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>What can freemium webapps learn from freemium games? Games have some advantages that can be hard for apps to replicate; games are, in general, more social tha
by scythe 17y ago
>What can freemium webapps learn from freemium games?
Games have some advantages that can be hard for apps to replicate; games are, in general, more social than typical applications. Games are also somewhat more enviable. When I was 11, a few friends and I played RuneScape (remember runescape?). After one of us got a paid membership, everyone else suddenly got way more interested in having a paid RuneScape membership. That is to say, if one person gets a paid membership to a multiplayer online game, other people in their social circle will probably be more likely to subscribe as well.
Taking advantage of this with a webapp would require that you provide something that someone either finds worthwhile showing off or something conspicuous enough that they don't have to. The second condition applied for Apple's iPod in the early part of the decade. It'd also probably be a good idea to offer benefits to groups of paid members as well as to individual paid members.
- dstorrs 17y agoI remember RuneScape, from ads in old Dragon magazines. But I always thought it was a pen and paper game. Was it originally a P&P before going online, or were the ads simply unclear?
- scythe 17y agoI'm pretty sure it was always an online game played through a Java applet. It's had a few incarnations, but overall it's still pretty similar to when it started.
- jeremymcanally 17y agoYes, and games are also far more linear. "Crap. I loved levels 1-10...but I can pay $10 for levels 10-20." or "This gun is great, but if I pay, I can get ones that are way more powerful." If you make an enjoyable product, typically you can convert interested casual users into paying customers fairly easily.