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The purpose of this suggestion thread is to help SGM come up with ideas to increase player base and new player retention rate.
I have no access to data and statistics in general but the recent Rift Battle Season Cutoff stats gave us insight on roughly the number of active players there are in the game. We know that Gold 1 rank does not exist and Top 200 = roughly 5% of active players. That means we likely have a total of 4,000 players participating in Rift (hitting the 5 matches per week quota).
With a decreasing player base, it also means that SGM is not getting as much income through IAPs. This affects existing players as there will be less and less budget for them to expand and even maintain the game. We know how awesome of a Dev team we have, and it'd be a shame to lose any one of them!
I am not a PR/Marketing guy, so can't really offer much on that end. What I can think of is if the game can at least get featured on the App store more frequently, perhaps through "our favorite recently updated games" then there would be more people trying the game out. The recent attempt to get Justin Wong to play was a good attempt but only lasted a few days before we lost him to Teppen, and eventually back to his main non-mobile games. If you are a PR/Marketing person playing this game, perhaps you could offer some ideas for SGM to consider.
In terms of new player retention, I think some of the main player retention issues are:
It's been years since I started playing SGM, but it takes weeks of grinding with weak, random bronze characters that you might not even like to get anywhere in the game.
When a new player eventually saves enough currencies to pull for characters and moves, RNG can really screw them over. At this point, it is likely that a new player just says "screw this". It's even worse if they drop some cash to pull and not get any characters they like.
Here are some new player incentive suggestions to help with new player retention, but may also benefit veteran players:
I have no access to data and statistics in general but the recent Rift Battle Season Cutoff stats gave us insight on roughly the number of active players there are in the game. We know that Gold 1 rank does not exist and Top 200 = roughly 5% of active players. That means we likely have a total of 4,000 players participating in Rift (hitting the 5 matches per week quota).
With a decreasing player base, it also means that SGM is not getting as much income through IAPs. This affects existing players as there will be less and less budget for them to expand and even maintain the game. We know how awesome of a Dev team we have, and it'd be a shame to lose any one of them!
I am not a PR/Marketing guy, so can't really offer much on that end. What I can think of is if the game can at least get featured on the App store more frequently, perhaps through "our favorite recently updated games" then there would be more people trying the game out. The recent attempt to get Justin Wong to play was a good attempt but only lasted a few days before we lost him to Teppen, and eventually back to his main non-mobile games. If you are a PR/Marketing person playing this game, perhaps you could offer some ideas for SGM to consider.
In terms of new player retention, I think some of the main player retention issues are:
- The amount of time and efforts required to get established in the game.
- The pure RNG nature of obtaining characters and moves.
- The lack of opportunities to enjoy all game modes early on, such as Gold Prize Fights and Rift.
It's been years since I started playing SGM, but it takes weeks of grinding with weak, random bronze characters that you might not even like to get anywhere in the game.
When a new player eventually saves enough currencies to pull for characters and moves, RNG can really screw them over. At this point, it is likely that a new player just says "screw this". It's even worse if they drop some cash to pull and not get any characters they like.
Here are some new player incentive suggestions to help with new player retention, but may also benefit veteran players:
- New players receive a guaranteed gold character within the first 2 hours of playing the game. These can be tied to promotions with new character launch updates. I see many games with "Join now and get a free SSR character" to lure people in.
- Redesign story mode and origin stories to help the player fully unlock skill nodes (not just a quick "hey remember to learn skills" message..) and learn some character-specific combos. Basically, create a learning path for new players to better break into the game and set them up for success in other game modes. Some ideas can be found in my other thread on origin stories.
- Add some sort of a "new player" perks/bonuses, such as boosted EXP gain, select "One" silver character of choice, and some sort of "character rental" option to try out end-game content. For example, you can choose a character of choice (lv50 Diamond tier, all skill nodes unlocked) that will expire after 30 days. Some additional similar ideas for rift using the concept can be found in my past post.
- Allow each account to purchase (with real $$$) a specific character of choice "once". We all know that being able to play with the character of choice keeps someone playing.