Free Browser Games that generate anyway million euros on sales? How can that be? A (ex-) Supertester at as "Wargaming.net (World of Tanks / Planes / Warships)" and other companies, and former game marketing staff a browser game company takes out!
(* * Headhunter (et.headhunter), SchrottiGER, Funwave, Power Pack, Grey Wulf and other InGame-nicks were used since 1997)
In the marketing (PR) & Support department (1998-2000).... Shortly after I accepted a job in the marketing and press department of a browser games company, I am called into the executive office. The announcement: "We sell fun, You have to sound funny.." But how does it work in games that do objectively not fun? The company's portfolio, I have tried quickly. There are games in the style of Farmville. The game mechanics is basically all the same titles: click things and wait for that you get currency units, of which you can buy new things.
To stoke expectations among the people, leading to my colleagues and I a strange spectacle. We are clowns who put a big grin to miss the boredom a cute face. Every little thing is us a euphoric message worth. The fact that the mass is about the quality, I will only mediates between the lines. The unvarnished admit probably prohibits the Company Pride.
To tell the truth, is prohibited We have a repertoire of advertising lies. The important thing is that the games are free. In general, the possibility of ingame purchases to mention, is forbidden. But every month when customers have new money and not want to spend for the same thing again, change the purchasable items (eng. "Items"). We are to announce and which in turn leads to a strange Newspeak Policy.
What our customers 'real money' call, is what we call "Premium currency". It can be used abbreviations buy the click-wait cycle. We do not mention that some items are only available at premium currency. Because if we conceal that people notice it only when they have the image in front of the store. This is the point at which they often do not want to think about buying, so they bring more revenue.
Over the years, giving individuals like four-digit amounts. Things that exist only when the users recharge their account with premium currency to a certain amount, we call gifts. So we publish press releases in which it almost entirely comes to the company to make money come, but sound as if we are throwing around us as the carnival of candy.
Total loss when the game ends Another mantra that we try inculcating the people, that they were in possession of the game content. It's your farm, your zoo, your city, and so on. In fact, the games are installed on the servers of the company, their players are literally only users, users.
She noted but usually only when a game is set, because the operating costs exceed the revenue generated, and everything was set up, is gone. So loud we otherwise broadcasted any news from the end of the game we are not talking. Customers should think that it goes on. to discover new things, is also an important motivation for them. therefore Successful titles get updates, weak are barely developed.
The game design of games is completely designed for commerce. All trimmed to commercialism Our Commercial TV shows not a single image from the games. You are not telegenic. Instead, the 3D animations of spots before playing fantasies, cute characters that should arouse sympathy among customers. The graphics of the games is far away from this spectacle. The game design is very adapted to the commercial base.
Each development team is clear that financial success is the primary criterion by which it is measured. The developers will be encouraged to start seasonal promotions in the games to draw resources from the players. Because that has proven itself. New game mechanics are not in demand. Some titles that had tried to loosen the tight frame with small mini-games, were financial flops.
Players are monitored Since the browser games run on the company's server, the players are glassy. The data is important in the image of the mass. So is continuously sampled and optimized. Which Home brings more people to sign up? Which items are popular? Which payment options successfully?
With millions of users are small statistical differences to large sales. Between five and ten percent of active users pay. The designers operate experimental psychology to maximize profits. It may not be paid are too early for, otherwise jump the customer. The longer one is concerned with one thing, the more difficult it is to separate from her. But if too little pressure is applied to the player, missing the company sales.
Pleasers reporting ... I'm busy with the image of the company. Colleagues at the table next to buy a player. That they really call it that. Try to negotiate as many affiliate agreements that involve other sales. The promises high dispersion with little money use. It brings us a lot of blogs and portals that provide compliant reporting.
You paraphrase any small press release. The text puts an affiliate link with a particular referrer, who makes the customers who come from this page identifiable. The mainstream media earn so with. The private TV stations have all appropriate gaming sites, even newspapers do with. What are editorial recommendations and what is business, is barely distinguishable for laymen.
Agreements with the portals usually come about by his colleagues to address these and enumerate them advantages: With little work, only a few links, they are part of the magic of getting rich with free games. Websites that link the games on their own will be contacted. By participating they will be made to promote us prominent. The management knows how easy the games are copied and is therefore correspondingly paranoid. The pressure of competition makes SEO enormously important.
4 tips to recognize unfair Browser Games
- Flashy commercials Free games Free games that are advertised large TV and on the web pages? Had the games really free, the investment would never be worth in advertising for the manufacturers.
- Properly households - Know your limit? Do the math! Small amounts can add up quickly. Think about what you, the game is worth. Avoid impulse buying, pricing. Older normal games often cost under ten euros - an amount to spend to some every month for a "free" online game.
- Premium Currency - hidden costs there next erspielbarer currency a "Premium currency"? If you could be earned through these real benefits, it is likely that the game eventually without money can hardly be played.
- Before Obtaining information - Read the Terms and Conditions, to learn about the business model and your rights. Googling for opinions on the game, but do not rely on blogs that promote the Games or the Board of the manufacturer. A keyword for unfair Games is "Pay2win"
I want to know with what kind of people I have to do at "Pirate World". By doing my Job at my Departement, I want test how other Game Provider manage this stuff, what we get daily to do ...
Pirate World (& Wargaming.net) example ---- Players are idiots who are want to be milked ... Internally there is probably a cynical tone. Dominated the opinion that customers are a bunch of idiots, just waiting to be milked. Are they really just stupid? At the support requests measured, many are technically and in dealing with the Internet clueless. After careful consideration, for example in the Pirate World Supporter probably Chinese with lack of knowledge of English and very limited technical expertise. Support Example "Pirate World": [url=http: //www.PIRATE WORLD.com]Raycreator Inc Co.Ltd[/url]
In the browser game "Pirate World" (facebook) all the employees from HONG KONG are even a branch in England, but this is only a proven "mailbox company". Following the address in the imprint (https://www.hkgbusiness.com/en/company/ ... Co-Limited) one will understand why they are not looking for legal interpretations, except for those in China where rip-off In the game, or by playing is even almost honorable. No wonder why almost 70% of the Chinese have so many games a day (click & wait). For the game providers here, however, legal grounds (such as online fraud) from other countries are not of interest, so the money is earned here with the ignorance of the player. If you have problems you are also lied here, get robot replys and ripped off.
Since a US group (a serious one) has programmed the basic game (engine), the potential is enormous. Only when Chinese bunglers and untalented backroom programmers tried to add new elements, got the game (wanted?) Errors. All this is however no matter as long as the player paid (much) money - at zero bug fix, or robot support script standard answers without meaning or content. If a mistake has been found in the game, instead of fixing the bug, the player is lied with imaginative explanations, and even non-existent sequences.
The asian way to make money....also in some "Free-to-Play" DEVs.
Back to the News ... According to our statistics, the age is relatively high, many are between 30 and 60 years. But children (6-16) are playing too, although the terms to exclude. The age is not checked. Some games have an extra cute cartoon graphics and are more easily than others, so to speak children specifically. How the money arrives, whether the parents pay for their children or sometimes just transfer with Papas phone via SMS money, we are not interested. On the contrary: We reward people who make the videos of our games on YouTube, with a few units Premium currency, even if they have clear children's voices.
My entire circle holding the Games at law for rip. In the user forums there is fairness discussions. Some of the people whining that the games are becoming more expensive, another defends the company. Also they would have to live on something. They seem to have no idea that millions of transactions are made and the profits have priority over all other considerations to the game. "Our" official answer is always the same: no one would be forced to spend money.
But our example game requires a relatively large attention. It deliberately disturbs the course of the day: - The game makes people incompatible with the everyday path to work. - They are withdrawing from real life and society because they are now playing from morning to night rather than working / school and then watching TV. Some also lose their jobs or are indebted tremendously and lose many friends of real life.
I would like to say to people that there are better games as F2P/P2W like game from Splash damage (Wolfenstein: Enemy Territory (free FPS) for example) and others. It is fact that many are really free to play, but there are today games for 10-50 euros which will remain for free. At F2P you start with zero but sooner or later you have to use premium content, whether you want it, or not.
It usually starts with small offered one-time-presents and special prizes, but these small bucks add up quite quickly so that later they maybe will pay monthly 50-100 euros for the same game, instead of playing a game for 30 euros 1 year.
Such information to players, however, would hurt the business. Since my NDA has expired - with this game and company - I can give today a summary with insight.
Wargaming.net, which was created in 2003 in the Alpha for "World of Tanks" and where I was able to allude the first tanks, has achieved similar. As External employees Blue Byte (now Ubisoft), Splash damage and others, this was a young ambitious company and interesting for Buffed, Reddit and Co ..
Even in the closed beta kicking Aim bots and other cheats were used that are not blocked to the present day ... Why ? Quite simply because the Cheater account is blocking no money-income, but he should have "premium-days" and maybe a prem Vehicle to get not a Ban directly. A script looks for the purposes of the business over it ! If they have to much unreal stats (and account is not illegal selled via Ebay or other Plattforms) or the prem-days running out, sometimes the accounts will be banned and they will recreated from the cheaters for MONEY again to get premium days. So it is in another match of the company: "World of Warships", in which I was most recently Supertester (previously closed Alpha, Closed + open beta tester).
As with Pirate World, or Forge of Empires and many others, it's all about the player's money = pure rip and technically inept support through Chinese servers crews who got a game built by the United States.
Consistently for true gamers and players who enjoy the game, do not want to recommend!
Sincerely The Supertester
The horizon of most people is a circle with a radius of zero. And that's what they call their point of view. (Albert Einstein)
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