Increasing Players on eliatopia
Posted: Thu May 12, 2022 3:47 am
Social Media Prescence
I know that Robby wants this game to grow at a better rate than it currently is. The problem is that there are little to no sources that new audiences can be attracted to new audiences. The helmet heroes community advertising is already saturated and won't provide any additional support this far into the game. The only social media eliatopia is really seen on is facebook. While useful, virtually no one in my age group(Under 20) uses facebook regularly despite under 20 likely being the target audience for the game. Expansion to other sites such as twitter, instagram, and even snapchat would help eliatopia be seen by more people. I know that Robby can only do so much with this media because he is doing other things, but I'm sure that there would be many trustworthy people that would run social media accounts for free.
Problems with promotional aspects thus far
Any advertisements or promotional trailers I see only focus on the numbers of the game as well. The number of items, monsters, and areas to explore. While this is attractive to some, it really doesn't set it apart from any other game because any game can make many items if they put in the work. Advertising should be based on something that is unique to eliatopia, such as the story that goes along with the game as you play. I have seen the story become more relevant recently with new cutscenes and such, but that feature is never advertised to new users.
Start of game is dry and turns many players off
I often start new accounts. One thing that I notice is that even when I reach a fairly low level such as 20, the account is still a higher level than 80% or more of accounts. This means some problem lies in the first 20 levels of the game that causes a high percentage of players to quit. The start of the game is fairly repetitive, even for a game focused around grinding. The areas are not super unique visually, and mobs are plain and bland. The story is rarely mentioned before you reach teplar outside of the beggining cutscene. Despite recent efforts to aid players with tutorials in starter areas, the game still lacks a clear direction from the initial landing on the planet. It feels very much just like an exploration game, which I don't believe is the intent nor does it work with the long stretch of starter areas that look very similiar visually.
-Zuji
I know that Robby wants this game to grow at a better rate than it currently is. The problem is that there are little to no sources that new audiences can be attracted to new audiences. The helmet heroes community advertising is already saturated and won't provide any additional support this far into the game. The only social media eliatopia is really seen on is facebook. While useful, virtually no one in my age group(Under 20) uses facebook regularly despite under 20 likely being the target audience for the game. Expansion to other sites such as twitter, instagram, and even snapchat would help eliatopia be seen by more people. I know that Robby can only do so much with this media because he is doing other things, but I'm sure that there would be many trustworthy people that would run social media accounts for free.
Problems with promotional aspects thus far
Any advertisements or promotional trailers I see only focus on the numbers of the game as well. The number of items, monsters, and areas to explore. While this is attractive to some, it really doesn't set it apart from any other game because any game can make many items if they put in the work. Advertising should be based on something that is unique to eliatopia, such as the story that goes along with the game as you play. I have seen the story become more relevant recently with new cutscenes and such, but that feature is never advertised to new users.
Start of game is dry and turns many players off
I often start new accounts. One thing that I notice is that even when I reach a fairly low level such as 20, the account is still a higher level than 80% or more of accounts. This means some problem lies in the first 20 levels of the game that causes a high percentage of players to quit. The start of the game is fairly repetitive, even for a game focused around grinding. The areas are not super unique visually, and mobs are plain and bland. The story is rarely mentioned before you reach teplar outside of the beggining cutscene. Despite recent efforts to aid players with tutorials in starter areas, the game still lacks a clear direction from the initial landing on the planet. It feels very much just like an exploration game, which I don't believe is the intent nor does it work with the long stretch of starter areas that look very similiar visually.
-Zuji