The Game Plan: Minimum Viable Product

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In the previous posts we talked about how to create a budget for your game, some helpful tips if you’re not a programmer and finally we went over the best ways to help you in getting started. Now it’s time to talk about actually making something you can actually call the game.

What is a Minimum Viable Product (MVP)?

The idea of a MVP is to take the core mechanics of your game without any thrills or bells and whistles and put them to the test. This helps you get a working product and make iterations on it if you notice something doesn’t work the way you intended or just isn’t fun to play. This is also a huge way to save time and energy if say, that feature you spent months making graphics and 3D models and sounds for isn’t actually all that fun and you end up just tossing it out later.

How do I decide what is MVP?

First let’s take time to look at the features you wrote down when you were getting started. Now go through your list and take everything out that isn’t 100% essential to a base line working game. This usually includes things like, energy booster packs or power ups or multiple levels, or more advanced variations on a more basic feature. This also includes most graphics and 3D models and sounds and sound effects. While those are nice to have most times they are not actually essential to a working, playable game. Take pong for instance, you can play the core mechanics of the game with square pixel art just as well as you can with a 3D soccer ball with trail effects and a flashy background of a soccer field with soccer goals and kicking sounds every type you hit the ball. The core mechanics of the game remain the same despite the addition of the graphics and sounds and sound effects.

Prioritize speed and working game mechanics over quality

Since your MVP is essentially your playground to test out your game ideas we don’t want to spend thousands of hours perfecting something before we can even figure out if it’s going to work well enough or not. That means your super special spin kick with high quality physics computations isn’t all that important when you realize enemies are too hard to kill or the level isn’t playable or your character can die too easily.

Instead use this time to make something ugly, crappy, and even glitchy as long as the core game mechanics are in place and working. This will start to give you a feel for how what you’re making will actually play. It will tell you right away if something is too hard, or a level is too short, or your character is jumping too high or not high enough, or that your quest system is impossible to complete.

For a lot of people this kind of thing makes them feel “icky” and instead they strive right away for the “perfect, glitch free” game right from the start. This will lead you down the rabbit hole of not good enoughs. The character’s movement isn’t good enough, or the colors aren’t good enough, or the music, etc, etc. Striving for perfection at this stage is a totally moot point when you don’t even know if your base line is even worth putting the time and effort into it.

MVP done? Now it’s time for feedback!

Once you have some semblance of an MVP it’s time for you to get feedback. I like to get feedback as soon as possible that what it’s easier to change things that I may have missed earlier in the process when there are fewer things to take into account in the big picture of the gameplay.

Feedback is also a great way to find issues you hadn’t considered such as the speed of this level gives me a headache or I can’t tell the difference between an ally or enemy. It will also help you figure out what other people think about the game and if they find it fun to play or not. After all, no one wants to spend time playing a game if they don’t think it’s fun, or it’s too hard to learn, or it’s too slow/fast to keep their attention. That

Word of Advice on MVP Feedback

Don’t ignore constructive criticism even if it’s not what you want to hear. That doesn’t mean you have to change or add anything anyone has ever asks you for — it means you need to take those things into consideration going forward. Ignore the feedback that focus on your aesthetics — at least initially — because you can always change and fix those later and an MVP really shouldn’t focus on graphics at this point. Core mechanics and gameplay are much harder to tackle and fix once you’ve invested lots of time and energy into them.

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Game Finances: Amortization

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What Is Amortization?

This is an accounting term for taking multiple payments over time or spreading a single payment out over a period of time.

Example 1: Taking Multiple Payments

One way you can use amortization to your benefit is to take multiple payments for something. So let’s say you have a yearly upgrade that costs $50. Amortization in this instance means you allow the player to break that payment down into multiple payments. For instance, they might make two payments instead of a single one; $25 for the first 6 months of the upgrade and then another $25 for the last 6 months. With amortization you can brake a payment down into as many smaller payment as you’d like. So instead of taking 2 payments you might decide to take 5 or 6 or 30 — however it best suits your player base and brings you good business. Generally speaking, most people tend to break payments down into no more than 12 just because it makes the accounting practices easier if you have one payment a month. If you broke this $50 upgrade into 12 payments then your players could become an upgraded member for only $4.20 a month.

Why Is Example 1 So Helpful?

Many people are more willing to make smaller payments. This means that even if you don’t get a full year’s upgrade from one member you’re still bringing in income. It also encourages people to try out your upgrade system with a much smaller risk to themselves. If they don’t like the upgrade they’ve only spent half or much less than half the money than if they’d paid for a full year. It also gives them the ability to come and go on their upgrade much more readily than if they had to pay the larger sum each year. They can buy one month and not the other, then come back for the month following that allowing them more flexibility to purchase and keep their upgrade.

What’s The Downside of Example 1?

You may not be bringing in as much money as you like. Because the payments are smaller you also have more online processing fees that are applied, however some payment services will allow you register as a micro-transaction account and will take lower fees since you will be bringing in a higher volume of payments. While payments are likely to happen more frequently they will only be in smaller amounts which may make it seem like your bank account is always struggling to stay at a more comfortable level when you have slower times.

Example 2: Taking One Payment and Spreading It Over a Period of Time

This other example is one that many of you may not know about. It applies the same kind of idea except you only take one payment and you only apply a portion of that payment to your income over a duration. For example, let’s say you got your $50 upgrade and we go back to our 2 payments example. Instead of thinking of that $50 as one payment you apply $25 to this month and then 6 months later you apply the other $25. You may still have the full amount of $50 but you’re not considering it income until a period of time has passed. This idea works best when you break a payment down into bi-annually, quarterly or monthly time periods. So in our second 12 month example, instead of getting $50 for this one payment you apply $4.20 from this payment across every month.

Why Is Example 2 So Helpful?

This is really the icing on the cake and most people don’t realize it! When you take in the one payment and spread it out amongst a period of time it gives you more solid, steady income. Instead of getting $50 one month, and nothing for the next 12 months, you now have a steady stream of income coming in all year long. Generally speaking, with games the upgrade tend to have highs and lows, where people are upgrading a lot and then not upgrading at all. You may get $4,000 in upgrades one month and then nothing or very little for the next two. With this kind of amortization that $4,000 is spread over the rest of the time period. So in our 12 month example you would be bringing in $334 a month instead of $4,000 in one lump sum. This also helps you keep a steady income for the entire year instead of getting less reliable income over the duration of the year, even if the overall total for whatever time period you’re shooting for is lower than what you bring in for a month. It’s great for budgeting and paying your bills and helping you keep your game open even in slower months.

What’s The Downside of Example 1?

This example takes discipline!! It’s a much different way of thinking about the income you’re bringing in because the balance in your bank account may reflect one thing while your calculations reflect another. It is very tempting to just look at your total balance and think I have $4,000 rather than I only have $334 to spend this month. It also requires some math to keep track of how much money you are amortizing over time whereas Example 1 is easier to keep track of because you immediately account for the money from each payment you get.

What do you think about amortization? Do or have you used it? Which type of amortization do you prefer?

I would love to hear your thoughts, comments, questions and experiences!

Scrum Values

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I just did a great retrospective today where we ranked each of the scrum values into two categories, what we did well and what needed improvement. For each of the values we also commented on how or why we put the value into that category. It opened the team to some really good discussions so I thought I would share the idea and the values.

Courage – saying and doing the right thing and agreeing to work on tough problems

Respect – team members view each other to be capable independent people and encourage each others’ unique ideas and points of views

Commitment – each member in the team commits to achieving the goals for the sprint, project or team

Focus –  drilling into the work of the sprint, achieving the sprint goal and completing your assigned tickets within the sprint

Openness – clear about our work and the challenges with performing the work, able to ask for help and share what’s going on in the sprint

The Game Plan: Getting Started

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Your game design can run fairly smoothly or it can be a continuous cesspool of hardships and setbacks and pain points. In the next few series of posts I’m going to try and help walk you through the process of getting your game up and off the ground, from what you’re envisioning in your head to an actual working version. So, let’s get started.

1. Get It Out Of Your Head

It’s time you pull out a pencil, pen, or open your laptop to a writing program. First thing’s first, you have to get your game out of your head. Write it down and put it somewhere you can reference it later.

2. Writer’s Block

So if you’ve opened a text editor or you have a pen in your hand you’ve successfully completed step one. Now, what do you write? I like to start with the five W’s:

Whom?

  • Does your game appeal to a specific age range or interest group or gender or even ethnic background?
  • Will you have a large audience your game will appeal to or a small audience?
  • What are the benefits and downsides of the audience you’ve identified?

What?

  • What kind of game are you trying to make?
  • What programming language best suits this kind of game?
  • Does it fit into a specific genre of game or does it span multiple genres?
  • Does it embody a completely new genre?
  • Can you find other games that are similar to the game you are trying to make? If so, what do these games do well and where do fall short?
  • Are there lots of other games on the market similar to the type of game you’re trying to make?
  • What will your charge for your game?
  • What do other, similar games of this type charge?
  • What are the benefits and downsides of the type of game you’re trying to make?

Where?

  • Where does your game take place?
  • What kind of maps or features or environment are unique to your game?
  • What are the benefits and downsides of where your game takes place?

When?

  • When will you have time to work on this game?
  • When can you start this game?
  • When can you fund the development of this game?
  • What are the benefits and downsides of developing this game?

Why?

  • Why are you making this game?
  • Why is your game unique?
  • Why will your game stand out from the crowd?
  • Why will people choose to play your game over other similar games?
  • Why will people pay for your game?
  • What are the benefits and downsides of making this game?

3. Make A Design Document

Your design document is a refined version of everything you’ve written down in step 2. Go back and really analyze what your goals for the game are and if what you’ve written down makes sense in the larger picture. Sometimes a good idea you have for one area of the game will conflict or make another part of the game tedious, uninspired or downright frustrating. For a game design document I like to use the following format:

  1. Intro
    • What is the vision for your game and a short description of how the game is played
  2. Audience, Platform & Marketing Strategies
    • Who the game is for, what platforms you’re making it for and what sets your game apart that will make it marketable and different from others
  3. Core Gameplay & Mechanics
    • How the game is played including physics, rules and limitations
  4. Characters
    • What characters are in your game including what they look like, their names and backgrounds and personalities
  5. Story, Themes & Twists
    • If your game has an overarching story then you’ll outline your plot and how the game progresses with the story line
  6. World
    • Describe the world your game is set in, including maps and locations and their purpose or importance
  7. Assets
    • All the different images, music, animations, etc that you will need to have a fully functional game
  8. Technical Specs
    • What language you’re using, how games are loaded/saved, where games are stored, the number of servers you’ll need and anything else relating to the technical setup of your game
  9. Interface
    • What the game interface looks like and how the player will interact with it
  10. Outside References
    • Articles, links, design inspriations, or anything else that you’re using as a reference for the game you’re making
  11. Appendix
    • Code style guidelines, dictionary of terms, and anything else that is important for understanding your design document that may not necessarily relate to your game directly

Once you’ve fully fleshed out your game design by going into depth about the features, physics, economy, weapons, characters and how the game works it’s time to break it down. Start by creating lots of of small, easy tasks you can accomplish in order to see your core game mechanics to completion enough that you could play a simple version of your game without any extra bells and whistles. Set yourself up to do as little as you have to but as much as you need to in order to get a really simplified, yet completed, version of your game.

How To Get People To Play Your Game

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I’ve learned a lot in the almost 15 years I’ve been running online games. Sure, I can tell you all the different marketing strategies you usually see articles for that show you how to spam your game in every social network and paid advertising service known to man, but that’s not what this post is all about. There’s a difference between getting people to KNOW about your game and getting people to PLAY your game.

Know Your Target Audience

First and foremost you need to know your audience. Who does your game appeal to? If you’re advertising your game for 30+ year old men but the only people who’ve played it so far are young  teenage girls then advertising it on a Cars Automotive Forum is just a waste of your time. If your game is brand new and you’re not sure of your target audience then you can do some playtesting to get feedback on who it appeals to the most. You can also try asking a variety of friend and family to play if playtesting isn’t an option for you — this will give you a varied pool of ages and computer skill levels to draw some basic conclusions from.

Advertise To Your Target Audience

If you’re looking for children to play your game and all of your advertisements/branding/banners/phrases use large vocabulary words and dense/visually busy/highly realistic/dark images then you’re already setting yourself up for increased headaches and hair pulling. If you don’t know much about your target audience then it’s time to stop and do some research. What appeals to children is completely different from what appeals to adults or teenages just like what appeals to women is different from what appeals to men.

Add Lots Of Variety

If you go the pay for advertising route, or even if you self-promote your game in forums/social networks you need to vary how you advertise. By this I mean use both different graphics and wording and in what you’re posting. You’ll quickly find out which advertisements and wording works better than others. If you always have one static saying and image that you’re spamming around the internet it will fade into the background noise. Try animated banners and static banners, bright colors and dull colors, varying text sizes and text amounts. If you post just one banner/phrase and it doesn’t attract people then don’t keep posting the same banner/phrase. One thing I like to tell people is the definition of stupidity — doing the same thing over and over again and expecting a different result. If you don’t mix things up you won’t get a different outcome.

Make It Easy

By this I mean you want your game to be easy to find, install, run and start playing. If someone clicks on your website and they now have to wade through 15 different links that are randomly dispersed through an already text-heavy blog post to find the link to get to your game download page then you’ve already lost customers before they’ve even started. Have your download or embedded game front and center. Make it easy to download or join — the fewer fields and steps they have to complete to start playing the faster they’ll become engaged and access to the experience they were looking for.

Teach Them How To Play

It’s hard to play if you can’t figure out how the game works or which buttons you need to press to get things started. Make access to instructions or a tutorial just as easy as it was to find and launch your game and keep your instructions appropriate for your target audience. Children need instructions with fewer, easier to follow with less text than adults do. Don’t shoot yourself in the foot by writing instructions or a tutorial that they can’t follow or don’t understand.

Start Playing As Soon As Possible

Instructions and a tutorial are great but they can also be tedious and time consuming. Keep them short and to the point, or intersperse brief tutorials/instructions that are introduced progressively throughout gameplay. The longer your target audience has to wade through learning how to play the less likely they are to start playing and stick with it.

Control, Control, Control

If your target audience has made it past your tutorial or instructions and they’re playing there’s one other thing that can really bring everything to an abrupt stop and that’s having difficulty interacting with the game. If your controls are too sensitive or your combinations are too tricky or are too fast for them to accomplish in the amount of time you’re giving them you’ll find that their interest drops off like an air-conditioner falling out of a window. I’m not saying your controls can’t have a learning curve, just that it should be a fairly short one or even a progressive one where you start off simple and add more and more complexity as you go.

Make It Fun

So you can do all of these things I’ve mentioned and people still don’t play your game because they don’t think it’s fun. I could go on and on about this topic and in fact I already have if you’re interested in reading about it so I won’t drag on about it here and now. If people don’t think your game is fun then it doesn’t matter if you’ve hit the mark on all the other points you’ll still find yourself back to the drawing board. So I hope this helps you in your endeavors to get people playing your game because in my experience if you can master these points here you’re well on your way down the path to success.

 

Why Making A Game Takes the Fun Out of It (and how to fix this)

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I see it all the time, people coming into forums and online communities for games and game developers asking how to make a game or how to get their ultra cool idea that everyone will love and has never been done before off the ground and make it a tangible reality. Let’s get things straight, we love games because they’re fun and entertaining. It drives our creative vision and imagination and offers an escape from the mundane and the boring reality that is our lives. This passion, this drive to express ourselves and have fun is often what leads people to try their hand at making their own games. Many will start this journey but very few will finish it and even fewer will finish it with a successful and positive outcome (and let’s face it, money in your pockets). So why does this happen? Why do so many people start down this path of learning and creativity and adventure for fun that ends up leaving them broken, frustrated and depressed? The reality is that games are a lot of work and the very nature of making a game isn’t even a little bit fun. In many ways it’s the exact opposite of what we’re trying to achieve. So how does this happen and what can we do to fix it? Let’s break it down from the point of view of an Indie game developer whose a one man shop (or small shop) trying to make a game.

Lack of skills

You want to make a game but you’ve never programmed before, you don’t know anything about what’s required to make the type of game you want to create and even if you have those things covered you may not have all the skills you need to make it happen. Just because you can program doesn’t mean you can draw or compose artwork or market your finished product if you ever get that far. As an indie game developer you really have to be a jack of all trades. Think about trying to build a house if you’ve never built a house before. What happens if you only know how to frame the house but not how to do plumbing and electrical and tile work and all the other things that are required to finish the house? You end up with just the shell of a house that is lacking in so many ways you can hardly call it a house. This is one of the biggest problems I see with indie game devs — they lack the skills to accomplish what they’ve set out to do and they’re not prepared to outsource when they need to, which brings me to my next point.

Budget constraints

Making games is inherently expensive. Even if you create your own game framework and develop your own models/artwork, sounds and music you still have to — at a minimum — invest in a computer and dedicate hundreds of hours towards the development of your game. Those hours add up and while you’re developing your game you’re not earning a living that you need to support yourself and/or your family. Yes, that’s right, you still need to eat and buy necessities and support yourself and/or your family which is why even if you do have the funds outsource some of the work you lack the skills for you’re still fighting a losing battle towards my next point.

Time constraints and distractions

Supporting yourself and your family means that you’ll still need a full time job even as you chase the ethereal dream of creating your own game. Your time is precious and what little of it you have left after your regular day job has to be split between your other financial and personal commitments. Your kids need their parents and your house and car need to be maintained and you’ll struggle to find the proper work/life balance amidst all of the chaos that you juggle on a daily basis without adding the complexities of your game into the mix.

Technical problems, bugs, new frameworks and advances

So even if you can overcome all these odds so far you’ll still find yourself stuck hitting roadblocks as your game progresses. Technical problems you didn’t predict or forsee early on (and how could you, you’re still just learning yourself) end up being the bane of your game’s existence. Now you have to go back and re-write and re-factor and debug until you’re so frustrated you could pull all of your hair out and go bald. New frameworks and technological advances will make your second guess yourself or roll back to square one because you really do want to upgrade your SDK and add in the new dynamic system and better bump map texturing because who doesn’t want their game to be using the newest, latest and greatest technology available? No one wants to play a game that doesn’t have the same bells and whistles that their competition does because they took the the extra time/budget/testing cycle hits to go with the greater tech.

Slow progress and scope creep

Ultimately these things combined will drag your game down. What may have started off well and progressing quickly has suddenly slowed to a snail’s pace. Things suddenly feel like they’re never getting done or you have so many issues on your plate that it feels like there’s never an end in sight. Your game has hit a standstill and isn’t advancing like it was in the beginning and this is awfully discouraging and frustrating. The scope of your project has suddenly tripled and your todo list is a never-ending tally of bug fixes and re-factors and speed optimizations that need to be addressed for any chances of your game seeming like it’s something worth playing.

Early demo failures and monotonous repetition

If you’ve made it far enough to put together early demos and alpha access then pat yourself on the back — most people will never make it this far and you’ve just become a member of an elite club that deserves a badge of honor. The only problem is your demo gets horrible reviews, you realize your controls are too hard to use and this puts you into a crazy monotonous cycle of playing a particular part of your game over and over again as you attempt to fine tune it and make it more playable and more fun.

Never good enough

Unfortunately the truth is that your game will never be good enough. Someone will always find something to complain about even if you see some great feedback and helpful critiques that, if implemented, could really take your game to the next level and set you apart from your competition. Your controls will never be 100% perfect, your menu system may be too hard to read or too complex to navigate and you’ll never quash all the bugs that have been reported partly because you can’t re-create them all because your game is being run and tested under hundreds of different environments and hardware and operating systems that you didn’t have access to (and probably never will) as you were developing. If you’ve made it here this might just be the time for you to throw in the towel and say goodbye to all the blood, sweat and tears you succumbed to in order to make it this far.

Overcoming It All

If this has discouraged you against making your own game — good. Making a game isn’t easy and it’s not something for everyone so don’t waste your time early on if you’re not prepared to go through everything I’ve already mentioned and be able to walk away without anything to show for it. However that doesn’t mean you shouldn’t make a game or that it’s impossible to do it either. Where there is a will there’s a way and let me show you how.

  • Map out your game design, features, characters and how the game works. Now create lots of small, easy tasks you can accomplish in order to see your core game mechanics to completion enough that you could play a simple version of your game without any extra bells and whistles. Set yourself up to do as little as you have to but as much as you need to in order to get a completed version of your game.
  • If you lack the skill to do something you have two options. The first is that you resign yourself to taking the time to learn this new skill and the next is that you can outsource the skill to someone who’s already achieved it. You don’t have to be an expert programmer to make a game, just an adequate one. If you’re going to invest time into learning a new skill don’t dwell on it for too long, learn enough that you feel confident you can accomplish the task at hand and then move on. Investing too much time in learning a skill will start you down a path that walks further and further away from working on your game.
  • Sit down and map out all of the expenses you foresee as being necessary to complete your game. Now triple it. If you can’t afford to spend this amount of money into your game then you need to go back to your concept and re-work it until you get a budget that you can work with. If you’re really determined you can look for some outside investors but don’t count on this — ever. Most investors want to see a fully working demo before they’ll even consider opening their pocketbooks and investors will demand more than 50% of whatever profits you make from your game when it’s done.
  • Your time is precious when you have so little of it to devote to your game. Start by mapping out a timeline of your game features/assets and how long you think it will take you to accomplish them. Now double that. Now compare that to how much free time you really have to devote to your game. Will this game take you more than a year to complete? Do you have the dedication to spend more than a year working on a single project? If the answer is no then you need to go back to the drawing board until you’ve come up with a reasonable timeline that you can work with. Keep your game as small as you possibly can by focusing on the core mechanics and leaving out any fluff that you could add at a later date. Now stick to your timeline. If you budget 2 weeks to work on a character and by the end of the second week the character isn’t done don’t dwell on it — either move on to the next item in your list. Don’t adjust your timeline and don’t spend more time that you budgeted on this part of it. Sure, your ultimate goal is to have a working character with great animation but if you can’t ever get a game working with a broken character then who cares if your character’s animation is jerky or unrealistic? Think about the big picture because you can always circle back later.
  • Invest in a good debugger and testing tools. Do whatever you can to automate this process as much as possible because it will give you more time to work on trivial issues when you can quickly address and fix the larger ones. If you run into a bug that makes your game do something funky but it doesn’t prevent the gameplay from continuing table it and work on something else. Try not to get caught up in the more minute issues and focus more on the big picture. You can always circle back and fix bugs later but if you spend all your time bug quashing you’ll end up with a pretty interface or character or scene that doesn’t let interact and play with it. Pick a version of a framework and stick with it, don’t upgrade it unless you absolutely have to. The more you upgrade and update to the latest and greatest the more issues you’ll run into and the more refactoring and scope creep you’ll run into. It’s okay to build a game that isn’t using the latest and greatest version of your frameworks or 3rd party integrations. This will also give you a chance to work with and around the quirks in the version of the framework/software you chose to use instead of having to re-work around these every time you upgrade and re-factor.
  • Get the core mechanics working version of your game finished as early as possible no matter what it looks like or how bad it is. A crappy, ugly, glitching yet working version of your game is better than a pretty, perfectionist, bug free version of your game that isn’t at all playable. Don’t wait until the last minute or the week before it opens to get feedback on what you’re doing. Feedback is a great way to find issues you hadn’t considered and it will give you an idea of what other people think about your game. After all, no one wants to play a game they don’t think is fun. Don’t ignore constructive criticism even if it’s not what you want to hear. That doesn’t mean you have to change or add anything anyone has ever asked you for — it means that you need to take those things into consideration going forward. See past the reviews that focus on your aesthetics — at least initially — because you can always change and fix those later, core mechanics and gameplay are much harder to tackle once you’ve invested lots of time and energy into them.
  • Your game will NEVER be perfect. You will always be tweaking, adding, adjusting and fine tuning it. Instead of wasting your time doing this early on and ending up with something that isn’t a viable product devote that time to your game after you have something you can put out there. Don’t be a perfectionist, no matter how many bugs you quash and features you add or tweak there will always be another bug or problem coming down the pipeline. Try to prioritize the most important ones and tackle those first. Ultimately you want to get something up and working no matter how good or bad it is and then build upon it from there. Rome wasn’t built in a day so don’t expect your game to be. Get a working version up first and foremost and then add on to it and enhance it over time, your customer base won’t hate you for that, rather the opposite — they’ll appreciate your continued efforts to improve upon what you’ve done so far.

Why Using Google Adsense Really Does Make $ense

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I started using Google Adsense on my games in 2004, three years after they opened. Boy do I wish I’d started three years earlier. If you’re not using Google Adsense on your games and websites you should be. It’s a crazy easy way to make passive income which means more money you have to spend on future development and game assets (your pocket too). Part of what makes Google Adsense work so well is that it uses cookies to target what people are interested in seeing. That means they’re more likely to click on an ad which generates you income. Oh yes, Google Adsense is PPC or Pay Per Click which means every time someone clicks on an ad it will credit your account with money. As soon as your account reaches over $100 (or it’s the end of the fiscal year) you will get a check for everything in your account. It might take a few years to really bring in the dough but keep at it and the rewards will be worth the wait.