An anonymous developer for a free-to-play game explains how his company stalked its most prolific players, creating fake sexy-lady Facebook accounts to friend them in order to gain insight into their proclivities so that super-expensive, one-off virtual goods could be made and targeted to them.
And if you are a whale, we take Facebook stalking to a whole new level. You spend enough money, we will friend you. Not officially, but with a fake account. Maybe it’s a hot girl who shows too much cleavage? That’s us. We learned as much before friending you, but once you let us in, we have the keys to the kingdom. We will use everything to figure out how to sell to you. I remember we had a whale in one game that loved American Football despite living in Saudi Arabia. We built several custom virtual items in both his favorite team colors and their opponents, just to sell to this one guy. You better believe he bought them. And these are just vanity items. We will flat out adjust a game to make it behave just like it did last time the person bought IAP. Was a level too hard? Well now they are all that same difficulty.
As interesting as the story of the dirty tricks of the free-to-play world is, the real meat here is the narrative describing how a regular, cash-strapped game studio turned itself into a Skinner Box for extracting cash from players:
During a meeting about the game, the guy who ran our website brought up some interesting information. He started watching the web logs and seeing all the connections to the JSON file. Unbeknownst to him (or our team) he was getting us a DAU. For the engineering and production teams, this was just a neat thing to know, a feel good “look how many people love our game” statistic. The CEO saw something else. Pretty quickly we started getting more requests for what our users were doing. Upper management was disappointed by our lack of answers. I found a new service online called Pinch Media, they were an analytics tracker. I got the team to integrate Pinch into a few products and finally I had answers. Of course then more answers were asked. Around this time, free to play started happening. Suddenly, Marketing and our bosses demanded to know more than ever. In response to the pressure to explain our user base, I ended up building an event matrix. I had no schooling in this, so I was just making it up as I went along. My first matrix was awesome for a game developer. It was full of all those cool stats like “How far has the player run” or “How many bullets has he shot”. But this did not impress my bosses. They wanted to know how we could get the player to buy more stuff, tell his friends to play the game (and thus I learned about cohorts, all I wanted to do was make games).
"We Own You" – Confessions of an Anonymous Free to Play Producer [Eli Hodapp/Touch Arcade]
(via Super Punch)
(Image: Farmville on Facebook: SML's Farm (Level 28) / 2009-12-08 / SML Screenshots, See-ming Lee, CC-BY-SA)