The PlayHaven Blog

Announcing first Alliance of Indie Mobile Developers (AIMD) event!

January 9th, 2010 by Ray

We are very pleased to announce PlayHaven’s first ever sponsored event in conjunction with the Alliance of Indie Mobile Developers (AIMD).

Topic of Discussion: Get ready for the battle – formulate a pre-launch strategy to make your new iPhone game a success!

Location: Cooley Godward & Kronish – 101 California Street, 5th Floor, San Francisco, CA 94111

Date: January 20, 2010

Time: 6:00 – 8:30pm

Cost: FREE!

Sign up herehttp://aimd1.eventbrite.com/

The event brings together the indie mobile developer community and an acclaimed panel of experts from the video game and marketing industry.  With PlayHaven’s launch only 2 months ago, we’ve seen 100 plus mobile developers join and claim their communities.  And with this success, it became clear to us, that there is a need to bring these developers together in a much more global scale.

At the first event, we’ll be meeting with industry experts who will discuss pre-launch and launch strategies for indie mobile game developers-as part of a series of marketing panels that will lead up to the Game Developers Conference.

Some topics we’ll cover are:

  • The importance of knowing your customer.
  • Building a brand in the early stages of development.
  • Successful strategies to create pre-release buzz.
  • Starting conversations and managing pre-release communication.
  • Getting your game ready to go-to-market.

The panel features Andrew Podolsky, Editor in Chief from Slide To Play and former writer and editor from 1up, Game Revolution, and Ripton; Sean Denny, Senior Consumer Insights Manager from eBay and 10 year video games industry vet who has worked at LucasArts, Gazillion, and PlayFirst; and lastly, Randall Schleuder, co-creator of the award-winning Snails for PocketPC and developer of Flickitty for the iPhone.

About Alliance of Indie Mobile Developers (AIMD):

AIMD is a community of independent mobile game developers dedicated to promote indie mobile games by exchanging tips, knowledge, and industry best practices.  We love indie mobile games and especially love the underdog.  We help developers cultivate their best work, and reach the hearts, minds, and phones of their greatest fans.

Top 3 Marketing Tips for Beating the App Store Blackbox

December 2nd, 2009 by Ray

How to build a successful business of developing iPhone games can be a mystery, wrapped inside a riddle that’s inside an enigma.  We often hear of the lucky developer who makes millions with a juvenile fart app, and yet there are plenty of high-quality games that never go anywhere.

I’ve had the great opportunity to work with many talented iPhone game developers over the last few months. I’ve had a chance to see firsthand which marketing strategies work in helping build businesses by creating game “franchises” rather than just selling games.  Of all the marketing strategies I’ve seen, it seems there are three core tenants that should be a part of any iPhone marketing campaign.

  1. Generate buzz before the game is released
  2. Create a cross-promotion network alliance
  3. Leverage your existing fan base
The App Store is Seriously Broken

Before I dive into marketing strategies, I want to express how badly I think the App Store is broken.   The prolonged Apple approval process has already been documented widely. But I find the lack of information and access that developers get to their own consumers to be equally appalling and certainly far more costly to developers.

Isn’t it ironic that apps and games are what make the iPhone so successful, yet developers have absolutely no way of knowing who their customers are? They are essentially barred from interacting with the very people who are using the product they created.

Having passionate fans is the cornerstone of any successful game. This was true in the traditional gaming space, and it’s just as true in the new mobile gaming era.  But the App Store is a blackbox, and developers are flying blind in there.  They have no connection with their customers.  With Android on the rise, I really hope Apple will respond and open up their system for the benefit of developers and iPhone users.  But until then, here are the tips I’ve picked up for marketing and thriving in Apple’s opaque world.

Marketing Tip #1:  Generate Buzz and Hype Before the Game is Released

Building anticipation before a game comes out is by no means a novel marketing strategy. In fact, it is extremely common in the traditional gaming space (some may even say certain games build too much hype… Duke Nukem Forever anyone?).  However, this concept of pre-release buzz doesn’t seem to exist when it comes to marketing for iPhone games.

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How Geared built a community of 4,500 fans in two weeks

November 11th, 2009 by Ray

Geared, one of our partners who we launched the PlayHaven Community Platform with, has seen some pretty incredible success with building a community.  How did Geared’s fan community go from 0 to 4,500 fans in just two weeks?  Let’s take a look at Geared’s implementation.

Step 1. Build an awesome game.  I gotta give Bryan (the mastermind behind Geared) all the credit here.  Geared is super fun, casual, and fits the iPhone controls perfectly.  You can read some of the player reviews here and here.

Step 2. Bryan claimed Geared’s fan community on PlayHaven to lay the foundation of his new community.  Bryan used to receive a ton of Emails from his fans. Whether they were requests for help or  simple suggestions, hundreds of Emails a day overwhelmed him.

Bryan then begin redirect all his fans to Geared’s community page so they could help each other, and also provide himself a central location to gather feedback from all of his fans.

How Bryan encourages his fans to join his community from his blog

How Bryan encourages his fans to join his community from his blog

Step 3: Bryan gives his fans super easy access to the community… right from the game!  One of the greatest benefits of PlayHaven’s Community Platform is how simple it is to bring your entire community into the game itself.  There’s no SDK integration required at all.  Our in-game community is essentially a web application that runs inside the app itself by utilizing Apple SDK’s UIWebView class.  Using UIWebView, you can also make the in-game community feel just like part of the game itself, check out how Bryan implemented it in just a few minutes:

Geared's Game MenuGeared's In-Game CommunityPlayers can also access strategy guides from in-game!

With the in-game community implemented, Geared’s fans have instant access to the full blown community.  They can receive news directly from Bryan, ask & answer questions, and access all the strategy guides straight from the game.  And most importantly, the community is becoming more and more vibrant on a daily basis.

At the time of this post, Geared’s fan community has 4,446 fans, and it all happened in two weeks.  Who will be lucky number 4,500?? :)

Geared Community Page

PlayHaven launches Community Platform for iPhone Game Developers!

October 29th, 2009 by Ray

It’s ironic that even though apps are the reason why the iPhone has been so successful, yet the developers have no way of knowing who their customers really are.  As developers ourselves, we find connecting with our users to be one of the most important things that propel us forward.

This is why we are happy to announce today that we are launching the “PlayHaven Community Platform” for iPhone game developers.

For the first time, iPhone game developers have the opportunity to directly communicate with their fans and establish a passionate fan base.  Having passionate fans is the cornerstone of any successful game, and we want to be a true partner to game developers who are looking to establish a connection with their fans and form the base of a lasting franchise.

We have already pre-populated our database with over 15,000 iPhone games.  If you are an iPhone game developer, all you have to do is “claim” your community, it will only take you 30 seconds:  http://www.playhaven.com/about/developers/

Once we receive your claim request, we will process it within 24 hours.  Some of the biggest iPhone titles have already been using our platform, including Geared, Minigore, I Dig It, The Quest, Mouse House 2, SnowFerno, iSamurai, Bobble Surfer, ZombieSmash!, Transylvania, Genius Defense Force, Gang Street Wars, Tipoli, Influence, Above and Cell War, to name just a few.   Check out how fast the Geared Fan Community and The Quest Fan Community are already growing.

The most exciting part… you can bring your entire community INTO the game within seconds!  There’s absolutely no SDK required. Our in-game app is basically a web application that runs inside the game itself, utilizing the power of “UIWebView”.  Check out some of them in action:

Geared In-Game CommunityThe Quest's In-Game Community

Let me know if you have any questions!  If you are an iPhone game developer, please come claim your community :)   I look forward to working with you all.

Edit:
We just got covered on TechCrunch:  http://www.techcrunch.com/2009/10/29/playhaven-lets-iphone-developers-create-in-app-and-online-communities/

PlayHaven Editor 2.0 (and much more!)

September 26th, 2009 by eyao

We have finally released the long-awaited version 2.0 of our editor with many major enhancements as well as numerous other fixes and features to the site. I’d like to briefly in this post go into a little detail about a couple of the new features.

PlayHaven Editor 2.0

New Features include an enhanced table block based off suggestions from our guide writers, enhanced notice blocks, and other revisions to existing blocks. One important thing to note is this version was completely re-written from the ground up to be portable enough to apply it to other types of documents than guides/FAQs. This includes the new Reviews feature, and many more down the line. We’d love feedback on this new editor – post in our forums letting us know how we can make it better!

Reviews

Guides are extremely useful – but that’s only after you have bought the game. What about if you want to know whether or not it’s a good game to buy? We have applied the new editor to allowing everyone now to publish reviews based off their favorite games. Scores will be submitted and averaged on a scale of 5 and later down the line, you guys will also have the option to quick review the games initially and write the full review later.

Forums and Discussion

Our forums has received a significant upgrade as well. While before it was a barebones system, it is now evolving to include many features you might expect in a typical forum. This includes sticky posts, locked posts, moderation, edits, and others. We will be continually adding more features down the line to make it the best gaming forum out there.

I’d like to mention that in order to consolidate all the discussion going around in the site into one place, we have migrated all comments in guides into the forums. We feel that this will not only give you guide more exposure, but more feedback as well from your readers. When someone leaves a comment on your guide, our friendly PlayHaven Bot will create a new topic for you about your guide – you may then at any time ‘claim’ this topic as your own by clicking a link in the thread.

Games and Profile

We have enhanced your individual dashboard pages to more easily manage your guides, reviews, etc. Also, we have semi-revamped the game and platform pages to provide a much better UI experience. If you have any suggestions or feedback, please let me know.

The Future

There are MANY more things to come in the coming weeks. We encourage ya’ll to try out as many of the features as possible and help us though feedback and bug reports. If there’s anything you would like to see, we’d love to hear it as well!

Today is Scribblenauts Day!

September 16th, 2009 by Ray

In celebration of Scribblenauts’ launch today, the entire PlayHaven team is wearing the rooster hat (except Ray, because he is not a team player).

Kurtiss, Stephen, and Erik wearing the rooster hat :)

Kurtiss, Stephen, and Erik wearing the rooster hat :)

PlayHaven’s development will also be on a temporary halt for the next week as the entire team is addicted to the new game.

Ok, fine… just kidding.  But at least no updates will be out tonight :P

Expect many Scribblenauts guides from us!  And of course, if you want to talk anything Scribblenauts, talk to us on the forum!

Happy Labor Day!

September 8th, 2009 by Ray

In the spirit of Labor Day, I’d like to give you guys a sneak peek of what it is like to work at the PlayHaven’s office  :)   The attached photo is eyao’s work space!

eyao's office space.  Gotta have some gaming posters and action figu

eyao's office space. Gotta have some gaming posters and action figures at a gaming startup!

There many exciting new features coming out in the next week or so (including Guide Editor 2.0!), and we are working hard to get them ready for you.  I hope you guys are enjoying the rest of your long weekend, and stay tuned!

BlizzCon 2009 – Starcraft II

August 22nd, 2009 by eyao

This is a guest post by a friend of PlayHaven, avid gamer Albert Ko, of CheapIrvine.com.

Today my friends at PlayHaven flew from SFO to SNA and hopped over to BlizzCon 2009. I picked them up at 8AM and we waited in line at 8:30AM for nearly an hour along with thousands of people.

I got to speak to the lead designer of Starcraft 2, Dustin Browder:

Dustin Browder, the Lead Designer of Starcraft II

Dustin Browder of Starcraft fame

One of the main questions that I really wanted to know, being an avid Starcraft Player for over 10 years, was, “When is Starcraft 2 being released?”

According to Dustin, they’re actually trying very hard to release the Starcraft 2 Beta by the end of the year. However, he said that there are no guarantees and it will be done when it is done. Well, that’s Blizzard for ya!

Here are some pictures from the Starcraft II demos they had on display. This game is totally going to kick ass.

Infested Kerrigan

Infested Kerrigan

Here is the “Queen of Blades” herself – pretty freaky.

There were a ton of people playing Starcraft II. Just look at how many computers were set up.

Starcraft II Battle Scene

Starcraft II Battle Scene

Discussion Forums Launched!!!

August 21st, 2009 by Ray

Ok folks, you asked for it, you got it!

We just launched our discussion forum system tonight, so come mingle with the community! The primary purpose of the discussion system is to give the PlayHaven community a medium to communicate with each other.  While the topics may widely vary, we encourage discussions to:

  1. Stay on topic
  2. Q&A on questions our guide system cannot provide
  3. Collaborate on guide writing

Most of the designs should be fairly familiar to you as we mimic a lot of the traditional forum designs.  However, we also took it to the next level and tried to enhance on all the little things that bug us from time-to-time.  For instance, some of the new features from traditional forums are:

  • Threaded conversation – no more quoting and everything is kept chronological!
  • In-line reply – this should make replying to a thread much easier :)
  • Rating on posts – we are hoping this will eliminate trolls and inappropriate comments

I hope you enjoy our new discussion forum system.  Of course, we know not all new things are better than the old ones, so if you find any of our new features annoying or less useful than traditional forums.  Please don’t hesitate to voice your view!  Now, please come check it out!

Has iPhone become a legitimate gaming platform?

August 14th, 2009 by Ray

In the past few months, I have found myself spending more and more time on my iPhone playing these simple yet addicting games.  Looking at how the iPhone has evolved from first gen, to the iPhone 3G, and now the iPhone 3GS, as well as see how the games have evolve along the way — I can’t stop but wonder if iPhone has finally become a legitimate gaming platform.  First let’s applaud Apple has finally come around and realize gaming is a market should not be ignored (we all know how crappy the Macs are for gaming).  Anyway, if it has, where does the future hold for iPhone?  I am going to geek out my old consulting habit… and let’s have a look:

The Market:

  • 14 millions iPhones were sold in 2008, and estimated 24M iPhones will be sold in 2009 (5.2M iPhones were sold in Q209 alone).
  • During the first year of AppStore, over 10,000 games have been developed, which is about 18% of all apps developed for the iPhone.

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