriving at the app ? eg, maybe it got posted on digg or somesuch.
#9
04/23/2009 (1:13 pm)
The guy running xblcg.info (which I'm using to link since its a much shorter url) has a referral system in place, but I hadn't bothered to email him to set it up for ping time. My guess is essentially all are just seeing it when browsing on the 360 anyway, as up until Wednesday, it was not being advertised anywhere, and I would assume far more browse new stuff on the 360 rather than on xbox.com (I know I never have anyway).
#10
04/24/2009 (10:39 am)
Matt, My game the Drum Kit has been on XBLCG for about 8 weeks now. The sales move in waves, weekends of course being the best, dropping to a low mid week. I don't understand the why or how but it's like suddenly everyone will be buying and I'll get 3X the downloads for a few days then they go back to averages, maybe holidays or long weekends.

Good deal on the clock. Did you use torque at all?

#11
04/24/2009 (6:02 pm)
It'd be great if this kept selling like this long term, though my current expectation is once it falls off the main lists it'll slow to a trickle.

MGT (my day job) uses torque for pretty much all our projects, but for my private projects (this, mahjong blast, etc) I've just been writing things from scratch. I figure if a game idea is big enough to really benefit from using some sort of prebuilt engine, it's probably a bigger project than I care to do on my own for now.

Congrats on yours as well, must be doing fairly well to be able to stay in the top 10 for several weeks :)
#12
04/25/2009 (10:35 am)
All the sales numbers are in for the first week now. From Saturday April 18th through Friday April 24th, I had:

6031 trial downloads
342 Sales

so approximately $855 gross and $580 net (before whatever my taxes end up being). Or to make the numbers sound bigger and more impressive, gamers spent 68400 Microsoft points on it the first week :)
#13
04/28/2009 (12:21 pm)
I see from Major Nelson's blog that Ping Time is in the top 10 list of community games. Congrats!
#14
04/28/2009 (5:27 pm)
Yep, was quite happy to see that. Being #10 is also handy, as I now have a decent gauge of the minimum range for a top 10 seller. For the week that chart is for, I averaged 47.3 sales per day, so if a game manages to stay somewhere in the top 10 for at least a month, its bringing in a minimum of approximately $2300 I would think.
#15
04/28/2009 (5:40 pm)
any idea how many recently-published apps are not in the top ten ?
#16
04/29/2009 (12:27 pm)
It looks like theres 11 games that have been released since ping time so far. On Major Nelson's list, 2 others are new ones, BluePrint Racer 4D (which is just the starter kit with a grid texture dropped on everything) and StrikeForce-Psi.

Also, as of yesterday, I broke 500 purchases :)
#17
04/30/2009 (4:07 pm)
I grabbed the trial of this last night. It is quite cool, well done sir. :)