How much traffic does $19.95 get you? - Part 1

Traffic.

Traffic is the lifeblood of websites. Without people seeing your website, it's just another piece of litter at the side of the Internet super-highway.

Digressing slightly, I really hate the term "Internet super-highway". It has a real dot com boom feel to it. It's the sort of term the media used when the online world was new and exciting and and everything that wasn't electronic was going to become extinct.

Moving swiftly on…

There are plenty of ways to get more traffic. Whole websites and online communities are devoted to it. When starting out, it's easy to just look at what free options are available. After all, why pay for traffic when you can get it for free?

The thing is, you may never find something better if you don't experiment with the available options.

I decided to try it out.

This is part one of a two part series that covers an experiment I ran during September.

The Setup

The idea behind the challenge was as follows:

"If I had $19.95 to spend on advertising and I had to do everything myself, what would give me the greatest return on investment?"

Why $19.95? It seems to be the common price for a single Indie game, so it would make it easier to see what percentage of a sale went on advertising. It also meant I wouldn't break the bank if things went wrong.

The "everything else" clause served two purposes. The first was to stop myself from spending money on advert designers. The second, and perhaps most important, was to act as an excuse in case the ads didn't perform particularly well.

Finally I picked several forms of "free" advertising to try to see how they compared. I couldn't use the $19.95 benchmark for these, but I needed some form of limit so I used "time". My limit was thirty minutes a day on each method. That's not a particularly long time, but I didn't really want to devote a full eight hour day to commenting on blogs and forums.

Here's the list of paid and unpaid advertisers I settled on:

Paid Advertisers

  • Google AdWords – AdWords appear on nearly all Google search results pages, and AdSense is shown on a huge amount of other websites.
  • Text Link Ads – TLA sell text links on other sites that are designed to increase your search engine rankings as well as generate clicks.
  • Project Wonderful – Project Wonderful sell banner ads in a variety of shapes and sizes. Advertisers bid on different slots, and the highest bidding adverts are displayed.
  • StumbleUpon – Users install a browser toolbar, and are given random sites that will appeal to them when they click the "Stumble" button.

Free Advertising

  • LinkReferral.com – Place your link within a directory, and increase your rankings by participating in the community.
  • Forum posts – Make a post on a forum advertising your site and get traffic (and flames). I didn't want to spam people, so I kept this to links in my profile and signature.
  • Blog comments – Find interesting blog posts that are related to your website and leave a comment.
  • Free banners – Square images that flash and generally annoy. Gain exposure by generating ad impressions and clicks.
  • Link bait – Articles deliberately crafted to attract attention.

So there we have the basics of the experiment. $79.80 to spend on four advertisers, and just under three hours a day to spend promoting the site.

Measuring the Results

It wouldn't be much of an experiment without measuring the results. At the very least I needed to measure where visitors were coming from, but it would also be handy to know what they were doing once they arrived.

Most web-hosting comes with weblog analysis built in, usually Webalizer or AWStats. Several third-parties offer a more visual approach to visitor tracking, such as Crazy Egg and Google Analytics.

I decided to use Analytics to monitor where people were coming from, and Crazy Egg to see what they were doing once they arrived at the index page. Webalizer kept a watchful eye on the blog, but as the blog wasn't my main focus I left it out of my main tracking.

What happened?

The full results of the experiment are revealed in part two, including how many hits each source generated and how much they cost per click. There's also a rundown of how the free advertising performed.

There will also be charts like the one below. If that doesn't get you excited, I don't know what will…

traffic-chart.png

To give an idea of how things looked before, the following heat map was generated from 56 days worth of data before the test. That's 1784 front page visits and 560 clicks, if you're interested in precise figures.

Click the preview below for the full image.

heatmap.png

In total, the experiment generated an additional 2261 visitors in 30 days. Where did they come from, and what did they do once they arrived? All is revealed in part two


The Carnival of Video Game Bloggers - October Edition

october-blog-carnival.png
Figure 1: Carnival Night Zone, Sonic 3

There's a great crop of entries this month, although it's hard to believe we're already at the 9th edition of this carnival! Time flies when you're having fun, as they say. Enough introductions though, let's get down to business…

First up we have the mysterious PL from Web-based Browser Games, who shares two lists - one of text-based browser games and another of web-based virtual pet games.

Next on the list is Causalien who posted Team Fortress 2 beta impressions over at Ultracrepidate. It's written from the perspective of an "old timer" Team Fortress player, and is part one of a three part series.

Rickey Henderson sent in the splendidly titled "In Which Rickey Explains Why You Should Be Playing Halo", a review of Halo 3 posted on Riding with Rickey.

Next is a treat for Xbox 360 players, with Dustin's advice for getting 10,000 Easy Achievement Points for Xbox Live. You can read more from Dustin at his blog, "A PC Gamer in a Xbox World".

Dustin also shared "A New Xbox Gamer's Review of Bioshock", a review of Bioshock written squarely from a console owner's point of view.

Steve Bainbridge gives a brief overview of Beginners Wine DS at Professor Bainbridge on Wine. The game goes on sale in Japan on November 15th, and it certainly sounds…different.

And now for something completely different. Jonathon Weston of placeintheground.com wrote a beautifully satirical piece entitled "Leaving the House to Exercise will Kill You", which is aimed squarely at those who say exercising with the Wii is unhealthy and should be replaced.

If you'd like to play more and work less, Alfonso Crawford might have just the thing for you. "Living Off Gaming 0: Introduction", posted at Valhalla TV, is part of a series of articles to teach you how to make a living from playing games. Nice.

Mattcase points us towards the tr00f posted at Andrew. It's a video game blog hosted at uber.com, so I have no idea why it's entitled "Andrew"…

Next we have Samuel from Game Villa who sent in two flash games. First we have Starcraft: Flash Game, which is based on the popular RTS of the same name. There's also a Flash Prison Break Game, which is quite difficult but worth playing just to make the character run into walls.

Samuel finishes his set of entries with a guide on how to Write Your Own Game Reviews.

MMORPG players looking for some good communities to join can thank Aaron from Gamecron PC Gaming for his article "MMORPG Communities – A list of gaming social networks". It's quite in-depth, so you can get a good idea before joining.

Not content with this, Aaron also shares 3 Free Alternatives to World of Warcraft. If you're wanting an MMORPG to play without the fees, you might find something fun to play.

Marcus is next with a fine pair of submissions from his website "The Thoughts". BioShock, Symbolism and Mind-Control is a thought-provoking read that looks at the symbolism and subtle details hidden within BioShock.

He then goes on to look at Space Giraffe and human consciousness, comparing it with other brain altering technology and wondering if it can create altered states of thought. If you've not seen Space Giraffe moving, check out the video and then make yourself a nice relaxing cup of tea. You'll need it.

Jigsaw hc brings us to our penultimate entry, a Stranglehold Review over at Jigsaw hc's Rants & Reviews. Jigsaw hc is a regular contributor to these carnivals, and his blog is definitely worth a visit if you're looking for reviews of new and upcoming games.

It's nearly Halloween, so to get you in the mood we have part one of the MOST SCARY GAMES posted by irenic at Irenicplace. Unfortunately part one consists entirely of Silent Hill and Resident Evil games, but hopefully part two will look a little further afield.


That's all we have time for this issue! Thanks to all the contributors this month, and I look forward to seeing the same high quality for November's carnival.

You can submit an article for the next carnival of video game bloggers using the carnival submission form, and view past and previous editions at the blog carnival index page. The next edition is due on the 19th of November, so get those entries started!

Technorati tags: carnival of video game bloggers, blog carnival.


The Carnival of Video Game Bloggers - September Edition

It's time for the September edition of the Carnival of Video Game Bloggers already! I'll admit that I'm going to cheat on this particular edition, as I'm a little under the weather right now. All hail the InstaCarnival!

Rod presents X-Men Legends 2: Rise of the Apocalypse posted at Review Hookup.

Snapu presents Anticipated Upcoming Titles posted at CAE Gaming, saying, "An article describing 3 of the most anticipated games, complete with videos."

Jenny presents Harvest Time! posted at the so called me.

Jigsaw hc presents Hexic 2 Review posted at Jigsaw hc's Rants & Reviews.

Aaron Lockard presents Can the Wii hold Demos? posted at Aaron Lockard's Gaming Thoughts.

K Peney presents Alternative Endings (a bit po-mo) posted at Write the Game, saying, "Alternative Endings in video games."

Michael Chu presents StarCraft 2 is Coming posted at Make Money Online with Knighty Night's Talk, saying, "If you like StarCraft, you are going to love StarCraft 2. Better graphics, better gameplay"

Ken Barnes presents The GTA Delay posted at RewiredMind.com.

Jigsaw hc presents Overlord Review posted at Jigsaw hc's Rants & Reviews.

Brian presents A Different Perspective on Bioshock posted at The Weekend Gamer.

Renata Vincoletto presents Siberia 2 for the Pocket PC posted at A geek Family.

Marcus presents BioShock, Symbolism and Mind-Control : The Thoughts posted at The Thoughts, saying, "The shocking symbolism as used in the recent XBox and PC game BioShock!"

You Been Blinded presents CONSUMING WITH Wii posted at YOU BEEN BLINDED, saying, "Beer pong for the nintendo wii. College is gonna be great. Cheers!! HG"

Jenny presents Harvest Time! posted at the so called me.

john struan presents Super Punch: Smash Bros. Brawl Desktop Wallpapers (Lyn, Munchlax, Meta Knight) posted at Super Punch, saying, "Custom Smash Bros. Brawl Desktop Wallpapers (Lyn, Munchlax, Meta Knight)"

Borut Pfeifer presents Linearity, agency, and fate in The Darkness and Bioshock posted at The Plush Apocalypse.

Akira Fudo presents Top 5 juegos por venir posted at [[http://gamers.anim-e-motion.org][Gamers

  • Anim-e-motioN]], saying, "opiniones personalizadas acerca del mundo

del videojuego"


That's it for this issue! You can submit an article for the next carnival of video game bloggers using the carnival submission form, and view past and previous editions at the blog carnival index page. The next edition is due on the 22nd of October, so you've got plenty of time to get writing.

Technorati tags: carnival of video game bloggers, blog carnival.


Game Design Lessons - Halo

Few games in recent years have generated quite as much buzz as the Halo series. The first two games were critically acclaimed by the gaming press, and combined they have sold over thirteen million copies worldwide 1. That's a lot of sales, so Bungie must be doing something right.

With Halo 3 just around the corner, it seems appropriate to take a look at the game that started it all.

As with other entries in the Game Design Lessons series, this article is split into three different sections:

Before I start, I should warn you that this article contains spoilers about the plot. If you haven't played Halo before and don't want the story spoilt, you should bookmark this and read it another time ;)

What's good

A well paced story and gameplay

halo-screen-1.jpg

Whatever your opinion of the story's quality may be, it's still fair to say that Halo managed to deliver it at a well balanced pace. Details are revealed at the right speed to keep the player's interest, and there are a few twists and turns along the way.

There are still plenty of "hands off" cutscenes, but there are also set-pieces that the player will encounter whilst playing, such as the Covenant boarding the Pillar of Autumn or the appearance of a certain parasite.

Gameplay wise, the first level takes player's through all the basic controls without putting them in any real danger. By the time the action heats up, all of the fundamentals such as melee attacks and grenade throwing have been introduced. There are are a few "press button X" messages on the screen, but for the most part this introductory tutorial is unobtrusive. This is A Good Thing.

Difficulty levels that are fun AND challenging

The simplest way to make a game harder is to either make the player weaker, or to make the enemies stronger. A complex method is to make the AI characters smarter, so that they're able to make better decisions when attacking.

Halo took the latter approach, and although the enemies on tougher levels have increased health, they also display more complex AI patterns. Grunts will throw more grenades, Elites will seek better cover and Jackels will take down your shields more often. It makes the game much harder, but not in a frustrating way. It's never fun to be beaten by computer opponents, but it's not so bad when you feel it deserved to beat you.

Limited choice

halo-screen-4.jpg

It seems odd to mention limited choice as A Good Thing. It's a risky move that doesn't always work, but when it does it can add an extra layer to the game.

In Halo there are seven weapons and two grenades. Not only is this quite a small arsenal for an FPS, but you're only allowed to carry two weapons at a time. On paper this sounds like a horrible, horrible idea, but in practice it works quite well. Choosing the correct weapons for any situation becomes more important, and power weapons almost seem more powerful because you have to choose whether to sacrifice your weapon slot for them. Things get even more interesting at higher difficulty levels as ammunition becomes hard to come by and every dropped weapon counts.

The same lack of choice works for the enemies, too. The Covenant forces are made of Grunts, Elites, Jackels and Hunters. That's it. What makes this interesting is the way these different races interact when fighting. Grunts will hang around with Elites, so stick a grenade to the big guy and you'll either wipe out the whole squad or send the Grunts scurrying away.

The Flood

The Flood are introduced midway through the game, via a series of atmospheric cut-scenes shot from the perspective of a rather unfortunate marine. This sets the mood for rest of the level, which can be summed up as "we didn't want to do that".

Although they're effectively space zombies (space + zombies = awesome), the dynamic of the game changes once they appear. Tactics that would take down a squad of Covenant are rendered useless against enemies that will quite happily fight with half their face missing. Eventually you end up fighting Flood, Covenant and Sentinels at the same time, and the choice over weapons and tactic becomes vital to your survival.

It concentrates on the fun

halo-screen-2.jpg

Jamie Griesemer, Halo 2's design lead, is quoted as saying that Halo has thirty seconds of fun 2. It might seem like a negative observation, but it's an important observation. Considering the size of modern games, distilling the core elements into something so simple can help a lot with design. If you know what your players want to do, you can make sure they get plenty of chances to do it.

What's not so good

Repetitious levels

The last few levels of the game take place in the same locations from the first half of the game. In some respects this approach works, as revisiting the old places with new enemies and strategies is fun, but at the same time trudging through the same levels isn't quite as exciting as exploring new places.

Corridors

Once you've had a taste of speeding o'er hills and vales on a Warthog, it's a little disappointing to be stuck back in a typical FPS corridor level. Although it helps to mix up the game a little, a little more diversity in the surroundings would have been nice. Both the Forerunner and Covenant structures are repetitious and visually quite sterile, which makes navigation quite difficult.

Inconsistent checkpoints

There's nothing more frustrating than beating a particularly difficult part of a level, only to die and and have to repeat it. The checkpoint system in Halo solves this problem some of the time, but not always. Sometimes checkpoints aren't saved for some time, and you'll end up repeating huge parts of a level.

The Library

If there's one level of the game that sums up all of these problems, it's "The Library". The level design is repetitious, the scenery is somewhat dull and difficult to navigate and checkpoints will often fail, meaning you'll have to do that really tough bit all over again.

What can be learnt

Getting beaten is fine

halo-screen-3.jpg

Nobody plays games to lose, but winning all the time isn't much fun either. Victory is always more rewarding when you feel that you overcame the odds to achieve it.

Finding the right balance of difficulty and fun is a challenge, especially when you have to cater for all abilities. Remember, some of your players may never have played anything else before, so don't expect them to have any idea of what they're doing. On the flip-side, some people may have played a million other games before, so they won't want to sit through a 2 hour tutorial.

If you're going to offer different difficulty levels, think about doing more than just changing time limits and health meters. It takes more work, but advanced players will appreciate the extra challenge.

You don't need a million choices

Starting a new game design can be a daunting experience, especially as every "triple A" game is usually touted as revolutionising the way we play. What's important is to give the player choice.

For example, only being able to carry two weapons sounds like a bad idea, but what it actually does is let players choose from a combination. This added layer of choice makes encounters more interesting. After all, if you can always carry a rocket launcher, why worry about what you'll use to clear the next area?

You're allowed to promote your game

Microsoft has a lot riding on the success of the Halo series, and it shows in the way they advertise the game. Now I realise indies don't exactly have the same budget as MS, but there are plenty of other ways to advertise your games.

It could even be argued that indie developers have more options available as they don't have to worry about the restrictions faced by larger companies, such as keeping a corporate image or trying to look cool and failing miserably. Social sites like MySpace, Facebook and YouTube have given independent developers a whole new platform for spreading the word and creating a community of fans.

Remember: don't be ashamed to promote your game. Marketing can sometimes feel "dirty", but if you truly believe your game is entertaining and worth playing, then it is worth taking the time and effort to promote it.

Put your heart into it

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Whatever your opinion of the Halo series, there can be little doubt that the Bungie team really care about their games.

When you're making a game, it can feel like you have to have a certain image in order to be accepted. Keeping your game sterile will only hurt it in the long term. Fans don't tell their friends about games that have "this awesome 16.7 million colour palette and 10,000 polygon models". They tell them about awesome it was when they drove a Warthog off a cliff onto a group of Jackels , or how funny it was when a grunt shouted "not again" after being stuck with a plasma grenade.

Don't sanitise your ideas because you think they won't appeal to the masses. The personality you give your games can become their strongest selling point.

Find the fun and stick to it

It's tempting to keep adding features to games so that you can add more bullet points to your sales pitch. All you really need to do is find the fun parts and make more of them. This doesn't mean you should repeat the same bits over and over, but don't be afraid to use the same elements in different situations.

A good example of this is the turtles in Mario - it's fun to jump on them, but a whole game of turtle jumping probably wouldn't be much fun. To make things more interesting, they're placed in different situations. Sometimes they fly, so you need to jump on them to avoid falling to Certain Death, whereas other times you need to jump on them to clear a line of enemies blocking the way.

Find out what parts of your game design are fun, and make sure the player gets plenty of chances to experience this fun.

That's all for now

Halo is not a perfect game by any means (I'm yet to play one), but there are still many lessons to learn from its design and storytelling. Being an independent developer is exciting and liberating, and whilst we may not have the same resources at our disposal as larger development houses, we can still learn from their successes and failures to make our games even better.

Footnotes:

1

According to WikiPedia, Halo:Combat Evolved has sold over five million copies and Halo 2 has sold over eight million copies worldwide.

2

This was originally said in a documentary packaged with the Halo 2 Collector's Edition. There's an interview with members of the Bungie staff, including Jamie, at Edge Online.


The Carnival of Video Game Bloggers - August Edition

Hello and welcome to the August edition of the "Carnival of Video Game Bloggers". There are lots of great entries this month, so let's right to them!


We start with James Nicholls of Gaming Legends, who presents a well-written article called "Violence causes Video Games". Whilst I don't agree with everything, he makes good points about how other forms of media get an easier ride when it comes to portraying violence.

Next up we have Scott H from College and Finance, with a list of the 16 Most Popular Video Games on College Campuses. A few of the entries on the list might surprise you.

Dominic Acito gives a Counter Strike Source Game Review over at his blog. Apparently Counter Strike is quite popular online…

If you're tired of games with multi-million dollar budgets, you might want to try out The World's Stupidest Game over at Phil for Humanity. I managed 8 straight wins before being defeated.

Jigsaw hc presents a WeeWar.com Review at Jigsaw hc's Rants & Reviews. I hadn't actually heard of the game until reading this review, but it looks a little like Advance Wars with a hexagonal grid. If you're a strategy fan, it's certainly worth a look.

If you're looking to build a new computer for gaming, you'll definitely want to check out How to: Build a Great Gaming Rig on the Cheap posted at Free Geekery.

Fans of wrestling will want to check out MAK Johnson's WWE Smackdown vs RAW 2007 Creations - 5th August Creation Archive. There are tonnes of tutorials for creating your favourite wrestlers in WWE Smackdown vs RAW 2007.

Alexei from Refried Screens gives a tongue-in-cheek look at how videogames changed when they started to include humans in "Ban People In Videogames".

Jigsaw hc returns to give us an in-depth All-Pro Football 2K8 Review. If you're unsure about buying this title, hopefully his review will help you.

C Tango presents a humorous look at How To Quit World of Warcraft at Hollywood High Life. If you know gamers, you probably know at least one of them that is addicted to WoW.

In a similar vein, TherapyDoc from Everyone Needs Therapy presents "THIS is love?". It's a great article that looks at how people get involved in virtual worlds and can end up ruining their real life whilst "succeeding" in an alternative world.

Jill from Pocket Change gives a rundown of the New Wii System Update. Although it's not a huge update to the Wii, it's nice to see console manufacturers adding new features after launch.

If you're a fan of the upcoming Smash Bros. Brawl, John Struan has some Custom Smash Bros. Brawl Desktop Wallpapers at Super Punch.

Holly Ord presents Another Reason Why I Hate Summer at the fantastically named Menstrual Poetry. As I write this it's raining outside (again), so I can't really comment on summer as it seems to have skipped over England completely.

Snapu shares Counterstrike: Source Smoke Grenade Guide at CAE Gaming. It's a good guide for Counter Strike players looking to improve their game with smoke grenades.

Since the release of Brain Age, there have been a tonne of Brain Training games released. Alvaro Fernandez presents Brain Training Games and "Games" at SharpBrains, which provides a detailed guide for finding a brain training game that's right for you.


That's it for this issue! You can submit an article for the next carnival of video game bloggers using the carnival submission form, and view past and previous editions at the blog carnival index page.

If you're looking for more carnival fun, check out the "carnival of video game production" over at GameProducer.net. Although it's aimed at the people that make video games, there's a wide range of articles to suit every taste.

Technorati tags: carnival of video game bloggers, blog carnival.