Marketing - kako bolje prodati igru

Replies: 9 Views: 3,193 Started: Mar 19, 2005, 10:44 PM
Marketing - kako bolje prodati igru · Mar 19, 2005, 10:44 PM
#4303
Mozda bi bilo dobro otvoriti jos jedan pod forum za ovo (Buissness).

Evo na sta sam naisao na jednom forumu:
What about offering free prizes? Give away 10 copies of the game to people randomly selected from your mailing list? You could use the list to keep people informed about the game progress, new screenshots, and the eventual drawing results. This way, people will sign up for the chance to get something for nothing...and maybe you can lure a couple of them into buying.

Ova ideja mi se jako svidja ali problem nastaje u tome sto mi nebi imali sta zanimljivog materijala ponuditi kroz mailing liste.

Svidja mi se ova diskusija pa bih je volio malo vise razraditi!
Post #2 · Mar 19, 2005, 11:52 PM
#4305
E to bi bila dobra ideja mozd abi prodaja bolje krenula sa takvim markentiskim potezom. Ja se slazem a mozemo trpati nesto svake 2 nedelje u mailing listu tako da, ljudi budu informisani o naoredku. Nadje se nesto uvek
Post #3 · Mar 21, 2005, 8:51 PM
#4343
samo, ako misli? praviti newsletter nemoj slati ka html file, to mi je najgore ka dobijen u inbox.. :twisted: :lol:
Post #4 · Mar 21, 2005, 11:09 PM
#4349
Najlakse je u html-u i da se doradi i sve sotalo pa sta fali tome. Bolj enego da gubimo vreme i na to jos pored ovolkog posla
Post #5 · Mar 23, 2005, 8:23 AM
#4389
The only thing that makes difference that you can easily see is doubling up (so you actually have two BuyNow and Download buttons on each page) and offering at least three testimonials on the bottom of the page. This seriously makes a world of difference with DVD software. I have no idea why some games have a one paragraph description with no testimonials. As soon as you try it, you'll see a jump in downloads.
RESPONSE:
I don't give a cent about testimonials, because they are easily made up (same as positive reviews at amazon: "this book a must buy/ it changed my life, blabla...").

GAMER:
I absolutely hate it when games sites put huge "BUY ME NOW" or "CLICK HERE TO PURCHASE" buttons on their pages. Sometimes these buttons are even bigger than the game screenshots which mean I have probably already closed their websites by the time you read the end of this sentence.
Post #6 · Mar 23, 2005, 11:47 AM
#4390
Hm nisam pametan sta reci po ovom pitanju. MOzda bi trebao da smanjis dugmice za kupovinu igru jer ako se neko zainteresuje za igru i odluci da je isproba ili kupionda ce on naci dugme za kupovinu makar ono bilo skorz maleno
Post #7 · Mar 24, 2005, 7:49 AM
#4437
Iz mog proslog posta je glavna pouka da STO PRIJE stavim vise testemonials na strancu od ginka!

a nova zanimljivost na koju sam naisao:
I'm doing much better. certainly at least $500 a month, often noticeably more.
Two things I've learned:
a) its hit and miss. Our top selling game literally sells over 100 times as much as the bottom selling one
b) The games need to be relly packed with features. People ahve to think they are getting their moneysworth. Go out and buy the sims or simcity 4. now look at the price. People do expect a lot of content for their money.

I suspect if you pulled apart your games, added new features, new game modes and new levels, they wouldnt sell 20% better, they would sell 100% better.
You have 'Kombat Kars' syndrome. Everyone downloads and likes it, nobody thinks its worth buying


electronicStar wrote:
My idea is to make a good game demo that can be played as long as the customer wants and release it for free. Then advertise for the full version that contains several level and the rest of the story and the best parts that were removed from the demo. The demo should be built so that it can be played indefinitely but at the same time gives the desire to go further.
I think the demo versions shouldn't be time restricted (even if statistics show that this favors sales). The player should be able to play as long as he wants so that he grows long-time interest for the game.
I have tried several one-hour demos from popcap and although the games look fine, the fact that I can't launch them a second time due to overtime makes me lose interest.
At least the time restriction shouldn't be of only 60 minutes, maybe 2 months would be good.


E JOJ:
Another argument against the 60 minutes time restriction is that it doesn't leave enough time for different family members to try it.

Sad vec stvarno razmisljam da vise nikad ne koristimo Time limitacije jer ovi ljudi stvarno imaju pravo! mozda tu mi i gubimo bas kod Ginka aka obiteljska igra!!!
Post #8 · Apr 2, 2005, 5:56 AM
#4761
Ej, pazite ovo, jedan tip kaze:
Our games have earned us in excess of $150k, but we started 5 years ago! And we live in the UK which really sucks.

Pa mi radimo vise od 5 godina, i da podjelim.. oni mjesecno u prosjeku zaradjuju $2343 sto je placa za 6 ljudi (2000kn each)!
TIP ima dvije igre, i od njih zivi!!!!!!! http://www.pompomgames.com

--EDIT--
Naknadno sam saznao da je tip vecinom zaradio od Retail ugovora tj. nasao izdavaca.. me evo:
I should mention that a pretty large chunk of that total $150k came from a single retail deal as an advance. Take that away, and our online sales have been pretty poor.


I usput sam naisao na zanimljiv Topic nekog tipa sto je napisao na svom blogu:
You'll Never Make Any Money on Single-Player Games
http://community.traygames.com/blog/arc ... 30/58.aspx


I jos jedna zanimljivost, jedan tip prodaje igre godinu i pol, nadao se prodaji od 15komada mjesecno a prosjek mu je 51kom/mjesec i zivi odtoga!!!
http://www.blueskied.com/
Tko je tu lud? gdje mi grijesimo?
Post #9 · Apr 2, 2005, 10:32 AM
#4770
Ovom zadnjem igra nije neka extra mala 2d glupost i uzima 20$ x 51 mesecno jebote na koju foru. Bas razmisaljm gde gresimo i nemam pojma. Sajt nam je posecen ima ljudi ali niko nece da kupi neznanm zasto :(
Post #10 · Apr 2, 2005, 11:57 AM
#4774
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