Author Topic: The Marketing of AH - Ideas on how to increase player base  (Read 12664 times)

Offline 68ZooM

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Offline Melvin

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #46 on: December 17, 2011, 11:07:29 PM »
Yes really.

You really don't know why someone would buy a car if they couldn't afford it?

Heck, I guess I don't know either.

Yet they do it in droves.
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Offline TequilaChaser

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #47 on: December 17, 2011, 11:28:14 PM »
Is like I told my (2) Daughters when they recently went to get their newest cars this year....... Girls, don't just think about your car payment itself

that car is not costing you just $200 or $228  a month....... you got to add in your monthly insurance payment, your gas money to drive it each month, then the maint upkeep, then the Tags/Registration, and depending on what state a persons yearly vehicle property tax bill and also in certian states a vehicle inspection cost to boot....

then total all that and that is your  TRUE "Actual Monthly Car Payment" ......... what onemight think that their car payment is only $250  or $350 a month really turns out to be well over $500 to $600 + monthly...... and that is for a cheap to average vehicle most of the time......

most people who buys a vehicle never take into account all the extra stuff needed to operate a vehicle......

back on the OP topic........  I do think oboe had a good idea regarding the upcoming movie of Red Tails and how to advertise Aces high around it....... just a lil ad campaign, that is if HTC thinks they really need it.........

but  the HTC family has always seemed to know exactly what is needed and what the AH community most desires.......  that is good enough for me

TC
"When one considers just what they should say to a new pilot who is logging in Aces High, the mind becomes confused in the complex maze of info it is necessary for the new player to know. All of it is important; most of it vital; and all of it just too much for one brain to absorb in 1-2 lessons" TC

Offline Raptor05121

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #48 on: December 18, 2011, 12:22:00 AM »
lol Xbox live, sure go ahead enjoy that crowd. hacks, aimbot and numerous other cheats thrive there. thanks heavens thats not put up with here.

Xbox has the highest anti-cheat service I've ever been. auto MAC-add ban and account autoban if you get caught with anything. I've been on all sorts of games ever since XBL's inception and I've never seen a aimbot/hack on XBL
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Offline MarineUS

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #49 on: December 18, 2011, 01:37:11 AM »
 I know I'd run a stand at some of the air shows they have here in Thomasville.

(Who was it from Tallahassee btw??)

The "free partial game" DOES work. It may not keep a lot of people but it gets the game exposed. I see WoT crap on every single website I go to right now.

The Red Tails idea is also great as well. :)


Idk see why you guys can't just say what you do and don't like about certain things without getting into an e-peen fight. :|

Anywayyyyy, I'd like to see some new faces.  :salute
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Offline 321BAR

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #50 on: December 18, 2011, 09:01:24 AM »
Well to start with there was 2 servers packed out each with 100 in them, by the time you started flying there 8 months after it started the numbers had declined vastly, that does not change the reason why people left, they left because once engaged they had to fight.

The DR1 has also had its FM revamped since then and the F1 is on a par with it now, theres been no resurgence so bang goes the theory about the predictable dogfight that DR1s always win.

You'll have to take my word for it but WW1 with plenty of victims was like crack.
i was there at the start of WWI also and saw the decline all the way through. i gave up on WWI over the summer. and if you honestly think the reason people left was because they had to fight, you should realize repetition can get boring also. ive heard many people who have said they never go there because either it is a ghost town when they are online or because doing the same thing 20 times over whether they won or lost got boring. for me, both reasons were why i stopped flying WWI.

and des had already reminded me about the FM of the DRI being changed. i havent flown there while the revamp had happened
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Offline Melvin

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #51 on: December 18, 2011, 09:06:16 AM »
you should realize repetition can get boring also.


This is why I quit making regular visits. It's also why I don't stop in the DA as often as I used to.
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Offline 321BAR

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #52 on: December 18, 2011, 09:32:35 AM »

This is why I quit making regular visits. It's also why I don't stop in the DA as often as I used to.
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Offline olds442

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #53 on: December 18, 2011, 04:55:53 PM »
so if $180/yr is dirt cheap, can you list some of the other games that cost, say over $360/yr?

(assuming dirt cheap means at least 1/2 the price of the competition)
if 50c a day aint cheep i dont know what is :D
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Offline Raptor

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #54 on: December 19, 2011, 09:29:39 AM »
I think there is a terrific opportunity coming up for AH with the opening of the movie "Red Tails".    How could AH capitalize on that?

First thing, I'd have Cactuskooler use his excellent P-51 and P-40 skin bases and have him skin the planes used by the Red Tails group in the movie.  Then I'd enlist LePape or Niros to use these skins in a short AH film with soundtrack and combat scenes similar to what's seen in the movie trailers, and get it out on YouTube as soon as possble.

I think Raptor has a gorgeous Italy terrain too.   Would definitely want to use that in the film.

History Channel will no doubt be running some Red Tails related shows this February, and I think some spots purchased right around those episodes would be well-placed also.

My opinion is completely biased but I dunno how anyone could see the movie, look at the AH film, and not sign up to try it free for 2 weeks.

(Image removed from quote.)

 
    
Unfortunately getting AH anywhere near the big screen would be out of AH's budget.
However utilizing cookies to hit people that search "Red Tails" or similar genre's in general is very cost effective.
Might get ad space on their websites, search engines, etc.

Offline Butcher

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #55 on: December 19, 2011, 09:55:00 AM »

but  the HTC family has always seemed to know exactly what is needed and what the AH community most desires.......  that is good enough for me

TC

agreed +1
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Offline Shuffler

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #56 on: December 19, 2011, 10:07:45 AM »
IMHO it has been all downhill since they they split the MA. That's when I and a bunch of other people left the game. I remember glorious 600+ player battles. AH should go back to that...

A bunch more signed on.
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Offline Lusche

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #57 on: December 19, 2011, 10:10:29 AM »
A bunch more signed on.

Exactly.

As much as I hated the MA split (and still do), the player numbers did rise to new glorious heights after it. The downward trend started long, long time after that. (And can not traced to any specific single event or circumstance in AH at all) :old:
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Offline LCADolby

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #58 on: December 19, 2011, 11:15:23 AM »
I've seen some people note the price of AH and say it's dirt cheap... Lets put it in context;

Final Fantasy Online £6.99 PerMonth The FF11 was £7.95
SWTOR £8.99 pm
WoW £8.99 pm
AceHigh depending on exchange rate but averages around £10 pm

AcesHigh is not cheap as MMOs go.
« Last Edit: December 19, 2011, 11:17:05 AM by LCADolby »
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Offline HPriller

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Re: The Marketing of AH - Ideas on how to increase player base
« Reply #59 on: December 19, 2011, 12:00:30 PM »
LCADolby just hit the nail on the head.  $15 a month, relative to the competition is a pretty high premium for a game which at first glance appears to have very dated graphics.

And to take it a step further look at the other competition.  There are a lot of newer games going with a free to play, pay to win pricing model (Need for Speed world for example).  In these games anyone can get an account and play for free, albeit with several features cut down.  Where they make their money is on the premium features that are often quite costly.  But the point is this attracts a large and active playerbase that maintains interest in the game and for people with deep pockets it sells big.  Again taking the example of Need for Speed world, they just passed 10 million accounts.  And on the money side?  One of my friends dumped over $500 USD in a one month period on NFSW, I myself am guilty of dumping close to $200 into it.  HOWEVER, and this is a huge point, I *don't* ever have to pay again to play the game with the features I've unlocked.  This is a very attractive alternative to maintaining a monthly fee endless under threat of losing access to the game if I ever stopped paying.  It's for this very reason I haven't had an active Aces High account since since September.  Over the past ~10 year since I discovered Aces High I've been on and off with paying for an account for several months at a time (4 months on, 3 months off, etc).  When I didn't have an active account I used the free H2H feature while we still had it.

Here's the other catch.  Aces High is not a persistent world game at least not in the sense of having any meaningful longterm stats.  Another trend I've noted in video games in general is the tendency of all of them to start having player career accounts and level ups, particularly in first person shooters and such (Battlefield 3) for example.  I guess for some people it doesn't matter what game they're playing they gotta have that gratification that comes with the level up treadmill and the next little goal to unlock some little perk.  Generally, I am against this as I never enjoyed this aspect of gaming, but it has become so pervasive I have to think it must be driving sales for a lot of these games.  In Aces High the *only* stat you carry with you through a map reset is your perk count and you don't even maintain this if you deactivate and reactivate your account.  There are no level ups, no achievements, no medals.  Nothing to indicate any history behind a player.  In fact you see more of it on this forum with people driving up their post counts just a get a title like 'plutonium member'.  While personally I don't take anything from these things, I can't deny they probably drive sales.

Finally, there is the realism and learning curve of Aces High.  I've had a lot of friends I've tried to get into the game.  But with no experience in what it is actually like to fly a plane, and the difficulty of actually successfully winning an aerial battle they typically give up after the first month or two.  A lot of the time they never even managed a single air to air kill.  This game is geared pretty hard toward a niche market because of this complexity and realism.  Personally I appreciate that and it actually makes me want to play the game more than say Battlefield 3 where su27s loop around at 80 knots and pilots hop out mid flight to fire an RPG at their opponent's plane, then hop back in and fly away.  My point is to the average gamer this game doesn't carry the same appeal.

When you put it in this perspective you can see why Aces High's playerbase has shriveled over the years.  I don't know what could be done to really change this, although I think a pricing model change could definitely be in order.  It might be interesting to make the base game free to play with all planes below say 40 ENY available with some sort of pricing scheme to unlock planes below 40 ENY.  Perhaps even have some unlocked using an in game cash earned from successful sorties, or even require the payment of in game cash to use the heavier ordinance, or ammunition loads.