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Envisioning the future of zOMG! 

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Red Kutai
Captain

Benevolent Codger

PostPosted: Fri Oct 21, 2011 11:44 am


Panagrammic
(in process)

I've tried to place extra / ancillary information in parentheses. Partially, this FAQ is eplanatory and exploratory, to try and describe the situation as we see it. The issue that we've seen with other subcommunities in Gaia is that we'll say, "Such and such is the current situation" and people will take it as meaning such-and-such future intent, but it's easy to drive yourself crazy with that. I'll try to explicitly call out the actual implications.

Current

Q. How popular is zOMG in Gaia?

zOMG is currently the second most popular Gaia-themed flash game on Gaia, just behind Towns but ahead of Rallies -- about 5% of the Gaia population. A significantly higher percentage of users have tried zOMG. International users make up a higher percentage of the zOMG user base than the site as a whole.

(Confounding these numbers: a) unknown number of players that are just bored with zOMG and will pick it up again if we have new content, b) a significantly higher percentage of mules in the daily numbers, mostly to bypass the gold curve, and c) a percentage of users that play zOMG mostly for the gold.)

Q. Why aren't there sponsors for zOMG?

At a high level, sponsors come to us and say they'd like to do a campaign, and we lay out a number of different options for them. The two things working against a zOMG sponsorship here are: sponsorships would like the cheapest campaign possible, and they would like the widest audience possible.

(Mind you, if a sponsor wanted a zOMG tie-in, we'd love to do it, but from the sponsor's point of view there would have to be some specific attribute of the zOMG audience that would make it worth the extra development costs over, say, a custom profile page or flash space.)

Q. Why don't you advertise zOMG more?

The marketing budget for Gaia Online is really limited. Games are problematic at the moment because there is so much competition -- right now the cost to bring a new user into an MMO game is about $7 / user.

Q. Why not more ties to Alchemy?

Yeah, we're in the process of balancing out alchemy, and would like to have more ties to all the features on the site. So far our experiments in that direction (i.e., Golden Giftbox) didn't seem to increase zOMG usage; after GGB was released we did not see an uptick in the amount of zOMG play.

Q. Why not more ties to the rest of the site (i.e., achievements)?

We're planning on more achievements for zOMG. Our sense, though, is that achievements are useful for driving limited engagement into new features (i.e., someone might wander into a forum to grab an achievement as a one-time event) but don't necessarily drive long-term use.

Monetization

Q. Why all this talk recently of "monetization"?

Q. What is considered zOMG money, and where does it go?

Power ups, summons, gold potions, Bloodstone amulets, advertising in the zOMG frame (when we do it), and I'm probably forgetting other things but that is the main bulk.

Q. Why not make more zOMG themed items?

Q. Why not put more advertisements in zOMG?

We tried advertisements but they don't work really well, for a few reasons: a) zOMG has a lot of international users, and advertising outside the US pays less well, b) showing an advertisement on the loading screen doesn't drive that many impressions (since once you load the game you'll be in there for a long time), c) any of the advertisements that showed DURING the game (i.e., a flash banner under the game proper) would slow down the game every 30 seconds.

Q. How well did the Bloodstone amulet do?

Q. Why does it always seem like we have to buy more stuff to keep zOMG alive?

Futures

Q. Why not take developers off Moga and put them onto zOMG?

Q. Why not make it PVP?

Q. Why are you doing DMS?

Q. What would it take to get incremental updates every two weeks + major updates every six?

I'll fill in more answers as he does, but in the hopes of his opening the thread to some feedback once it's trough, I wanted to encourage some discussion about it already.

I'll not clutter the first post with my own responses, though... sweatdrop
PostPosted: Fri Oct 21, 2011 12:35 pm


Panagrammic
Q. How popular is zOMG in Gaia?

zOMG is currently the second most popular Gaia-themed flash game on Gaia, just behind Towns but ahead of Rallies -- about 5% of the Gaia population. A significantly higher percentage of users have tried zOMG. International users make up a higher percentage of the zOMG user base than the site as a whole.

(Confounding these numbers: a) unknown number of players that are just bored with zOMG and will pick it up again if we have new content, b) a significantly higher percentage of mules in the daily numbers, mostly to bypass the gold curve, and c) a percentage of users that play zOMG mostly for the gold.)

Ahead of Rallies, now! Aha! xp

Anyhow, can anyone think of ways to take advantage of that larger international appeal that zOMG! has? That's obviously a resource that zOMG! has access to, that the rest of Gaia doesn't (as much) - what can we do with that resource? Later in the FAQ, Pan makes it clear that advertisements aren't the answer. sweatdrop
Quote:
Q. Why aren't there sponsors for zOMG?

At a high level, sponsors come to us and say they'd like to do a campaign, and we lay out a number of different options for them. The two things working against a zOMG sponsorship here are: sponsorships would like the cheapest campaign possible, and they would like the widest audience possible.

(Mind you, if a sponsor wanted a zOMG tie-in, we'd love to do it, but from the sponsor's point of view there would have to be some specific attribute of the zOMG audience that would make it worth the extra development costs over, say, a custom profile page or flash space.)

What attributes are there to the zOMG! audience that we could extoll over Gaia's userbase in general? Two basic answers, really: the international users that Pan mentioned above (which are bad for advertising, as Pan mentions below), and the fact that zOMG! players meet the expectations that zOMG! has - that is, players are generally willing to spend lots of time on one feature, et al. Apart from advertising other MMOs (which, to be fair, Pan says in the next question stands to be profitable), I'm not sure how those attributes could really be considered expressly valuable to a sponsor.

Side-question: do you think other - more 'hardcore' - MMOs are actually competition for zOMG!, or that zOMG!'s general silliness and attachment to Gaia make it relatively resistant to 'competition'. It doesn't make sense to advertise competing companies on the game, of course, but do those companies really count as 'competition'?
Quote:
Q. Why don't you advertise zOMG more?

The marketing budget for Gaia Online is really limited. Games are problematic at the moment because there is so much competition -- right now the cost to bring a new user into an MMO game is about $7 / user.

They expect low return on the investment - fair enough. This ties a bit into the side-question from above, though - assuming that Pan is taking data from other, traditional MMOs, is it natural that that follows for zOMG!?
Quote:
Q. Why not more ties to Alchemy?

Yeah, we're in the process of balancing out alchemy, and would like to have more ties to all the features on the site. So far our experiments in that direction (i.e., Golden Giftbox) didn't seem to increase zOMG usage; after GGB was released we did not see an uptick in the amount of zOMG play.

Interesting that there was no noticeable increase in zOMG! usage - there was a distinct increase in z!F traffic on the subject. I'd heard that the Village Greens were chock full of players trying to farm components, as well - was that not the case?

Either those players were already playing zOMG!, and simply adjusted their playstyle to accomodate Alchemy, or we lost a similar number of players for another reason. Any thoughts on what happened, there?
Quote:
Q. Why not more ties to the rest of the site (i.e., achievements)?

We're planning on more achievements for zOMG. Our sense, though, is that achievements are useful for driving limited engagement into new features (i.e., someone might wander into a forum to grab an achievement as a one-time event) but don't necessarily drive long-term use.

I think the basic premise for zOMG! Achievements is that zOMG! is a more immersive feature; that encouraging players to try it makes it very easy to get 'sucked in'. Considering that zOMG! is one of the few features on the site with that quality (and the most of it, to boot), if there's anywhere that limited engagement has potential for turning into long-term use, the argument goes, it would be here.

I think the game certainly has the potential to be that way, but it does have some obstacles that keep it from being quite as enthralling as it could be. I mean, I still wonder at how often players don't realise there's more to the game than the Village Greens - if the game really wants to enthrall people, it needs to make it very clear, just how enthralling it can be. whee
Quote:
Q. What is considered zOMG money, and where does it go?

Power ups, summons, gold potions, Bloodstone amulets, advertising in the zOMG frame (when we do it), and I'm probably forgetting other things but that is the main bulk.

Pretty much what we expected, I think. Glad to have it pointed out explicitly, though. 3nodding
Quote:
Q. Why not put more advertisements in zOMG?

We tried advertisements but they don't work really well, for a few reasons: a) zOMG has a lot of international users, and advertising outside the US pays less well, b) showing an advertisement on the loading screen doesn't drive that many impressions (since once you load the game you'll be in there for a long time), c) any of the advertisements that showed DURING the game (i.e., a flash banner under the game proper) would slow down the game every 30 seconds.

I understand the trouble of trying to advertise in zOMG!, really; anything that interferes with gameplay is obviously undesirable, but trying not to be obtrusive makes it difficult to be seen. A Catch-22.

Given that zOMG! is rather more of an immersive environment than just a game, I think the sort of advertisements that players expect to see are more like real-world advertising - something along the lines of animated billboards (one in Barton Town would be effective, especially if you stopped EB players from ditching crew before being 'ported off to the Bar - a nasty habit, in its own right) or simple 'commercials' loaded in randomly as one of the area Splashscreens (I mean, how many times a day do players load Splashscreens for places like Gold Beach or the Null Chamber?), or even simply randomly as a banner along the bottom of the Splashscreens (if you didn't want to be too obtrusive toward the art) - perhaps even charging differently between the two options.

I understand that it's difficult to find companies that actually want to advertise through zOMG!, though - how effective would it be to offer that as an add-on for companies that are buying more traditional campaigns, to gauge its effectiveness? Something like including an ad-Splashscreen that occurs at a given rate through each area wouldn't be too hard, would it?

Red Kutai
Captain

Benevolent Codger

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z!magine

 
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