Styles wrote:
I am quite certain that one of SK's weakest points is its marketing. The product itself is pretty good (or at least those of us here now think so). I'm not sure I entirely agree with the part about finding your target audience. Take the iPhone. It seems like the iPhone's target audience is every human being on earth, because that seems to be who has them at this point.
Not according to maddox
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And, the iPhone's target audience was already there through the Mac computers and iPods. In fact, the Apple crowd has become a sub-culture of its own thanks to Apple's marketing. Steve Jobs
really knew his stuff, even if personally I dislike Apple computers and Apple devices in general.
Styles wrote:
SK is in no way out-marketing anyone as far as I can tell. A lot of tools available today do not require you to first whittle down a target, but the targets self-select by finding the information you're putting out. Do you have any specific ideas on this front, either based around targeted advertising or non-targeted advertising?
Okay... Very long post incoming. Brace yourself.
Customer Experience. And in our case, player experience as the "customer" in our case study is the player.
Working in an ISP has taught me a most fundamental truth. Customer Experience is everything. Especially ever since I started training people for our Call Center, I have seen what it means to have a satisfied and happy customer (whose problem
wasn't solved) as opposed to having an unsatisfied angry customer (whose problem, by the way, was solved).
Every person that isn't happy with a product defames that product to approximately 7 other people. On the other hand, people that are happy with their product
might talk to 2-3 more about it. This means that however good you are in your chosen trade, you won't be nearly as good as those that want to discredit you. So, it is vitally essential not to have people that want to discredit you.
How do you do this in an environment such as SK? By actively policing the game, making sure everybody is working towards creating an enjoyable atmosphere for the players and that the players themselves, in turn, act in accordance to the terms of service and a variety of quality standards you as the "Admin Team" expect them to uphold.
Unfortunately, this theory goes against to today's prevalent theme and thinking of many players that are considered veterans. There are people in this game that actually have fun when they grief others and actually brag about how they make people whine on the forums about their behavior. On the opposite spectrum, there are people that want to stay as far away as possible from that kind of grief and conflict and see SK as a venue to "imagine" themselves through their characters, playing (as so many others have put it) "Home" and making virtual families because it makes them feel nice.
From an absolutely neutral perspective both of the above examples are players. And as players, they both have equal rights in enjoying the services provided by the Admin staff. As such, there is no right or wrong approach unless "you the Admin team" decides they to not want a specific kind of customer in their product.
Hence, target audience. And then, once you've determined what the ideal player is (ergo, your ideal customer) you go out and provide features for him/her in order to improve their customer experience while at the same time you make sure to let people know this is the kind of game that caters to that specific player type's needs. This both keeps the unwanted player types away as well as draw the kind of people you want in your game.
How do you provide those features? By listening to them. Once you are fairly certain that you're working with a group of people that you want to offer your service to, then you can begin a long series of polls, suggestion threads, one-to-one questions to ask what more would they like from the service they're receiving. You then take these suggestions, balance them versus a "cost" (in our case, time needed from our personal lives) and see if there is actual benefit from implementing said request. If so,
ANNOUNCE you are about to work on said request before it's implemented, offer a draft overview on how you picture it, let players comment and suggest tweaks or changes. Inform them of any tweaks or changes that were inspired by their suggestions (because nothing boots morale and customer loyalty like Recognition), code the feature and roll it out to production.
Styles wrote:
Some things that come to mind for me are an aesthetic update to the website and an upgrade to superior forum software. phpBB is alright and all, but there are better options that would give this aspect of the game a more updated feel. I had an idea a while ago that would tap into the writing talent of SK staffers and players, that being one or more free ebooks of stories set in Pyrathia that could be published through Kindle, Nook, and iTunes. I got the idea for that by reading The Dying Earth by Jack Vance, which is one of the places where Gary Gygax found the inspiration for the original fantasy RPGs decades ago. I thought when I was reading it that something similar could be done for SK. I believe we have some creative types here who might want to contribute. I would even be willing to help edit.
While I do not consider changing the website's implementation a vital feature, the rest of the ideas you mention about short stories are really nice. There are already a number of very well written books in the game that could find their way in ebook format. Of course, before that, they would need to be edited by someone since not all of SK's players are known for their "grammer"
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Yes. I know it's grammar.
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