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Friday, March 16, 2012

postheadericon Valve's Comprehensive Strategy Shows How To Go From Fee To Free... And Increase Revenue Twelve-fold

written on the approach of the valve with the market many times before. The company firmly believes that "piracy" is a service issue not a legal problem. He knows he can easily compete with piracy by offering better service, something that regularly manages to do. However, the media draws attention to a case study in Gamasutra is absolutely fantastic, not (directly) on how to compete with valve offense, but how was Team Fortress 2 in a game based on the cost of a free-to- play

and increased twelve times the salary



course, over the years, we've covered other online games from payment based on free and make more money for him, inspire more games and others to do the same. But the most interesting here is the level of detail. In the case of TF2, it is clearly "Give It Away and Pray", but a conservative strategy that seems really focused on connecting with fans and impressive, while giving fans a reason to buy.
For example, the team of the valve connected with fans in a great truth. Exit "trailers" of product updates, and then get feedback on ideas that fans might like the game:



[Valve Joe] Ludwig was centered TF2 Sniper update for example. Each update content began with a teaser trailer that alludes to several possible new topics or features, and developers at Valve could control the reaction of community forums to determine what aspects attracted the attention of players . "We believe that people in the chat about how wonderful it would be if the Pyro can draw sniper fire arrows. To be honest, we had not considered, but we managed to implement at the time updating of the envoy, "Ludwig said.

Otherwise, the players gathered in a plane, shows, moreover, in the trailer for the engineer focused update of an article the mechanical hand. Ludwig explains that "The players] did not notice, but were indirectly voting on the content of the update. When you upgrade the factory, including the robot hand. " In addition, the valve was very careful and deliberate about how they" free "and moved to provide in-game purchases. Recognizing that there is an unfortunate incentive to do next in the game of buying the worst gameplay (for example, it is "pay to win"), the team made some strategic decisions about how highly they would in purchases of games, so they were never asked to play the game what he wanted:
Once launched objects
valve system in the game, I had to get players used to the idea of ??paying for them. "It was not a change lightly, but it was something we needed to do for our game in the free-to-play business model," said Ludwig. "I never paid for an item at any TF2 in the past, and we were not sure how they would pay now."

Ludwig described the objections of the players as possible to the store Point, which was the first TF2 become a "pay-to-win" game:


"We tried to pay to win the concern of several ways. The first was to make the items have advantages and disadvantages, there is therefore no clear winner between the two elements. But by far the biggest thing we have done to change that perception was that all the elements that change the game free. You can get from drops of elements, or the treatment system. It can be a little easier for them to buy in the store, but you can get without paying. The only items that we sell exclusively to the store or cosmetic items are optional for the match. "
In other words, it has been entirely designed around the idea of ??giving people a good reason to buy
instead of
Find best price for : --Ludwig----Valve--

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