How to Hit 4 million Users in 6 months – A Startup Case Study
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How to Hit 4 million Users in 6 months – A Startup Case Study
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Re: How to Hit 4 million Users in 6 months – A Startup Case Study
#2What exactly is social in the game ?
On a side note, 4M users for a game in 6 months is great but not that extraordinary. Looking at successes like Draw Something and SongPop, from small developers too, it's more in the 50+M but it's in the mobile social space, not sure if I Am Playr is mobile or not.
Re: How to Hit 4 million Users in 6 months – A Startup Case Study
#3Thanks for sharing! What exactly is social in the game ? On a side note, 4M users for a game in 6 months is great but not that extraordinary. Looking at successes like Draw Something and SongPop, from small developers too, it's more in the 50+M but it's in the mobile social space, not sure if I Am Playr is mobile or not.
Seriously, you think that's not that extraordinary...
Re: How to Hit 4 million Users in 6 months – A Startup Case Study
#4Re: How to Hit 4 million Users in 6 months – A Startup Case Study
#5Seriously though, hopefully this well shed some light on why Zygna uses the techniques they are known for -- they work. Amazingly well. Anyone who spends time in this industry discovers that pretty quickly. And it's really hard for upper management to see those upward kinks in the graph and say "please stop doing that."
The problem is that you have to become pushier and pushier over time and this leads to a slippery slope.
Re: How to Hit 4 million Users in 6 months – A Startup Case Study
#6Open graph spamming, arbitrary rewards for inviting your friends, Facebook ads, cross-promotion, SEO... sounds exactly like Zynga. Seriously though, hopefully this well shed some light on why Zygna uses the techniques they are known for -- they work. Amazingly well. Anyone who spends time in this industry discovers that pretty quickly. And it's really hard for upper management to see those upward kinks in the graph a…
It's Zynga's pay-to-win/continue concept that I have a problem with. That's the reason why I think Zynga is 'evil'.
Re: How to Hit 4 million Users in 6 months – A Startup Case Study
#7Re: How to Hit 4 million Users in 6 months – A Startup Case Study
#8Open graph spamming, arbitrary rewards for inviting your friends, Facebook ads, cross-promotion, SEO... sounds exactly like Zynga. Seriously though, hopefully this well shed some light on why Zygna uses the techniques they are known for -- they work. Amazingly well. Anyone who spends time in this industry discovers that pretty quickly. And it's really hard for upper management to see those upward kinks in the graph a…
I don't think inviting your friends and get a reward should be tied to Zynga (and/or frowned upon) - this tactic has been used by many companies, ie: Dropbox. I personally like it. It's Zynga's pay-to-win/continue concept that I have a problem with. That's the reason why I think Zynga is 'evil'.
http://en.wikipedia.org/wiki/Zynga#Intellectual_property_con...
Re: How to Hit 4 million Users in 6 months – A Startup Case Study
#9Thanks for sharing! What exactly is social in the game ? On a side note, 4M users for a game in 6 months is great but not that extraordinary. Looking at successes like Draw Something and SongPop, from small developers too, it's more in the 50+M but it's in the mobile social space, not sure if I Am Playr is mobile or not.
"4M users for a game in 6 months is great but not that extraordinary" Seriously, you think that's not that extraordinary...
Doing this effectively is absolutely remarkable all on its own.
Re: How to Hit 4 million Users in 6 months – A Startup Case Study
#10Thanks for sharing! What exactly is social in the game ? On a side note, 4M users for a game in 6 months is great but not that extraordinary. Looking at successes like Draw Something and SongPop, from small developers too, it's more in the 50+M but it's in the mobile social space, not sure if I Am Playr is mobile or not.
"4M users for a game in 6 months is great but not that extraordinary" Seriously, you think that's not that extraordinary...
Around 150k daily active user, it's nice, especially for a first game, but with that you are not even in the top 300 of the facebook platform.
Keep in mind that games are very different from other products. You tend to have lots of them for a short amount of time, then they move to something else. It's not like a service like Dropbox where once acquire you have a very good retention.