Idea to increase revenue and player retention
Posted: Sun Jul 19, 2015 3:37 pm
Hello Admins,
Although I've only been playing ECB for a few weeks now, I'm a professional video game journalist/review and have played an extensive amount of mobile games, TCGs and MMOs. After all my time spent playing games I can give you one sure-fire way to improve the amount of money this game makes and increase players, or at the very least retain the ones you have.
This would be to implement a "membership" system. A vast majority of free-to-play mobile games have added a 30-day membership in addition to premium currency. This memberships costs $5-10, but gives the equivalent of $50-100 of premium current over an entire month. Usually these also come with a first time buyer bonus, such as a free legendary/exclusive rare card. While this might seem like it could cost the company money, it actually gives a ton of potential to make even more. Here are a few key points:
1) It encourages people to buy who would never spend money before. People have an automatic positive response to anything they see as a deal. Getting $50 for $5 will make people want to spend money because it looks like an incredible deal.
2) It equalizes the divide between low spenders and high spenders, but only over a decent amount of time. Currently, it would take years as a free player to ever get an epic card. With this route it now only takes 1-2 month to afford the epic pack. This rewards players for staying in the long haul and even minimal spenders will now be able to compete for top spots.
3) Big spenders will also buy this. If someone has $1000 to spend on this game, they're probably going to keep this membership active for as long as they're playing as well. They will see this as steady income between big purchases.
4) New players will see an incentive to buy this membership while they try out the game. There have been probably a dozen games that I've spent $5 on a membership so that I can test out a few premium features before I decide if I like the game enough to keep playing, or even spend more. When new players log in now they see that they need to spend $50 (with first-time bonus) to get a single epic. With this membership system they would believe they could get one much cheaper, but many would probably buy more gems to shortcut eventually.
5) Require players to login every day. If they can only collect the gems (say 10 a day) when they login, then they're encouraged to play every single day. This keeps a more steady player base.
Thank you for reading this and I hope you consider this for the sake of the game, the players, and the staff.
Although I've only been playing ECB for a few weeks now, I'm a professional video game journalist/review and have played an extensive amount of mobile games, TCGs and MMOs. After all my time spent playing games I can give you one sure-fire way to improve the amount of money this game makes and increase players, or at the very least retain the ones you have.
This would be to implement a "membership" system. A vast majority of free-to-play mobile games have added a 30-day membership in addition to premium currency. This memberships costs $5-10, but gives the equivalent of $50-100 of premium current over an entire month. Usually these also come with a first time buyer bonus, such as a free legendary/exclusive rare card. While this might seem like it could cost the company money, it actually gives a ton of potential to make even more. Here are a few key points:
1) It encourages people to buy who would never spend money before. People have an automatic positive response to anything they see as a deal. Getting $50 for $5 will make people want to spend money because it looks like an incredible deal.
2) It equalizes the divide between low spenders and high spenders, but only over a decent amount of time. Currently, it would take years as a free player to ever get an epic card. With this route it now only takes 1-2 month to afford the epic pack. This rewards players for staying in the long haul and even minimal spenders will now be able to compete for top spots.
3) Big spenders will also buy this. If someone has $1000 to spend on this game, they're probably going to keep this membership active for as long as they're playing as well. They will see this as steady income between big purchases.
4) New players will see an incentive to buy this membership while they try out the game. There have been probably a dozen games that I've spent $5 on a membership so that I can test out a few premium features before I decide if I like the game enough to keep playing, or even spend more. When new players log in now they see that they need to spend $50 (with first-time bonus) to get a single epic. With this membership system they would believe they could get one much cheaper, but many would probably buy more gems to shortcut eventually.
5) Require players to login every day. If they can only collect the gems (say 10 a day) when they login, then they're encouraged to play every single day. This keeps a more steady player base.
Thank you for reading this and I hope you consider this for the sake of the game, the players, and the staff.