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Outwitters' low revenue - Marketing suggestions and ideas for OML
10-15-2012, 12:56 PM (This post was last modified: 10-16-2012 02:09 PM by Strategic thinker.)
Post: #39
RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
Looking at the numbers, some quick analysis to see how OML can get to $300k revenue:

1) Can't get there through attracting new players on current revenue model. Would get the same 2% conversion rate.

2) Can't get there by increasing revenue from existing payers. With only 10,000 paying users, although this thread has clearly indicated how willing we are to pay more to support this great game, it would max out at closer to $10 than $30

3) Probably can't get there by nerfing the free game to get the 500k to convert - likely many have moved on already, others would all be annoyed at having free taken away, and there may be many players like Joggies who would need a spiritual experience to shell out

4)Probably can't change revenue model and attract new players without major new mainstream appeal functionality. Marketing has been done, blogs have spoken, word of mouth has buzzed

Conclusion:
The game is over for multiplayer. [Clarification Edit: I mean it is no longer possible to get to $300k through the multiplayer game. Hopefully multiplayer will last a long time as the premium Outwitter experience] OML made the wrong choice on revenue model, but they can't dig themselves out without annoying their loyal customer base. Chalk it up to experience.

The best route to recoup the $300k is through releasing a single-player game at $4-5. Assumptions behind this recommendation
1) The other alternatives wont be big enough
2) Adding AI will be an incremental coding job. (I know AI will never match more than a ?Gifted? human. But by ramping up the AI wits on a sliding difficulty scale, and a couple of predetermined styles - blitz, turtle, creeping, special - I think it can provide an OK single-player challenge, with badges etc. See Neutrajima Hex)
3) It will make the game much more attractive for the mass market. Sometimes, you just want a quickie. And going up the learning curve in multiplayer is intimidating!
4) It is a big enough change to relaunch and get buzz again

Hope the devs are reading this thread, we would all love to see them get the return they deserve for this great game. Although community praise and support is a poor substitute for cold hard cash.....
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RE: Outwitters' low revenue - Marketing suggestions and ideas for OML - Strategic thinker - 10-15-2012 12:56 PM

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