Archive for February, 2010

ICO’s at GDC and SXSWi 2010

Saturday, February 27th, 2010 by Thomas

gdc2010Like every year, Diane and I will be in San Francisco for the Game Developer Conference from the 9th to the 13th of March. We’ll be there the whole week, so please contact us if you’d like to meet up.

Jen will be at SXSW Interactive in Austin, TX from the 12th to the 16th of March, so you can talk to us there, too!

sxsw-2010

GFG 2010 - The aftermath

Tuesday, February 2nd, 2010 by Thomas

gfgThe event in Hannover proved to be very good. I was particularly impressed by the content, all the speakers being very good in their field. But there is something that needs to be said on the organisation as well which was spotless. It reminded me of the Nordic conference in the sense that it looked perfect from where I stood, especially as a speaker. The organisation, the audience, the facility, all were great.

I will definetely attend again given the opportunity.

This being said, I also wanted to share here the presentation I gave there. You will find it familiar as I have been speaking on the topic quite a lot for the past 12 Months, but numbers have been refreshed, so it might still be worth a read for some of you. (more…)

Online games and CRM

Monday, February 1st, 2010 by Diane
tailor

Towards a more bespoke customer relationship in online games?

Online games companies are all about e-business, and yet the level of CRM initiatives is still surprisingly low. Most MMO newsletters I receive are not customized for me, but they could easily use my character’s data in interesting ways to motivate me. They could show me what my friends have accomplished in-game, point me to wiki articles with tailored tips about how to conquer areas where my character keeps dying, and even tempt me to buy the last piece of a matching cosmetic outfit set I have already bought.

To be fair, a few of them did: I remember an Age of Conan newsletter using my character’s level, name and class to address me and highlight what I could do in-game in the area where I logged off, Aeria Games sent me a nice “get back in-game with a free XP stone” Shaiya promotion after I hadn’t logged in in a while, and most subscription games now have veteran rewards of some kind. However, these efforts are still fairly rare, and are still far from realising the potential of the ton of available data that these companies have amassed about customers.

It is possible to combine game and business data and detect retention issues even before they appear. For instance, welcome emails to new players can include particular things to do in-game just after they register (or at day +3, day+7, etc), outline solutions to issues that players frequently encounter at those stages, contact players with offers when they start logging in less, or make use of “social CRM” to keep them incentivised if their friends stop playing (perhaps by suggesting group incentives, or directing them to a “people you may know” friends-of-friends feature). Virtual worlds seem more familiar with these techniques than online games; for instance Gaia Online and IMVU immediately point towards things to do in-world in their post-registration emails (probably addressing a churn issue from new registrants not knowing what to do), and Habbo includes a “forgotten your password?” box in the “we miss you” email they send to people who haven’t logged in for a while. Interestingly, certain types of account data that is easy to use is almost never used to incentivise players. I didn’t find many games who would send me a birthday gift for my real-life birthday, give me a special party hat or an emote that I could use only that day and that would tell people in game it’s my birthday.

That’s a wasted opportunity. (more…)