Author Topic: Monthly Revenue  (Read 3083 times)

Offline Mufasa

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Re: Monthly Revenue
« Reply #25 on: January 16, 2010, 02:23:58 PM »
In Prisonblock, spending money can get you 1 of 2 things:

Respected Status; This is basically a Premium account. You regain health, nerve, stamina etc twice as quick, and get double the deposit limit in your bank account. It's a leg up for sure, but is it a game changer? Hardly, there are lots of strong players who are NOT respected.

Favors; These are the in-game currency. You can actually get them for free, but naturally you get them faster when you buy them. The uses are: Lottery entry (1 favor per entry), purchasing cell amenities (which boost your stats), increasing your cell size (to fit more amenities) and using them to buy respected status.

As favors can be gotten free, there's already somewhat of a balance, but even buying favors doesn't give you a huge advantage. The lottery can't be entered without favors, but that's no biggie because you have to be lucky to win anyways. Cell amenities can actually be bought for regular game cash from other members (who may have used favors to buy them) on the open market. Cell size is another one that can't change without favors, but again, you get X amount free per day anyway.

So these premium options not only enhance the game, but they also feed the economy (people selling off amenities etc), and while you do get a slight advantage, a cunning player without those advantages can still take you on.

Offline Chris

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Re: Monthly Revenue
« Reply #26 on: January 16, 2010, 03:00:17 PM »
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Bullets are stocked by everybody in-game, whether for protection from someone shooting at them or to fire at other players.
You mean if someone use bullets against you, you use yours for defence and if you run out of them you are dead?

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being able to buy 100 bullets per 60 seconds
Don't you have problems with bots? Sounds like a perfect envirnoment to set up aout buy bot every 60 seconds...

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It sounds quite confusing I know, not much of this was ever really planned very well , it was always just a hobby and things somehow turned out like this. I have all sorts of different things to try out with new project which are easier to manage, much more fair for all playes etc.
I though this setup is standard for mafia games? You mean other games don't have exactly the same system? (I'm really not familiar with mafia genre, just remember bullets  and timer resets form screenshots and manuals :D)

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A bit off topic.. as you own multiple browser games, do you find that players of one have an immediate interest in your others? If so, do they attempt to play many at once?
Huge. Every major clan is projected into other games I made (like branches :D). In some new games I have even 70% of players from my other games and they are the most dedicated ones (and they donate the most). Generally, when I start a new game advertising on my other games is a premium promotion method. I have more and more adverts removed and put adverts of my other games instead :D
Althrough, I'm not sure it would work in your case, since I have a very strong social interaction in my major games and also large userbase so there is always guaranteed minimum volume of players upon opening.

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Respected Status; This is basically a Premium account.
What percentage of income you get from this compared to favour? In my case premium is not selling well...

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Cell amenities can actually be bought for regular game cash from other members (who may have used favors to buy them) on the open market.
How do you prevent illegal transfers (like one player putting on auction very cheap money for his buddy that is online to buy)? Sounds like a potencial problem with multiaccounts...

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Lottery entry (1 favor per entry)
Nice one :) Not unbalancing and no spending limits.

Offline Mufasa

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Re: Monthly Revenue
« Reply #27 on: January 16, 2010, 03:06:36 PM »

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Respected Status; This is basically a Premium account.
What percentage of income you get from this compared to favour? In my case premium is not selling well...

Not 100% sure to be honest, but people do go for a lot of favors.

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Cell amenities can actually be bought for regular game cash from other members (who may have used favors to buy them) on the open market.
How do you prevent illegal transfers (like one player putting on auction very cheap money for his buddy that is online to buy)? Sounds like a potencial problem with multiaccounts...

I have multi-account detection in place. It's not perfect, but it weeds them out: http://wiki.prisonblock.com/Duplicate_Accounts

Dupe accounts can not trade with each other. Regarding people putting things on the market cheap for someone else, I don't have a problem with that, people do it all the time. You can send items direct to other players (for a fee) and there's a fee to list anything on the market. Also, list it too low and you run the risk of someone else grabbing it (happens often, but the players take their lumps and move on)

Offline codestryke

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Re: Monthly Revenue
« Reply #28 on: January 16, 2010, 04:06:41 PM »
A bit off topic.. as you own multiple browser games, do you find that players of one have an immediate interest in your others? If so, do they attempt to play many at once?
I can't speak for Chris but we run multiple games as well. We've found that players will try the other games but they seem very loyal to the game they started with. We don't really track what the crossover is between all the games but I'm willing to say it's probably less then 10% of the overall player base.

Granted all our games are vastly different then the others. We too have a Mafia style game and rarely have they moved off to another one of our games. To this day I'm not exactly sure what the mysticism is with mafia games, I honestly don't get it, but they really do have the potential to earn a good chunk of money.

Creating online addictions, one game at a time:

 


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