goal: build the player base, and ensure new players thrive.
it must be CHEAP
CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP
website content
- mix of automatic algorithmic stats and editorial chatter
- spend some time making a few special pieces of content, i.e. the video tutorial.
the social community
- create fans who will turn into influences for trenchwars
- build back-links
- become recognised IN OUR NICHE, (free) oldskool 2d spaceships game.
the website landing page
- test test test. design/incentive proposition for downloads
- completing the download is the primary goal of the landing page
- get them to join the social network and get a profile page
social campaign
- connect with facebook/twitter. use the api?
- leverage vanity and curiosity. vanity of users high scores. curiosity of their users friends to findo ut their own scores.
- create some kind of dynamic content and encourage users to tweet and share it on facebook. user a shares the content. user b learns about trenchwars via their friend.
be pricks about virality. at a certain point FORCE players to invite another person to trenchwars to play in order to progress... i.e. in order to be able to bank more spacebux or something. this will spread the word.
influences
- who are the trend-setting players? which users can we incentivise to put up more pictures. how can we make the social network pages more blog-like?
player gets player
- refer a friend and get $2,500 spacebux
- test the incentive. e.g. "refer 5 friends and unlock thors for 3 weeks!"
- work out what incentives work for different stages of player lifetimes. e.g. a newly activated player / a long-term player
pay for spacebux
- make spacebux system more reliable
- you need to purchase $5 of spacebux in order to be really competitive
- make it harder to get spacebux without funding your spacebux account: make it take a lot of time. tweak it until the balance is right.
(don't alienate current players)
paid advertisement
- blogs/forums/gaming sites. pay them to write about us.
- seed trenchwars conversations organically and enthusiastically around the web sellign the game we love.
- best to set up some guidelines for this
- what are some big sites?
other thoughts
- bettermeans.com for organisation. quantify our skills as a community. allow people to pick up on an idea and ru8n with it without all the bureaurcracy.
- design and send out free stickers. get players to take photos of the where they stick them. spacebux rewards.
- read-only ALL the forums for ALL users, including staff forums.
- maps. put a map editor in the client next to the banner editor. streamline map-making to map-testing process. making maps is cool and encourages participation. important
it must be CHEAP
CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP CHEAP
website content
- mix of automatic algorithmic stats and editorial chatter
- spend some time making a few special pieces of content, i.e. the video tutorial.
the social community
- create fans who will turn into influences for trenchwars
- build back-links
- become recognised IN OUR NICHE, (free) oldskool 2d spaceships game.
the website landing page
- test test test. design/incentive proposition for downloads
- completing the download is the primary goal of the landing page
- get them to join the social network and get a profile page
social campaign
- connect with facebook/twitter. use the api?
- leverage vanity and curiosity. vanity of users high scores. curiosity of their users friends to findo ut their own scores.
- create some kind of dynamic content and encourage users to tweet and share it on facebook. user a shares the content. user b learns about trenchwars via their friend.
be pricks about virality. at a certain point FORCE players to invite another person to trenchwars to play in order to progress... i.e. in order to be able to bank more spacebux or something. this will spread the word.
influences
- who are the trend-setting players? which users can we incentivise to put up more pictures. how can we make the social network pages more blog-like?
player gets player
- refer a friend and get $2,500 spacebux
- test the incentive. e.g. "refer 5 friends and unlock thors for 3 weeks!"
- work out what incentives work for different stages of player lifetimes. e.g. a newly activated player / a long-term player
pay for spacebux
- make spacebux system more reliable
- you need to purchase $5 of spacebux in order to be really competitive
- make it harder to get spacebux without funding your spacebux account: make it take a lot of time. tweak it until the balance is right.
(don't alienate current players)
paid advertisement
- blogs/forums/gaming sites. pay them to write about us.
- seed trenchwars conversations organically and enthusiastically around the web sellign the game we love.
- best to set up some guidelines for this
- what are some big sites?
other thoughts
- bettermeans.com for organisation. quantify our skills as a community. allow people to pick up on an idea and ru8n with it without all the bureaurcracy.
- design and send out free stickers. get players to take photos of the where they stick them. spacebux rewards.
- read-only ALL the forums for ALL users, including staff forums.
- maps. put a map editor in the client next to the banner editor. streamline map-making to map-testing process. making maps is cool and encourages participation. important
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