Opinion on Game Marketing/Fund Raising

Posted by $ AJAshinoff 8 years, 1 month ago to Business
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Hello everyone,

I know its been a while. I've been kicking around a Tea Party related website/forum these days and haven't been spending much time here, though I do check every day. Since the mentality of the Tea Party crowd scares the crap out of me most times(long story) I do not trust them with this type of question. I'm hoping that my long affiliation here, in spite of the fact I'm very rarely here these days, will provide me with an honest opinion.

As some of you know I've taken on a project to create a multi-player futuristic apocalyptic computer game. We're still a ways to go from putting something on-line. We're shooting for a Beta testing environment by this summer and I've begun considering ways to begin raise funding for the eventual launch. Naturally, pre-sales of various license levels to participate in the game would be the obvious route, but I have a few other ideas that I could use some feedback on.


1. License sales - 3 stages of licensing, each having its own survival/skill based perk attached to its selling price

2. In-game advertisement - we have hundreds of objects that can carry a persons or company name (stores, parks, mountains, high ways names, a mag-lev rail line, airport, ships, islands, cities, towns, survivor settlements, etc).

3. Founder tag - would be added to the player profile for his/her donation AND would award him/her with a customized weapon not offered for sale, not found, not craftable in the game setting.

4. Personalization - we can take a digital picture of a player and have it converted into a cartoon which can be placed on a head character component - your face on your character. We can even make an undead character to torment players based on a picture (tempted to make ones that look like O, Reid, Pelosi,Hillery, McCain, etc - would be cathartic for me).

Do you think these are good ideas? Do you favor one over another? Whatever feedback you provide will be appreciated. Thanks!


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  • Posted by Technocracy 8 years, 1 month ago
    All of the above.

    On kickstarter for instance, all of these methods and more are used.

    Personally, I prefer perks rather than levels of access to content. Content restriction in general turns off gamers.

    In game advertising, as long as it is mainly static advertising, that's fine, its background. Lots of flashy animated ads will ruin the immersion a game needs, its too distracting.

    Founder Tag - This is my personal favorite of your options.

    Personalization doesn't do it for me, but will fly for others. Although the zombied politicos are a nice touch I would enjoy.

    Early Access to the game for supporters is a commonly used method to raise money. Both in Alpha/Beta builds and early access to release.

    Question - PvE or PvP?

    Both adds options for player groups to form, which then give you other options for hooks. PvP offers more hooks, generally.
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    • Posted by $ 8 years, 1 month ago
      Hello Technocracy and thanks,

      Kickstarter is something definitely I'll be exploring in the near future. There is still much to do (content creation and functionality) before I can build a proper markting campaign to attempt crowd funding.

      Agreed on the in-game advertising - nothing flashy that will take away from the immersive effect I'm shooting for. Store signs - name on a map, city signs, etc.

      Founder tag will strictly be a perk given.
      Level of License, at least how I see it, will be important. Pretty much nothing is safe and there is very limited areas where there is completely secure personal storage. My vision on this license level is as follows - different levels start, and respawn, with different items. Those purchasing a higher than default license will start with somewhat advanced skills that should enhance, but not guarantee, their ability to survive.

      I'm designing this game to deliberately avoid clear definition of PVE or PVP. Instead I've worked out a philosophy of "Consequential Rules" which applies at every moment in the game. You are welcome to do whatever you want, including kill other players, but there could be consequences, long or short term, for anything you do. While players will be a major threat, the undead will be populace enough and present just about anywhere on the level to be the primary threat, outside of subsistence scavenging for survival.

      Thanks again for the feedback
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  • Posted by $ Olduglycarl 8 years, 1 month ago
    Truthfully, not into games but all of your options and offerings sound great. I especially like the head of o,p,r,m and others to be aimed at...now that would get out some frustration...However, these games seem so real that it might carry over into reality.
    Many years ago I played a car chase game, it was awesome but all the way home I had to keep reminding myself that my car would not rebuild itself if I crashed on purpose into the guy in front of me...Hence, I stay away from those things besides, I have another book to write.
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    • Posted by $ 8 years, 1 month ago
      I'm trying to make the game near realistic without looking realistic. I think, my opinion, too much realism or too little takes away from the immersion effect.

      Incidentally, this game will be preceded by a ebook explaining its back-story in more detail than what the game offers. The ebook will accompany every premium license purchase.
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  • Posted by Eyecu2 8 years, 1 month ago
    Sorry to be replying to this so late.
    1. I think that unlocking more and more content based on license level is a good idea. I played an MMORPG for a very long time and really enjoyed the premium opportunities available to me in the game vrs the lower options in the free version.

    2. I completely agree with what Technocracy 3 said here and having read that thread I agree with your outlook on this as well.

    3. The founder tag idea would be cool as heck. I can see the distinct possibility of possible corporate funding for you if you named weapons by brand names. IE a "Browning," or "Remington" shotgun, a "Berretta" 9mm I think that you get the idea.

    4. I can certainly see the cathartic release here though this could easily cause "dating" the game unless you plan to update those faces as things change over time. I know that typical video games have fairly short shelf lives but I have seen some games last a fairly long time.

    I too would be interested in alpha/beta testing. I hope that this is very successful for you.


    I would be very interested in seeing and Alpha/Beta release for testing.
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    • Posted by $ 8 years, 1 month ago
      Thanks for the input.

      Once I get the legalities if my game title squared away, I'll register a domain name and attach it to my temporary website and pass it along to you. Progress is slow but steady. We started with 5 people but game developers (coders and modelers) as skittish and unreliable - I had to let them go. Now we have 3, myself, a professional graphics (2D, 3D, Landscape) guy I've known for several years and another graphics guy (2D, some 3D) who I've known for more than a decade. This summer's target beta looked better when there were 5 of us but I think its still do-able.

      I'll keep all of you posted.
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      • Posted by Eyecu2 8 years, 1 month ago
        Not sure of your location. But I have worked as a Systems Admin for several years. If this takes off I would be interested.
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        • Posted by $ 8 years, 1 month ago
          Location doesn't mean as much as solid connectivity. I'm running a Perforce collaboration server. My two graphics guys I've never met (though I've known them for many years across the web) - one in NY, the other in Washington State. We get a quite a bit done independently, IM everyday through Facebook, and then voice chat from time to time via teamspeak or skype.
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  • Posted by $ blarman 8 years, 1 month ago
    I play World of Tanks (which has been wildly successful). Here's their business model:

    Client is free-to-play. There are two types of in-game currency: one earned by in-game exploits and another which may be purchased for real money. There are certain items, including both modules, ammo, and tanks, which must be purchased with the premium money while most (80% or more) is available using in-game currency. The items available for real money present an upgrade over the standard equipment, but not so much as to make it completely a pay-to-win game like many of the mobile games. It's a very fine line which WoT has managed to navigate well to this point.

    For your game, I would suggest certain areas of the world which are accessible for a fee, such as a specific warehouse with a super-serum or other such exclusive fare.

    My feedback on the four ideas you float for initial funding:
    1. As long as there is a base set (for free) and the perks aren't overwhelmingly powerful, this can be done successfully.
    2. This one is easy and usually so ubiquitous that users don't complain. It also allows you to negotiate where the advertising shows up to command premium rates. It might also be used to gain sponsorships for limited access to certain areas.
    3. Love this idea. It also encourages loyalty. You might also grant loyalty rewards based on length of activity.
    4. This is an interesting idea, but I'd be very specific in your terms of licensing, as this type of personalization has been a huge controversy in many of the EA Sports games featuring both professional and collegiate athletes. I'd strongly recommend having a lawyer look hard at this one to give you solid legal footing.
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    • Posted by $ 8 years, 1 month ago
      I've played a lot of these types of games. My view of perks are enhancements that help, but not ensure, a players chances of survival.

      The customized head would be something that is installed and stored only on the end-users system. Now I may have so some issues with the undead liberals and RINO characters. :)
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