How to Launch the New York Times Crosswords to the Mobile World - The 2+ Year Overnight Success

Two years ago, Magmic Inc., one of the companies inThe subscription service brought the price to start to
the forefront of connected mobile game developmentzero - when the game was downloaded it came with
secured the rights to create and distribute the coveteda full week of daily crosswords to test drive as well
New York Times Crossword game on all cellphonesas the complete archive of crosswords available
and smartphones - including Research in Motion'sdigitally from the New York Times website, all free of
BlackBerry and Apple's iPhone.charge.
I recently sat down with Jeff Bacon, Director ofThe NYT's Crossword game went through multiple
Product Management for Magmic, about thecode revisions, 3 price changes and a business model
company's experience developing and launching thechange until it finally stabilized. A casualty of this were
product and it was an enlightening discussion on theobviously the reviews and ratings the product was
ongoing launch, now two years in, of this venerablegiven in the early days. As any developer knows,
brand.relying on reviews and world of mouth establishes the
With this brand, the challenges were more complexreputation of the application and with all these changes
than just releasing the company's own intellectualthe game suffered in the beginning.
property and expectations would be so high thatPart of the challenge was getting the people who
invariably this would be the most important brand theplayed the game and loved the game to offer their
company would launch, good or bad. The comfortingreviews and ratings - the most severe failing in the
corollary to this is that the New York Times was aiTunes software is that the user is only prompted to
patient partner with a history of early technologyrate the application when they delete it from their
adoption.iPhone, usually in anger. Magmic designed an in-game
The first thing that struck me was the length of time itreview reminder that coaxed the satisfied gamer to
has taken the company to get to a strong businessaction after a number of days or a number of plays.
model. They started development on the BlackBerrySince implementing this, the reviews have skyrocketed
and J2ME phones, selling through carrier decks at aand ratings are mostly 5-star.
fixed fee. This is where the relationships with theOne of the other side-effects of launching this brand
carriers were so important - before AppStore madehas been the pull it has been able achieve on other
its debut and altered the way we buy applications.games Magmic supports and distributes - some of its
Reception of this model was good but this game, asown IP as well as acting as a publisher on behalf of
with all other applications, needed a means to makeother developers. In order to capitalize on this unique
additional revenue or risk losing the battle with theopportunity, Magmic built an in-game catalogue of their
latest and greatest development project Magmic wasapplications which resulted in a huge increase in sales
working on.activity as a result of being on hundreds of thousands
Challenges were many but mostly around theof devices with the main product.
development of a usable interface that was worthy ofAnother huge challenge of being a game developer
the brand. Constant development advances needed totargeting these penultimate brands is matching the
be integrated into the game or it would become amobile gaming expectations with the real-world game
secondary brand in the very competitive casualplay across hundreds of different devices - you can't
games market on smartphones. Devices at the timejust release to only one platform, you need to be
were limited and expectations were not as high untileverywhere for everyone. This means the gameplay
the iPhone was released.experience will be different and the purchase process
Enter the iPhonewith be inconsistent depending on the device (for
The approach with the iPhone was clear from theexample, the BlackBerry doesn't offer in-app
start and it afforded the ability to completely revamppurchasing nor does it offer subscription capabilities).
the UI and really extend the brand from the paper toOne last comment to dispel the myth that big brands
the device. The power and usability of the deviceare easy to port to applications. It is always hard to
needed to be harnessed and replicated - the iPhonelaunch any application with the noise of close to
was made to play crosswords.200,000 apps across multiple devices and, while the
Pricing on the iPhone was another opportunity forNYT Crossword is a world wide known entity, support
change. Knowing that the subscription model was theand leverage from its marketing might does not
most appropriate for a game such as this it wasguarantee success. Tweaks to the pricing and
always the intent but the technology hadn't beenbusiness models, modifications to game play and UI,
completed by the time the game launched. Notand listening to customer feedback is still of paramount
wanting to wait the number of months until Appleimportance - without which no amount of support will
completed in-app purchases, Magmic launched thehelp.
game with a fixed fee until the end of 2009 andHowever, a full-page ad in the paper wouldn't hurt.
launched the subscription service in the fall of 2009.