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Plan for Chris Labombard

by Chris Labombard · 05/19/2005 (6:45 am) · 5 comments

I recently wrote a plan about what makes a successful indie business. It was basically a rundown of an article. This is similar.

Another amazing article, which I have broken down into point for, and key notes. So I present to you:

"How to permanently increase your game sales by 50% or more."

Also known as "Registration Incentives"

www.dexterity.com/articles/registration-incentives.htm

And for the sake of Mathew Langley.. This one will have a picture, but it will be at the end, so Mat will read it and not just look at the picture then move on.

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This article will explain how you can raise you registration rate. If you can raise your registration rate from 1.0% to 1.5% all you are doing is getting 1 in 200 more people to buy your product, which really doesn't seem like a whole lot. But, it will increase your sales by 50%. 1.0% seems to be a fairly good indistry standard for registration rates amongst this community.

"Lies of success"

The lies of success are untrue statements. But if you accept them as being true you will have more success

1. You are selling the difference between the Demo and the Registered version.

2. The sole purpose of the demo is to close the sale
- Act as a direct sales vehicle
- Take the customer all the way to the point of purchase, with a few mouse clicks

3. The customers perspective is the only one that matters.
- Customers don't care how much effort it took or if you deserve there money.
- Assume the customers only concern is "What is in it for them?"
- Don't get caught in the trap of discrimnating between honest and dishonest users. Customers are customers. Don't limit your product.

4. Customers buy on emotion and justify with fact
- Become emotionally attached to an idea
- Become commited
- First, get your customer emotionally invested in the purchase (which the author admits is easier for games, generally)
- Second, give them all the facts they need to justify it

Putting all of this into action

Alright. The value of the article, is in it's implementation...

The 30-Day trial
- Selling unlimited future usage
- Easy to understand for the user
- Experiment with the amount of time (Doesn't have to be 30 days)

Offer an additional bonus for registering sooner. Suprise late customers with the same added bonus.

-Use time pressure to your advantage
- Disable features after so much time
- Free levels if the user registers before 10 days
- Entered into a free draw if they register before 10 days
- Feature limitation, without crippling the software
- Seemingly complete experience with additional features on top of that for the registered version.

Time based and feature based are the two most common methods of demo limitation. But the best results come by using both at the same time.

Once you have both, the next step is to address the user's perceived risk, by applying a risk-reversal strategy.

- Already reduced risk (try before you buy)
- Other possible risks ?
- End of the trial, still doesn't know if it will do what they want
- Additional features won't work as expected
- How to counter these fears ?
- Unconditional money back guarantee
- Show the user exactly what they'll get in the full version
- Show ALL levels, but only let them play SOME

- It's imperative to include a button that launches the default browser to your order form
- Be very liberal with the "Buy Now" buttons
- Should never have to hunt for the order link
- Use "Get Now" instead of "Buy Now", because Get is more positively associated then Buy... (Rule 3)
- The more methods of payment, the better the sales
- Printable order forms

- Difference between features and benefits
- Features describe your product
- Benefits describe what the user will get by using your product
- Clearly illustrate benefits in nag screen
- Make your offer irresistable
- So much value it is harder to say no then yes.
- Would you buy it ?
- What additional benefits would put you over the top ?
- What bonuses can you throw in ?

Is it over-crippled? Are the incentives strong enough ?
- Gradually increase registration incentives over time
- Delay time on nag screen increases each time it runs
- Disable features at set intervals
- All the way to disabling key functionality
- Don't just completely disable it when the time is up
- Gradually degrade it's usability
- See products through your customers eyes


So ya... that's the breakdown. i hope you guys find as much use in it as I have. As I did in my last article, I would like to do an analysis... Last article I gave a couple examples of what Garagegames, and our fellow Torquer Joshua Dallman are doing right...

Garagegames seem to have a lot of this down pat with there sales sytem. However, rather then praise them, I am going to be bold and offer a couple suggestions (hoping not to offend anyone)... I am an amature. I just want to show how even someone like GG has room to improve. So off to the MarbleBlast page I go.........

First thing I found was the following statement: "We accept VISA, MasterCard, Personal Checks and Money Orders" ... If I have American Express, or I only deal with Paypal, then I am not going to be purchasing Marble Blast from GG... I can't see it being that difficult to make more options for payment available.

Second thing, it took me 3 clicks to actually get the demo to start downloading.. That is very good. Perhaps the newsletter sign up form could be jumped to after they click the download button, bringing it to 2 clicks... as getting a potential customer to download the demo can be as difficult as closing the sale and the newsletter sign up can distract them.

I won't go any further then that right now. Later I will post a breakdown of the demo, from a customers perspective (I have never played marble blast before)

Wow, that was painful to write...

I was going to be posting a small demo to the GG community soon, but now I realize that it would defeat the purpose of the demo, as I have nothing htey can purchase. I will, however, be posting a trailer.

Here is an image of Mathew Langley playing video games when he was a kid:
www.kenmeyerjr.com/gothictwo/videogame.jpg
Burn buddy, BURN! ....... I'm just kidding. Dont crucify me, please!

About the author

I have been a professional game programmer for over 5 years now. I've worked on virtually every platform, dozens of games and released a few of my own games, including 2 iPhone titles and a title waiting release on Big Fish Games.


#1
05/19/2005 (2:30 pm)
Quote:If I have American Express

Beware of that one. Its amazing how many Americans come to New Zealand and expect their American Express cards to work (I've worked in a few tourist service businesses). Its not as widely accepted as they lead people to believe.

Sure you can support everything, but really, I have none of the above, and just gave my Dad some money to use his credit card. I'm sure most people know someone with a card.
#2
05/19/2005 (3:39 pm)
Yes, but that defeats the purpose of getting people hooked, and getting them to buy immediately...

I am Canadian, and don't have, and have never seen an american express card
#3
05/19/2005 (6:45 pm)
American Express just costs the most to use out of all the different cards, from what I've heard.
#4
05/19/2005 (7:35 pm)
#5
05/20/2005 (4:40 am)
And Raven Software... EA has a Canadian facility or 3 as well.

When I was a student at the University of Waterloo (Coop) EA oiffered 15 or so coop positions to students. Very difficult to get. Very difficult to get an interview as well. I got an interview. YAY for me. Didn't get the job though...