Comments on: How Important Are Impulse Buyers To PlayStation Home? http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/ The PlayStation Home Magazine Fri, 13 Feb 2015 21:20:50 +0000 hourly 1 http://wordpress.org/?v=4.1.2 By: riff http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-201385 Tue, 21 Aug 2012 02:31:19 +0000 http://www.hsmagazine.net/?p=34942#comment-201385 Break it down, down Big Kahuna!

Norse, I agree with what you said about the community fostering events in the KrazyFace post. You know they have a potential for some of us leaving without a sense of community. (I would say that community is the number one reason for me being on home- and I am in that sweet spot demographic of professional women -with spending income -that they truly want to reach just now).

But also -take note -they are not in the business for good will… how would their employees eat?

I have no buying remorse what so ever… let me just say this. I spent like what? then bucks on the gift machine for a male friend’s birthday. Man if this were real life I think it would take twice that to get a store bought present that I was proud enough to give him. (a decent card would cost me $5) Yet I practically bought out the machine and made a very down person -who thought everyone forgot his birthday -very extremely happy.

Same with games… how many hours of entertainment do you get from a game?- I pay 20 plus to see a movie with a friend for two hours in which I am merely a spectator. In games I get to participate in a story (concept borrowed from Bon’s previous article).

I mean all things relative this could be the guy sitting in the lazy-e-boy in an airplane partaking in the miracle of flight and complaining that he doesn’t have peanuts.

But on the other hand…

Fostering a sense of consumer loyalty is extremely important to this particular cross section of people- those of us with hard earned money to spend would rather spend it where it might do some good.

Lockwood’s endangered species is a prime example of this. Whenever I have my companions out and someone comments on them I be sure to tell them that money is going to charity when they purchase.

And I just wanna buy more from them because I really dig that they are doing this. (thanks for the article on that btw Bon).

Most gamers with money are not stupid. I think most of them can see blatant marketing tactics. When you catch a company at it it fosters a sense of distrust instead of loyalty.

I would warn psh marketers to be wary of that fine line. I think here on psh they are marketing to an intelligent group of people that feel the need to join another kind of reality often because they have felt victimized in the greater world. To fleece them here would be a sorry mistake.

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By: KrazyFace http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-199281 Sat, 18 Aug 2012 07:43:07 +0000 http://www.hsmagazine.net/?p=34942#comment-199281 Sorry for double posting but I felt the need to point out that Digital Leisure do an extremely good job of making their customers feel that they matter, but they seem to understand how important word-of-mouth is.

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By: KrazyFace http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-199274 Sat, 18 Aug 2012 07:38:40 +0000 http://www.hsmagazine.net/?p=34942#comment-199274 Exactly. That brand loyalty is within most of us, in fact gamer fanboys are some of the most brand loyal fans out there. I spoke to a person in Home just yesterday, in the Gamescon space, he was talking about how super wonderful Sony was compared to the other “gaming” companies. He was so vehement about it he wad nearly turning biblical. Sony’s own equivalent of the street corner preacher!

Sony (and the other devs) wouldn’t have to try hard to make Home users feel appreciated really, but (I feel) it’s rather lacking in that department.

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By: NorseGamer http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-198921 Fri, 17 Aug 2012 19:42:36 +0000 http://www.hsmagazine.net/?p=34942#comment-198921 Generally speaking, it only feels manipulative once the curtain is pulled back; sales strategies are most effective when disguised with proper marketing.

The hard part for us all to remember is that ultimately we are simply numbers on a spreadsheet, regardless of what business or industry we’re discussing. The companies that build the best loyalty are the ones who are the most successful at making you feel like something more than that. Indeed, it is a valid criticism to point out that while SCEA Home has gotten very adept at offering a blizzard of content for sale, their lack of community-fostering events in world (which, granted, come at a cost) has made it feel like a giant carnival with no soul. While this will save money in the short term, it creates a vulnerability in consumer loyalty which a competing product will be able to easily exploit.

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By: NorseGamer http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-198907 Fri, 17 Aug 2012 19:24:05 +0000 http://www.hsmagazine.net/?p=34942#comment-198907 I probably should have elaborated on that point; if the game was structured as pay-to-access, with permanent instead of temporary upgrades unlocked at specific levels, the first five levels could have been offered for free. Someone could keep playing, but there would have been no further progression towards upgrades.

Would this have created a lopsided playing field? Sure. But even the strongest boat, fully crewed, still has a limit to how long it can last in constant firefights. And the experience boost for finally sinking one would help propel lower-ranked players further up.

(Granted, it’s a moot point now, given what’s coming for Cutthroats, but I do wonder how the game would have performed if it was structured with a different financial model behind it.)

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By: MsLiZa http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-198567 Fri, 17 Aug 2012 12:23:33 +0000 http://www.hsmagazine.net/?p=34942#comment-198567 “Cutthroats probably would’ve performed better if it had taken a page from SodiumOne‘s example by giving the first five levels away for free, and then requiring a buy-in to gain access to the rest of the game.”

I doubt that this tactic would have worked for Cutthroats because levels 6-31 are exactly the same as levels 1-5. SodiumOne’s levels became progressively more challenging with upgraded equipment.

The only incentive to play past level 5 in Cutthroats are the rewards, which are not really worth much.

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By: Dr_Do-Little http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-198458 Fri, 17 Aug 2012 09:47:09 +0000 http://www.hsmagazine.net/?p=34942#comment-198458 Maybe a “how not to fall for a marketing scam” article once in a while?

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By: KrazyFace http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-198403 Fri, 17 Aug 2012 07:43:25 +0000 http://www.hsmagazine.net/?p=34942#comment-198403 You’re an aggressive man in your business Norse! That’s not a put-down by the way (heh, it’s not exactly a compliment either) but it’s clear to me you’re probably one of the best in your firm/company. But I don’t like these tricky tactics, they seem underhanded, unfair and yeah, pretty damn sly. Maybe I’m just old fashioned when it comes to money, but the gaming industry has been using these “early adopter deals” for a while now and you know what I see when I’m faced with “only today extras”? I see a faceless company that wants to rinse me of as much money as it can, as fast as it can.
“Only for today a limited time huh? Maybe I should just drop my pants and bend over right now then, or is it to be a surprise!?”

Going by the stupidity of the charts regarding the X7 fiasco, where the ENTRY TICKET outsold anything else that would allow forevermore access I can only come to the conclusion that most Home spenders are in fact, thick as dog’s *business* on a cold day.

You clearly enjoy studying this kind of business strategy, and Home is a microcosm for it but much other “incentives” cropping up in the games industry it saddens me that just for a better Eiffel curve, we’re all getting treated as robotic stats rather than good, returning (and more importantly) valued customers.

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By: Gary160974 http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-198371 Fri, 17 Aug 2012 06:09:05 +0000 http://www.hsmagazine.net/?p=34942#comment-198371 Various sales tricks are coming into play, Granzellas reduced price beach for first 30 days, Avalons exclusive reward first 30 days, exclusive content only to be sold at E3 ( which was a scam because all the developers did was release it in different colours afterwards ) Apartments with matching furniture rewards , ( Are rewards really rewards when you have to do nothing to get them ). Cutthroats had some clever sales ideas like two crystal skull rewards but if you want the set you have to pay dollars for them, plus in game currency it would be interesting to see how much of that in game currency sold on the first day of release before people released you dont need it. but then you are stuck spending it. Developers and marketing now thats quite funny, Summer clothes in EU region for instance which has southern hemisphere countries in it, ( they summer is December and is now finished ), lets call a furniture brand cucumber and not expect people to say im sitting on a cucumber, obviously not much money spent on marketing or branding, Thing is, as prices go up people will buy less by impulse and think harder about purchases, I just did by not buying blueprint, because I like spaces with atmosphere and there was a level of disappointment with the purchase from people I knew bought it, All ive heard is good things about avalon keep so ill probably buy it, where before Id be the first to buy it but now the prices are higher my purchases are more considered. 30 days is still enough to review items before purchasing but home isnt stable enough to go much shorter plus developers still want to sell they products, imagine day of release rewards or discount when server overload kicks in and you cant buy it.

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By: MsLiZa http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-198297 Fri, 17 Aug 2012 03:27:25 +0000 http://www.hsmagazine.net/?p=34942#comment-198297 Wait no longer for the “early-adopter discount” Norse. Granzella already did it in Japan with the Hot Beach for Two personal space.

500 yen for the first month
700 yen afterward

We may not know how well the strategy worked unless they repeat the tactic again in Japan or elsewhere.

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By: Dr_Do-Little http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-198096 Thu, 16 Aug 2012 20:19:42 +0000 http://www.hsmagazine.net/?p=34942#comment-198096 I love you as much as I … ” not so love” you lol.
Your just too good at that. I want Home to succeed but a bit affraid of the result if every dev listen to each of your advice. Some customer will have to take a 2nd mortgage just to meet their PsHome needs. ;)

Good article, as always. I agree about Blueprint. Sales numbers would probably had been much the same at $10 instead of $8.

Now one thing I would LOVE to hear you talk about is a way to “flatten” the hyperbolic curve in long term. There is new user on Home every day. How do I make sure the new gal/guy feel she/he must buy my product in 6 months?, a year?…
And how about S2. How you name that strategy, beside freemium.

So many questions, so little time…

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By: Burbie52 http://www.hsmagazine.net/2012/08/how-important-are-impulse-buyers-to-playstation-home/#comment-197782 Thu, 16 Aug 2012 10:07:11 +0000 http://www.hsmagazine.net/?p=34942#comment-197782 Though much of what you said here is over my head and above my pay grade I understand the need for developers to get their products to the forefront in the minds of the consumers in Home quickly. With the avalanche of content coming in weekly now, each new product is fighting for its share of the pie. I know that my “virtual” dollars are spent wisely and carefully, so when I get excited about something like Blueprint or Avalon ahead of time because of the marketing strategies used, that is a good thing for the companies involved because they will get my money the day it comes out.
You are right about content releases too. The only way that any developers are going to keep people coming back is timed releases of new upgrades and content. Ndreams is doing that quite well with that one for BluePrint. I can only hope that everyone else follows suit.
Good article Norse. you are right “on the money” as always.

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