What are other retention and conversion (free to play to paying to spender) strategies in MMOs?
I know some like promotions, social viral, content generation, intentional imbalance, perks and community management.
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What are other retention and conversion (free to play to paying to spender) strategies in MMOs? I know some like promotions, social viral, content generation, intentional imbalance, perks and community management. |
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Clever economic manipulation. Say you've got two people playing the game. Frank has a lot of money (he's a millionaire in real life) but not a lot of time ingame. He wants to get some really awesome and expensive equipment and go kill Starfuries (they are the best thing to kill) but he has no interest in grinding ingame to gradually get the gear he wants. He does not care, in any sense, about the $15/mo monthly fee for your game. He will probably forget to unsubscribe because he cares so little. Bob, on the other hand, is a highschool student. He has no money and absolute tons of free time. Huge amounts of it. He's managed to get his mom to pay for a few months of subscription, but that won't last forever. So here's what you do. You make an ingame item, a "Hunter's License". A Hunter's License can be traded on the auction house ingame. It can be redeemed for a month of subscripton time, and it can be purchased out-of-game for $15, it just shows up on your character. Frank buys a pile of Hunter's Licenses and sells them on the Auction House. Bob spends a few days farming money and buys his Hunter's License for the month. Everyone wins:
This has been used very successfully with both Eve Online's PLEXes. A variant micropayment system, using ingame tradable items as necessary reagents for almost every production and trade, can be seen with Puzzle Pirates' Doubloons. Another variant can be seen with Kingdom of Loathing, which sells powerful unique items (kind of iffy) that, again, can be traded on the auction house (suddenly makes them far less iffy, because you don't need out-of-game money to get your edge.) Remember: every person who spends PLEXes and Doubloons is giving you money, even if they personally never gave you any money. Trading is a good thing! Let the economy help you! |
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Some recently popular ones
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Dan Cook has a great blog post about this. His post is from the perspective of Flash games and not MMOs, but at the end of the day the principles are the same: you're offering something free to play, with some kind of premium content that is worth paying for, and trying to convert customers. http://www.lostgarden.com/2009/08/flash-love-letter-2009-part-2.html |
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Here's an article about a talk in GDC Europe that also somewhat answers my question. Not the best view though but is helpful anyways. |
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