Choosing a Title and Icon for Your Game
Second Voting Experiment: Not Perfect! Argh!
Our second round of experimental voting has ended, and we have some pretty interesting data to share about game icons and titles. Unfortunately, a lot of the data isn’t really statistically resilient. I mean, you guys provided a ton of votes — over 35,000 — and almost all of those votes look legitimate. So what’s the problem?
The problem is that the votes were unevenly spread out over 4000 different icons and titles, and most icon/title combos didn’t get the 40+ votes they needed to be particularly reliable… let alone get the 100+ votes we were shooting for. To make matters worse, to answer our core question, I needed to control for other variables, such as Editor’s Rating and game genre. When I did that, it pared the data down so that there was even less left to look at.
This dilution was caused by our desire to make the “experiment” also be immediately useful to developers by showing them an “Icon Hotness Rating” for their games’ icons. That meant that if developers changed icons or added games, new icons were tossed into the mix and old ones stopped getting votes. This diluted the data quite a bit… much more than I expected, because more and more developers used the data to iteratively improve their icons. If we had just picked 1000 existing games and not changed the data during the test, we’d have rock-solid data now. So the whole thing was probably trying too hard to be helpful — it derailed the experiment itself. On the other hand, many people let me know that the “Icon Hotness Rating” was very helpful to them, so it was certainly worthwhile in that respect.
So I’m disappointed at how hard it is to play scientist. (The guys in lab coats make it look so easy.) But we still have some fairly solid data to share.
Icons and Titles — Does Any Of This Matter?
The hypothesis was that if your game has a great icon and title, it will be viewed by more sponsors than a game with a mediocre or poor icon/title. That’s because your icon and title are the most prominent advertising elements FGL uses in emails and webpages.
So did we get enough data to tell if that was true or not? Yes. All other things being equal, a game with a great icon and title will get between 20% and 50% more unique sponsor views than a game with a very poorly-rated icon and title. No matter how I slice up the data, that seems pretty clear.
I can hear your next comment: “But most of the bottom-tier icons are joke icons, or placeholders, or so amateurish that they obviously suck. These results don’t mean anything!” That’s why the number above was calculated only using games that actually got sponsorships during our test period. So all the joke icons, beginner games, and so on aren’t included in these numbers… unless they somehow got a sponsorship of $100 or more. Furthermore, I tried to control for different Editor’s Ratings by only comparing games with the same editor’s score. No matter whether your game got a 7, an 8, or whatever, you will still get more sponsor views if your icon and title are in the top tier of voting rather than the bottom.
And once you get these extra views, do they pay off? Yes! Considering relatively-equivalent games, it looks like:
- Games with top-rated icons/titles sell about 8 days faster than games with very poor icons/titles
- Games with top-rated icons/titles sell for about $1100 more than games with very poor icons/titles
- Games with top-rated icons/titles sell within a month 38% of the time, whereas games with very poor icons/titles sell within a month 18% of the time
These shouldn’t be too surprising, because if you get more views, then it naturally follows that you sell faster and have better offers.
So that clinches our argument. Woohoo! Except.. you’ll notice that I only compared top-tier entries to bottom-tier ones. That’s because the data is too muddy to get a clear picture of the middle ground. How much more effective is a “Pretty Good” icon over a “Great” one? I dunno. It might even be that a mediocre icon is slightly better! (Maybe sponsors get scared away by really great icons, and are more comfortable clicking on slightly imperfect ones…) Seems far-fetched, but the point is we are still missing some pieces to the puzzle.
But for our sanity, we’re going to proceed with the assumption that there’s a curve of diminishing returns: a great icon/title gets more views than a mediocre icon/title, which in turn gets more views than a poor icon/title.
[A note on the rest of this article: the example icons I use below may not have been for a game that sold yet. I was only interested in the icons' ratings, and I didn't think to check anything else. That's because I make a bad scientist. However, this detail should matter very little for the purpose of critiquing the icons and titles.]
What Is A Great Icon and Title?
A great icon is a work of art. It tends to have an attractive central focus element, and a clearly distinguishable “foreground” and “background”. In most great icons, the central element is not fully contained in the scene — parts of it are out of the frame. (This is a common artistic technique to make the central element more exciting.)


As often as not, the icon also includes the game’s title in it. (This may come as a surprise to followers of the first experiment — it turns out that even though the game title is displayed above the icon, having the title in the image is still good, if done well.)

Note that the titles in each of these are attractive and interesting to look at. We will soon see that a poorly-drawn title doesn’t do you any favors.
The subject matter doesn’t seem to matter a lot; the graphical style can vary dramatically as long as it’s attractive; and whether you have the title in your icon or not seems to be ultimately a matter of taste. Compare these two extremely-highly-scoring entries:
versus 
They are quite different, but both are great icons.
What can we say about the titles? Not a lot. I couldn’t easily spot a lot of patterns here, except that:
- MOST great entries have short names of one or two words that fit elegantly overtop the icon
- Great titles never use trademarked elements
- These almost never use “2″ or “II” to indicate they are a sequel
- All “great”-class titles use proper English capitalization (it’s “Medieval Wars”, not “medieval wars”)
What is a Medium Icon and Title?
(As I mentioned earlier, the “medium” area is the hardest to categorize because the data isn’t super solid. Some of these might be in the “great” or “low-quality” areas, and some icons used as high-quality or low-quality examples might be medium icons in disguise. But here’s my best-guess analysis anyway.)
Most “medium” icon/title combinations use the same basic premise as the “great” entries above, but for artistic reasons, they don’t manage to reach the same quality level.
These icons:
- Tend to use a central image that is completely contained in the icon (instead of being partially outside the frame)
- Often have too-complex backgrounds that are hard to parse, or else completely static backgrounds of one color
- Sometimes try to use multiple focus elements, resulting in inadequate detail to each of element
- Often include titles in the icons, and even though they are skillfully done, they don’t quite reach the quality level of the “great” entries
- Are often images right from the game’s play mode. (Gameplay screenshots are never in the “great” category… they’re always medium or poor, depending on how good the game itself looks.)
- Most “pixel art” icons end up solidly in the middle range.
One surprising thing to note is that most gray-themed icons end up being in the medium-quality range, too:
A murky gray background usually can’t rise to the highest quality level. (Though there are a few exceptions.)
And what about the titles of these medium-level entries? Again, I didn’t see a lot of strong correlation, just a few details. The titles:
- Tend to be a few letters shorter on average
- Have a fair number of sequels with “2″ stuck on the end
- Mostly use correct capitalization
What is a Low-Quality Icon and Title?
[I really hope none of the developers whose icons I use here are too upset by their inclusion. It's for educational purposes! But if you want me to remove your icon, let me know and I'll be happy to do so.]
A lot of the low-quality icons are clearly just practice entries, placeholders, and the like. We’ll focus on those that seem to have an actual game associated with them, but it should go without saying that an icon that just says, e.g. “Placeholder” on a white background rates very poorly.
The data gives us several great “DON’T”‘s:
- DON’T use a photographic image. These always get rated poorly!

- DON’T use trademarked or copyrighted assets, whether photographed, traced, or otherwise… if it’s recognizably somebody else’s IP, it gets rated very poorly.

- DON’T use gameplay screenshots of your game, especially if your game’s graphics aren’t really impressive.
- DON’T use your title screen as your icon.
- DON’T make your own icon if you aren’t skilled in color composition.



You would probably be surprised at the number of perfectly good games that have bad icons. These games can still sell, but they definitely have a harder time getting sponsorships — and tend to have to settle for lower amounts. Worse, even if you change out a bad icon for a good one later, it is often too late: your original art will have already been used in automated email blasts. So if you’re serious about selling your game, get a good icon before you put it up for bidding on our website!
What Next?
Hopefully there aren’t too many mis-categorized examples in all that. I’m certainly disappointed the data wasn’t more rock-solid. But I think the data was sufficient for its purpose, for now. I don’t plan to do another icon experiment in the near future.
However, we’ve heard from many of you that seeing your game’s individual “hotness” rating was very useful. So I’m exploring ways to make this a permanent part of the website, with a bit more customization and options than the “experiment” versions had. The permanent version will also be collecting data, of course, so eventually we’ll have enough data for all kinds of statistics. It may take a year or longer, but that’s okay!
I hope this has been helpful, and I hope your games reach your sales goals.










