Phil Steinmeyer has posted a number of interesting posts lately.
How much does an average casual game make?
Phil is pretty much right, the average (median) game doesn't make much.
The solution, of course, is not to make an average game.
In Converting Web Traffic to Sales, Phil says that Bonnie's Bookstore makes less than 1% of its sales direct from his web site.
I would say there are reasons for this. First, he optimized the game for portal sales. It's designed the way portals design games, it is not designed as a game to sell direct.
I think it would sell better direct if it were a little different. First, the name of the game is not good for direct sales. The name "Bonnie's Bookstore" does not tell you what the game is. It is a word game, but the name doesn't reflect that. To sell direct, you need search engine traffic. You need a name that will generate search engine hits. You need the game to come up when people search for word games. Nothing in the name Bonnie's Bookstore does that. It's a bad name for direct sales.
Also, if I had made that game, I would not have "themed" it. Themes for casual games is a recent portal fad. A theme is a subject for the artwork and storyline for a game. Themes have become very popular on portals, to the point where it looks like the portals are almost demanding that games have themes. The theme for Bonnie's Bookstore is artwork of a woman named Bonnie who has a bookstore. It actually has nothing to do with the game itself. The game could be made and played without the theme. The theme really adds nothing to the game play, and in fact one of the problems with themes is that some people are turned off by particular themes.
The game would be better if there were no themes, or if the player could change the backgrounds or set their own background. That would make it more like the kinds of games that sell well direct.
I suspect that these themes got started when a couple of games with themes sold well on the portals, so they made more. Now it is to the point where they just take the same game and put it out with several different themes and try to sell them as different games. That's probably not going to last long when the customers figure it out.
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