sniko Posted June 19, 2013 Posted June 19, 2013 (edited) Introduction It's a horror, working on your game (or product) for x timeframe, and not seeing it come to its full potential. Perhaps you've succumb to setting a referral competition (although, I guess they are fun... *sigh* ) and inadvertently ruining your game economy, and then making it ever harder for yourself to get your game back on its feet with damaged game mechanics. With this (untested (by myself at the time of writing), but surely "to work" theory), you will be able to fetch those players that have most interest in your product, and even profit from it! (Although, an initial investment of time (and possibly financial investment (depending on your skill level and assets) is required for this to work (like anything else in life))). The concept The concept is pretty straight forward - I'm actually surprised that I've not come across this myself in browser games. [highlight] Reward your players for "marketing" for you. Not a one off reward (like the competition idea I talked about earlier), but a bunch of rewards (ranging in higher value as their progression of "marketing" for you enhances.[/highlight] * I use the term "marketing" loosely. I simply mean the process of 'word of mouth', advertising your product. Simple, right ? Putting it into practice By now, lets assume you have a game running, with a populated database of assets (items, stats, etc...) and you want to harness what's been said in this, effectively - without inadvertently giving your users game changing items early in the game, and effectively, breaking your own creation. Here's an article written by a_bertrand, which should be taken into account. Using spreadsheet software (Google Docs, Microsoft - whatever ), insert your asset data (items, stats) and evaluate their values to ensure what you're willing to give up in return of free marketing, ensuring they're not game changing and damaging - it would be safe to assume that collectible items (with not much real value, apart from bragging rights) would be sufficient here; however, it's up to you to decide . Once you have acquired a list of rewards to give out, it's time to evaluate when, and how you will distribute them. Here's some visual aid I've put together; It's pretty self explanatory, however, I'll makes a few notes; Conditions It's your game, you can set them as you wish Perhaps they need to be a certain rank/level before they can sign up to this program Perhaps there are no conditions at all [*]Points Mustn't be confused with the point currency on popular games - they're referral points to spend on items you decided on earlier Not trade-able (otherwise, what is the point?) [*]Stacked Rewards; An example... 1 referral point = +10 strength 3 referral points = +10 agility 5 referral points = +10 defense 10 referral points = 1 x insert common item here 15 referral points = 1 x insert medium rarity item here 20 referral points = 1 x insert rare item here [*]With this type of reward system, it pyramids up (not a pyramid scheme , but something like this (minus the money labels); This process is 100% theory, and I've not put it into practice, yet (I'm hoping to later this year). However, giving little incentives to people are big game changers when it comes to spreading the word of your products (especially online!). Closing statement I hope some of you harness this wonderful theory, and put it into practice, and make your games grow! (Of course there are other ways, this was just one example.) Edited June 19, 2013 by sniko 1 Quote
Dave Posted June 19, 2013 Posted June 19, 2013 Really nice article! It seems like marketing is commonly overlooked on these boards. This ties in really nicely with the social boom, if you want your game to be successful promote social interaction, get players involved with one another! This also opens it up to them inviting their friends because they know they can get something more from having them play. Such as stating you need 4 members to be involved in this particular crime etc. Quote
sniko Posted June 19, 2013 Author Posted June 19, 2013 Really nice article! It seems like marketing is commonly overlooked on these boards. This ties in really nicely with the social boom, if you want your game to be successful promote social interaction, get players involved with one another! This also opens it up to them inviting their friends because they know they can get something more from having them play. Such as stating you need 4 members to be involved in this particular crime etc. Oh yes, definitely! Social sharing (Twitter, and Facebook (mainly)) are overlooked on most aspects of games, especially to mark and share progress. For example, I level up to level 10; why isn't there a share/tweet button to boast to my friends? Harnessing the power of "today's technology" is actually pretty simple, considering they all (the major sites, anyway) provide a simple API to get started, and will boost your sites user base by a considerable amount. Quote
Guest Posted June 19, 2013 Posted June 19, 2013 Not got any feedback on it however it was a good read, bookmarked repped :) Quote
Dave Posted June 19, 2013 Posted June 19, 2013 Oh yes, definitely! Social sharing (Twitter, and Facebook (mainly)) are overlooked on most aspects of games, especially to mark and share progress. For example, I level up to level 10; why isn't there a share/tweet button to boast to my friends? Harnessing the power of "today's technology" is actually pretty simple, considering they all (the major sites, anyway) provide a simple API to get started, and will boost your sites user base by a considerable amount. Indeed! Looking at the big Facebook games such as Farmville they hammer you everything you upgrade to share it with your friends. Get's annoying but it's effective. They also seem to like giving you free things to share with friends. I'm planning on integrating these features directly into the core of the little project me and Ian are working on. Quote
Dominion Posted June 19, 2013 Posted June 19, 2013 Mdshare took that view; Facebook spam = good advertising... and it really does. You have to have an off button for those who don't want to post every 5 minutes, but having 1 player post "hey I achieved level 10" can show 100 people your website. Good thread. :) Quote
Mint Berry Crunch Posted June 20, 2013 Posted June 20, 2013 I was thinking of rewarding players with premium currency if their referrals buy stuff in the cash shop but I can see how this could be incorporated as well Quote
mr_j936 Posted July 16, 2013 Posted July 16, 2013 My friend plays Ogame, he tells me that if he invites players, he gets premium whenever they buy premium(like 5% of what his friends bought) and so he actually encourages his friends to pay... There are many things one can do to boost game visibility, make a mobile version of it, or at least make an app that is no more than a browser that opens your game on the phone(which is 3 lines of code to make) at least your name shows up on the mobile market and you increase your visibility... Quote
Mint Berry Crunch Posted July 23, 2013 Posted July 23, 2013 Definitely agree mr_j936. A lot of the successful games do so. Quote
Script47 Posted July 29, 2013 Posted July 29, 2013 This is a very good thread, will help a lot of people, very in-depth. :) Quote
khansa Posted August 1, 2013 Posted August 1, 2013 Yeah ! Really nice article!They also seem to like giving you free things to share with friends. if you really want your game to be successful promote social interaction, get players involved with one another! Quote
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