Showing posts with label monitization. Show all posts
Showing posts with label monitization. Show all posts

Saturday, October 15, 2016

Social Session is Seeing Some Action in Saudi Arabia, Romania, and the UK

So, it's been an interesting month watching Social Sessions' activity.




All of a sudden, I got a huge spike in Romania, Saudi Arabia, and the UK. I went from averaging about 5 users per day (mostly in the USA), to averaging closer to 20, with most of that due to those three countries. And for whatever reason, the new users have been almost exclusively on Android.




I took the opportunity to localize into Arabic for the audience in Saudi Arabia (just the Play Store, not the game itself).

Unfortunately, I haven't been successful in holding onto players, and I definitely haven't managed to monetize much. Players drop off quick after the first level of the game, with only about 10% of players continuing after that.



So, of course, a very small percentage of players are even getting to the point where the game asks for an upgrade (in the last month, only 3 have reached it, and none have purchased).

Social Sessions also gives you the opportunity to watch an ad in exchange for a free hint on how to beat a level. This feature has not been widely used either.


So, as I said, it's been interesting. I seem to have tapped into a fountain of downloaders who don't really end up liking the game, almost immediate. I had a much more gradual dropoff of users, relatively, when I was only getting 5 or so downloads a day.

It's possible that there's something off-putting about the first level. Maybe it's so easy that players don't think the game is going to be challenging. Maybe they see the suggestion to watch an ad and flee. Maybe the pace is too slow. Or maybe because the tutorial that appears on level 1 isn't localized into anything but English, and so users just exit (although I tried to make it as self-explanatory as possible).

I'm not sure, so I'm putting some extra thought into it right now. If you've got any suggestions, feel free to leave a comment.

Thursday, November 19, 2015

Monetization! Yay!

I just wanted to be up-front about the monetization in my first mobile game, Social Sessions, and explain why I went with the method that I did.

Social Sessions is a free-to-download game which allows players to play until they reach "Day 9" (out of 30 days) before they're asked to upgrade (for $1.99) to continue. The first 8 days will probably afford a player several days of occasional play.


I decided against using advertisements because, well, that's basically just going with the annoy-players-until-they-pay-you model. I don't want to annoy my players. I realize that for many developers this is the best option, and it's possible some very understanding players even appreciate this model and understand why it's necessary in many cases, but it wasn't right for my game.


I also didn't want to fill the game with micro-transactions. There are no extras or cheats or premium currencies in the game to purchase. You just pay to unlock the game once, and all 120 puzzles are yours!


The other decision was, okay, I'm going with the "Freemium" model (upgrade to play full game), but when exactly should I ask players to Upgrade? Some suggested that you do it early, as soon as the player is interested in the puzzles. But in my own experience, I always appreciated when Freemium games allowed you a bit more time to enjoy the game. It allows you to really get into it and play it over a few days so that when you get to the Upgrade point, you really feel like you've played a game already, and upgrading for more levels is just icing on the cake (granted, the icing on the cake is 5 times as many levels as the cake in this metaphor). But then, even if you don't upgrade, and you put the game down there, you feel like you were able to play and enjoy a full game, so you are more willing to go tell your friends to go download and try this game, because it's free, and you can actually enjoy the game for a little while totally for free! And who knows, maybe one of your friends will like it enough to want to upgrade? So everyone wins!


And to those who say that games should all just be offered to players for free, well... I'm not even gonna start...


;)