Hi, thought I'd pop in and offer my two cents and offer some friendly advice and all that jazz. If anyone has any criticism of anything I say then feel free to share; a man can come up with a good idea, but many can come up with a great one
(or something).
I'm sure that you've come to the realization this this business isn't working, and it's definitely not going to work. This kind of business model isn't sustainable in the long-term due to the nature of game-hosting as I'm sure you very well-aware, which is why consistent, stable and reliable revenue is important.
This is a very hard game to get into, and most people who stumble across this game aren't going to spend a great deal of money playing a game that they don't fully understand or have to put effort into learning. I think that this is a fair statement to make, and that these complex gameplay mechanics with steep learning curves aren't exactly user-friendly. The main market (or potential market) of this game is very niche and will appeal to very specific types of consumer. The only
real method (that would be effective) of
promotion is word-of-mouth which
requires your consumers to be happy. If consumers aren't happy, they won't recommend the game to anyone and they certainly won't recommend spending money on it.
You need to remember that your customers and consumers are
essential; even more-so for a small business and for a game as specific and niche as this. If you want this business to be sustainable in the long-term and actually want to get something out of it (rather than it being free to play, as it was) then you need to
appreciate that the happiness of the consumer is going to be vital for continuing business operations.
Loyalty is the key to success here, you have people who have been using your products and services (such as Haven, and Salem) for years and they continue to do so despite feeling that they are being swindled or are not getting their value-for-money. This kind of loyalty is difficult to come by by, and it's even harder to maintain, don't waste it!
You have a great opportunity here to provide a high quality service to many people, whilst also generating some well-deserved profits for yourselves. Remember that you have an absolutely fantastic community here willing to support you,
even though they might at times choose to be a bit silly and or stupid.
I've banged on a bit too much about the consumer, because they're important - but I'm sure you know all this. What I'm trying to get at is their essential role in the games' continued development and sustainability, however. We need to think about current and future overheads (e.g. server/site hosting) and as such it would be a very good idea to have a recurring fee. Before I start with the economic/financial segment I'd like to note that it's hard to give you any accurate or intelligent figures without any sets of data in front of me, so I'll just dart blindly and hope that it it hits the bulls-eye. A
kind of 'freemium' model would be good in under the current circumstances, I'm not sure what kind of things you could concoct in the game that people would want but would not affect gameplay (cosmetic changes, name changes, forum ranks, advanced statistics etc. come to mind).
Game time is good, especially for this kind of game, and for your type of business. Having a
limited-time free-to-play game would allow people to come on and try the game out for a limited amount of time (that perhaps refills as it does currently?). If people wish
to continue playing then they can pay a very small fee perhaps between the regions of £1.00 ~ £4.00 (
ask the community what they're willing to pay, do some market research!). Now, you might be wondering why such a low price, mister? And that's a good question, and the answer is that it's a
low amount of money for a single person to spend. When you tally up the figures this will help bring in a
steady (and
reliable, reliable is important!) amount of money
continuously. This, in conjunction with the premium features (which are at an extra cost - again, these should also be
affordable) will allow you to
generate steady and reliable revenue from your customers.
I do want to make thing especially clear though.
People want their value-for-money, they want to be spending
an amount of money that is the equivalent (or in their opinion) of the service they are being provided. If people feel like they are paying too much for something, then they simply will cease to use and pay for the service. It works both ways; I think you would be surprised by the amount of people that would be willing to pay more for a few extra cosmetic/aesthetic benefits and this is particularly true for this community.
I'm sorry if I've babbled on a bit too much, so I'll summarise it quickly (or I'll try at least!):
- GENERAL/GAME:
- Current business model doesn't work (as you know!)
- You need a sustainable business model to cover running/day-to-day costs and future overheads.
- CUSTOMER/CONSUMER:
- This game is heavily reliant upon word-of-mouth promotion, which is done through its consumers (i.e. the people using your service).
- This is why it is important that your consumers are happy.
- If they are happy with the services being provided they will try and rope other people (normally friends, and sometimes family) into the game too.
- The game is hard to get into properly as it has many different complex gameplay mechanics and steep learning curves. People will, however, make an effort if it has been recommended by (or they are currently playing with) a friend.
- This will hopefully lead to more and more people playing (and hence, paying) for the game.
- As well as being the most effective method of promotion (for this type of game), it also has no monetary cost.
- This game has a very niche target market, it is important to try and get/reach out to our target market as much as possible and get them hooked, so to speak.
- The customers and consumers are essential. Even more-so for small businesses, they make up the majority (if not, all) of your revenue and (hopefully) profits.
- Making the customer/consumer happy will fuel their loyalty, they will hopefully continue to play the game and be willing to spend money on it.
- The customer is very important, but they're not always right.
- ECONOMIC AND FINANCIAL:
- People want value-for-money, seriously - they do!
- I don't have enough relevant data to accurately provide any intelligent figures, figures are based upon experience and conjecture alone.
- Sustainability is important, we need a stable and reliable source of income.
- It is a good idea to use a mixture of both a 'freemium' and 'game-time' model.
- The game could be free-to-play for a limited amount of time, allowing people to try the game out and play for however many arbitrary hours.
- This initial amount of time should be enough so that they are able to play the game long enough to become established (not really sure how long that takes the average person, though).
- This will act (sort-of) as an incentive to continue playing (they will want to continue their progress etc.)
- This game-time could possibly be renewed freely (as it currently is) at regular intervals. Giving people the option to continue playing without paying.
- We're aiming to try and hit that value-for-money itch that people so desperately want us to scratch and by providing them with a high quality service at a low cost we are doing just that!
- Hopefully, if people want to pay more then they can do so through paying for premium items that don't affect gameplay, as this would make the general populous of the community unhappy.
- Premium items could include things like: cosmetic items that affect character appearance; changes to character model; new/unique animations; forum rank/privileges; advanced statistics for their character profile (over-time statistics?).
- Premium items/benefits should also be fairly low-cost. I would expect to see a common hat or something of the sort on sale for £1.00 and a rarer/more expensive one for around £8.00 ~ £10.00. The premium items are for people who want to spend and contribute a little more money.
- AAA MMORPG titles that are pay-to-play normally charge in the region of £8.50 ~ £12.50 as a monthly recurring fee.
- I believe it would be a good idea to aim for a monthly recurring fee in the region of £2.50 ~ £5.00. This is in addition to the premium store/cash shop.
- This low-cost approach will provide your customers with the sense of a real value-for-money deal whilst providing you with a steady and reliable source of revenue.
- Remember kids: monetization is a bad word! We're just trying to make this game more economically and financially viable.
I'd like to note, again, that the monetary figures I've used are purely speculative based upon what I know about small business/indie games. I don't have any data or research in regards to H&H so it may not be entirely accurate! (forgive me, father)
If you've made it this far then I appreciate that you've taken the time to read my blathering nonsense. I want to see this game (and this business) succeed, which is why I've spent so much time writing this (in)coherent proposal(?). I normally prefer to do this kind of brain-storming/idea generation in real-time rather than on a forum, it's slow and you probably already know half the stuff I've covered anyway! I hope that I've helped in some way or another, I like to think that at least some of what I've written is helpful and or smart. Please do let me know if it has helped, or if you'd like more of my help!
I should go to bed now, it's almost 4 AM and I have university in a couple of days and have to prepare for yet another presentation, jolly good!
bye, have a grate tiem
Last edited by Haz425 on Sun Sep 20, 2015 3:32 am, edited 1 time in total.