Showing posts with label tourists. Show all posts
Showing posts with label tourists. Show all posts

Tuesday, May 05, 2009

Member's Only

That's some cooooool water.


We added our first public Member's Only area to ourWorld yesterday. The players have been asking for a swimming pool since pretty much always, and we finally released a swimming area called the Beach.

Only Resident Subscribers can go there*.

As expected, there is a vocal chorus of "not fair!" from the free-play community. While I understand their reaction, it's hard to muster a great deal of sympathy from my personal perspective. Most of ourWorld is free, but new features more and more are for paying players. You know, the people who keep the site running with their dollars.

It's unfortunate how weak the free-player's position is, really. When they threaten to leave the site and never come back, the net loss to the site is usually close to zero. I wish it was a bigger deal. I wish the free-players could contribute more to the site so they could be given more in exchange.

If wishes were subscriptions, we'd all swim.

-Adam!!!

* Free players can go to the Beach if Grouped with a Resident subscriber, so it's not totally off-limits.

Sunday, February 08, 2009

Update Day

I love update day on ourWorld. That's the day, roughly every two weeks, where we update the site and add new features.

This last update occurred on a Friday (normally it's on Monday) and instead of adding new features, we actually did some system house cleaning, which for many players, actually had a negative impact on their experience. It's been rough on many of those players. I agree with everything we did, but I totally understand how they are reacting. I'm sure I'd feel the same way.

Membership cancellation - We hadn't been turning off lapsed subscriptions. In some cases we provided a free coupon last year and those players had enjoyed most of the paid member benefits for months and months. Lots of players assumed they were keeping those features indefinitely, without subscribing.

Super Rewards - One of two features allowing players to earn free Gems (which normally cost real $) wasn't working out for us the way we wanted. It was deactivated. Now friend referrals and links like the image posted on this blog are the only ways to get free Gems.

Friends Limits - Some players in ourWorld have accumulated thousands of friends. It was drastically slowing down our system. Now free accounts can only have 200 friends, paid memberships can have 1000. This is causing the most pain for players.

Notice how all three of these features only (seriously) impact non-paying players. I'm being told repeatedly that players are leaving because of the changes, but how should I feel about that? If they aren't willing to become members, we're losing their contribution to the community, but little else. At least on an individual level. New players are still coming in record numbers, and they'll never know that players ever could have over 200 friends, that Super Rewards was ever there, and that back in the day, a one month membership could provide months of premium benefits.

The question remains, is the free experience of ourWorld good enough? I'm confident it is, as we keep adding to what is available to free players, just not as quickly as the premium features. Non-playing players don't consider what they bring to the table, and they shouldn't. Their job is to play and to come back if they like it, not come back if they don't. Our job is to try and keep them coming back in numbers large enough that a tiny percentage that do pay, will pay. Then, once they have paid, make sure they get their money's worth. Easy! (If only...)

-Adam!!!

Sunday, December 21, 2008

Even Freedom isn't Free

One of the most common inquiries sent to ourWorld support are requests for more free stuff. Its not surprising as the ratio of free vs for-money content has shifted, gradually at first, but more so lately, towards stuff that only paying customers have access to.



We have a lot of kids playing, particularly younger teens. I understand they don't have control over whether or not they become customers as a credit card or PayPal account is required (we do accept by-mail payments, but its not a popular option.)

Just today we got a from a player who wanted us to make items cheaper because, and I quote "I honestly don't want to spend money for a online game. (No matter how cool the game is!)"

Her honesty is nice, but she is saying explicitly what the cynic in me thinks every time I read a message requesting we give more away for nothing. If she's never going to become a customer, her value to ourWorld is based on her contributions to the community and the number of paying customers she refers to the site. Statistically, that's not a huge value to us, so I have to say no. Over and over again.

We could give more away for free if:
  • Doing so will radically increase the retention of Tourists, leading more to eventually become Customers. The numbers don't currently support this.
  • We can increase the value of Tourists (through ads, promotional deals, or something else I haven't thought of.)
  • The free items lead to additional purchases by the players who do spend.
If the players' requests don't have an impact on one of those three things, the answer has to remain a polite, but firm, no.

-Adam!!!

Wednesday, December 17, 2008

Super Tourists

When I first wrote the series of posts covering Tourists, Customers, Fans, and Super-Fans, I wasn't in the Virtual World business. Now that I am, I want to re-explore Tourists. Not just any Tourists, Super-Tourists!


Quick recap: I call the players who are using the free version of your product Tourists. They are checking it out, and maybe they'll pony up some cash and become customers. (Note: Tourist is the literal name of non-paying players in ourWorld. I don't know if that's coincidence or not. I came up with the term Tourist long before I ever heard of ourWorld.)

If you are a player with a free membership this is what you offer:
  • You might buy something and become a Customer.
  • You contribute and enhance the community, increasing the value of the game for Customers and Fans
  • You may refer other players to the game, so even if you never become a Customer, you may be responsible for someone who eventually does.
Note: A Tourist who doesn't do any of those things may be harmful to your game. Community contribution is subjective, and freeloading troublemakers can be an issue. Tourists who constantly use up the time of your support staff can also be an issue. I hate to cut anyone loose, just in case there is potential, but sometimes you have to.

Super Tourists are players who bring a lot to the table, besides their own money. They are as involved as a Super Fan, only without the check-book. They enhance the community by having a lot of friends and being fun to play with. They refer a lot of players to the site, many of whom become customers. For games where volunteers are needed, they're front and center. It's generally accepted that volunteers don't do it for the 'stuff', but for recognition. It may be that Super Tourists require more 'free stuff' than normal customers because their lack of spending limits their experience.

As I've recently posted, ourWorld has just started an assortment of reference features (click the avatar in the sidebar!) but we haven't started ID-ing Super Tourists yet. I'm not even sure how many (if any) there are. I'm going to look into it.

-Adam!!!

Tuesday, October 02, 2007

Giveitaway Giveitaway Giveitaway NOW!

Tourists

Does your game company give things away for free? I bet it does.

Who are the people who download your demo, and play it over and over again?
Who are the people who play your website's free web games?
Who are the people that scour the convention floor for freebees?
And they haven't bought ANYTHING!

They are Tourists, and one of the best ways to get their attention is with free stuff. What you do with that attention, is up to you.

Some Tourists will never buy anything, no matter what you do. That's okay. Treat them right, but don't let them get in the way of potentials. The people who are interested in what you're selling. With them, you have their attention, you have something they're interested in. Now what?

That, of course, depends. We're selling trading cards. I think the biggest hurdle with a trading card product is making that first sale. That's a major threshold moment in your relationship with that person. That first sale elevates the person from Tourist to Customer. Everything Changes.
All your customers start out as tourists. The attention you get depends on how interesting you are to look at. What you can do with their attention determines how many become customers.

Next: Customers

-Adam!!!