Quote: "Now what you can do as a Developer (and better than Larger Entities) is "Word of Mouth" approach... that is, use your Family and Friends to try the game and get them hooked to where they're recommending it to their Friends. This is a much more "Viral" approach, but you'd be surprised how well it works.
Especially if your Friends are say YouTube Influencers... or similar such, who will suggest it to their Audiences. "
I had thought of in game rare content as a bonus gift to players for successful referrals, but the YouTube idea is not a bad one.
I had not even considered the impact of using the popular channels to give a game a mention, but that could be very successful indeed as some of those guys have an insane amount of subscribers.
I never had the content to attract a lot of followers, but I do know some people who do have thousands of followers, but their channel is not about gaming.
Trick would be to get them to mention it anyway for some reason, as a simple mention might spark enough curiosity to start the stampede of potential users.
Quote: "The idea being to get people hooked with enough free content before saying "Oh you want to continue the Story Mode... well that'll be Retail Please"
And actually the Nintendo Free-to-Start is a little smarter, as it doesn't strictly block progression but instead limits you to only 5 minutes Sessions (more or less) every 6 hours ... which has a Psychological effect that drives the purchase of the "Unlimited" access. "
Hadn't given this much thought either as to which method is better, even though I have experienced both situations. (the big companies know what works as they have invested many $$$ finding it out)
I personally did not like the time restriction setup, but I have exploited it , errrr, explored it before.
I am going to be using a similar approach as the story mode model for Gladiator Quest.
As a slave you can create, and develop your Gladiator, and battle him, but he is always a slave as Free play, with another gamer controlling his armor and advanced battle tactics as the master of the Ludus that purchases your character from the game when the character is first created (the empire).
Once you buy your freedom, then you can enjoy the monetary aspects of the game with wagers, buying and selling slaves (other PCs), and outfitting and training your slaves at your Ludus to fight as a team or alone in the Coliseum.
Not going to sell individual game items, but rather just sell coins so players can then purchase anything they want in game.
Hoping the idea of controlling other player characters will attract enough control freaks to make the game successful.
Word of mouth is the most important method of all though, as that is the most cost effective for the developer. (IMO)
With that said, I am still contemplating a referral bonus system to get people to turn their friends on to the game.
Special armor maybe, but needs to be something that decays or gets destroyed (non-permanent consumable) so they have to do it again with another fiend later at some point.
In game gold would probably be best, and if that is the only item to purchase, then psychologically they are getting paid for the referral.
The ones who want to have large amounts of gold without buying it would be lured in recruiting as many players as they can. (who in turn would do the same thing)
As long as they all have to pay to get their freedom to own a Ludus, then the revenue should still be viable, even though gold sales would suffer from the referrals.
Quote: "This is a new group for independent Android developers, facing the almost impossibility of climbing up the Play Store search ladder. Share you app here, review other developers work, and get reviewed. Workers unite!"
As far as the thread topic of a group of developers reviewing each others work... of course that could be legitimate, but it is also apt to be corrupted, and even if not corrupted, it might be viewed as an exploit of the review system by the distributors once they catch on to all the same names rushing in to review each others new releases.
Unless they are honest about the reviews, which means not being all praise, then I doubt the distributors will let that go on for very long.
And if they do give less than great reviews for new participants, then are they going to want to continue to participate?
Best of luck to you all
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1