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<title>Latest posts for the topic &quot;Advertising Events&quot;</title>
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<title>Advertising Events</title>
<description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;This is just an idea, take it or leave it.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Daily events no longer exist in the form they once did.&amp;nbsp; This thread concerns attendance of future plot-related events and the evaluation of what succeeded and failed in the attendance of past live events.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;On the importance of advertising events if one would wish to reach a larger customer base:&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Advertising matters.&amp;nbsp; If one were unable or unwilling to advertise a product, one should accept a lower minimum rate of return on the product&amp;#39;s success.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;A few suggestions of some straightforward advertising concepts are included below after justification of why the advertising of daily-events would be a concern for a manager of an MMO.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Hypothesis:&amp;nbsp; Event attendance would be boosted with advertising and announced time/date advanced warning of events.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;This theory can be seen to correspond with the standard techniques from the field of Marketing and might be evidenced by the large turnout for the all-operative party and the 11.3 organizational meetings.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;&lt;a rel=&quot;nofollow&quot; href=&quot;http://en.wikipedia.org/wiki/Marketing#Advertising&quot; target=&quot;_blank&quot;&gt;http://en.wikipedia.org/wiki/Marketing#Advertising&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;One astute cause of concern that was pointed out in another recent thread in the development roundtable (among many other places) consists in the sincere observation that the same (roughly) dozen players attended past live events.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;If an arbitrary product successfully develops a returning client base and establishes a goal to expand that number, Word of Mouth Marketing (WOMM) exists as only a fraction of possible forms of advertising that would accomplish this goal.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;&lt;a rel=&quot;nofollow&quot; href=&quot;http://en.wikipedia.org/wiki/Word_of_mouth&quot; target=&quot;_blank&quot;&gt;http://en.wikipedia.org/wiki/Word_of_mouth&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;In the example of MxO daily events, the returning clientele can be represented by the number, a dozen; Word of Mouth Marketing would be represented by the players telling their faction about an event.&amp;nbsp; An example of impairment to WOMM would be classifying the passing of advanced warning of a daily event as a potentially ban-able offense or the consequence of client being asked to leave LESIG.&amp;nbsp;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;An MMO where daily events act as a differentiating feature from the competition and a strong selling point to potential customers should invest thought into the advertising of the daily event.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Suggested ways that an MMO with daily events could advertise those daily events:&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Out of game:&lt;/p&gt; &lt;p&gt;Headline on the homepage front-page.&lt;/p&gt; &lt;p&gt;A row of text on the top one-third of the MxO homepage, Data Node One, advertises the subject of the event of the day, the time, and the meeting location of the event.&amp;nbsp; This is analogous to a headline in a daily paper or periodical.&amp;nbsp;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;A client or a potential client that checks the front-page of the homepage would see immediately what was going on that day and observe that the MMO was a vibrant and dynamic place worthy of subscription.&amp;nbsp; On the other hand, an MMO with a static front-page would immediately suggest the opposite to a potential client.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;RSS feed.&lt;/p&gt; &lt;p&gt;In an age where Blackberry and Windows Mobile devices are common, expansion of the simple row of text on the front-page to include an RSS feed would allow instant communication and advertising directed towards clients and potential clients with RSS running on their phones and computers.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Text-messages and real world e-mails.&lt;/p&gt; &lt;p&gt;Any product can benefit from a good mailing list.&amp;nbsp; Clients or potential clients would have the ability to sign-up for a real-world mailing list or text-messages.&amp;nbsp; Signing up for a list or being removed from the lists should be a tolerable process for the consumer to avoid negative blowback.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Forums.&lt;/p&gt; &lt;p&gt;Analogous to the Live Events forum, posts by moderators would announce an events time and location.&amp;nbsp; The post would have a link to it on the front-page headline, RSS feed, text-message, or real world e-mail.&amp;nbsp; This was successful in the recent 11.3 meetings and the all-operative party&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;In-game:&lt;/p&gt; &lt;p&gt;Message of the Day:&amp;nbsp; Evidence that this would increase event attendance exists in the successful implementation during the 11.3 meetings and the all-operative party.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Billboards in-game.&amp;nbsp; With some creativity, billboards that would be obvious to a redpill character, but veiled to a bluepill could advertise from the schedule of live events.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;System e-mails to the players of a given organization and with necessary rep.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;System chat used consistently throughout the day.&amp;nbsp; System messages shouldn&amp;#39;t just be introduced moments before an event, but in the hours leading up to an event.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Advertising matters.&amp;nbsp; Advertising shows people that a manufacturer is confident in his product and shows people that the manufacturer is willing to take the steps to introduce people to the product.&amp;nbsp; Advertising can convey information regarding improvements to and the merits of a product.&amp;nbsp; Often, advertising of a quality product can be as important as the quality product itself.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Building a bigger client base through successful advertising takes effort and persistence, but with the right steps and a well-made product, one can be confident that such work would be rewarded.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Thank you for your time and patience.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Thu, 11 Dec 2008 01:22:52 GMT</pubDate>
<author>ath3na</author>
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<title>Re:Advertising Events</title>
<description>&lt;p&gt;Yep she nailed it.&amp;nbsp; SOE can you get on this please???&amp;nbsp; This game has content now.&amp;nbsp; A little advertising and we may just have us a nice long-term solid player base. At least a banner on your main page once in awhile???&lt;/p&gt;</description>
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<pubDate>Thu, 11 Dec 2008 01:41:33 GMT</pubDate>
<author>JEasy</author>
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<title>Re:Advertising Events</title>
<description>&lt;p&gt;wait. we have content?&lt;/p&gt;&lt;p&gt;oh, or do u mean the PEs?&lt;/p&gt;</description>
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<pubDate>Thu, 11 Dec 2008 09:05:35 GMT</pubDate>
<author>NeoExcidious</author>
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<title>Re:Advertising Events</title>
<description>&lt;p&gt;Yeah banning players for not serving as unpaid advertisers is a great idea.&lt;/p&gt;</description>
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<pubDate>Thu, 11 Dec 2008 09:22:51 GMT</pubDate>
<author>Bayamos</author>
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<title>Re:Advertising Events</title>
<description>&lt;p&gt;Thank you, everyone, for your cogent thoughts.&lt;/p&gt;&lt;p&gt;&lt;cite&gt;ath3na wrote:&lt;/cite&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;...&lt;/p&gt;&lt;p&gt;In the example of MxO daily events, the returning clientele can be represented by the number, a dozen; Word of Mouth Marketing would be represented by the players telling their faction about an event.&amp;nbsp; An example of impairment to WOMM would be classifying the passing of advanced warning of a daily event as a potentially ban-able offense or the consequence of client being asked to leave LESIG.&amp;nbsp;&lt;/p&gt;...&lt;/blockquote&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;To be clear about and elaborate on this particular point of order:&amp;nbsp; The original post asserts that in some past instances of official SOE daily events, past live events were not advertised publicly in advance and the spread of information about the time and location of the event occurred under the assumed threat of punishment.&amp;nbsp; Consequently, advanced warnings about events became secret and trusted information among players, LESIG, and staff.&amp;nbsp;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;With few exceptions, an event was not publicly announced, which wouldn&amp;#39;t ideally be what one indirectly wanted to do if one desired to consistently involve an increasing number of new players in official daily events.&amp;nbsp; I believe it does not require a tremendous amount of proof: if one would wanted a certain demographic to show up, one should tell that segment of the population to show up.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Players developed considerably successful parallel, independent, and covert means to spread such information, in contrast to an open, transparent, collective, and more powerful push as a community.&amp;nbsp; While the parallel and independent channels could not all be shut down in a single sweep, a single arrow could be snapped, but a clutch of arrows would be harder to break.&amp;nbsp; Attendants of an event could be broken down into streams and tributaries that fell within these parallel channels of information.&amp;nbsp; If one were outside a privileged channel of information, one would be demonstrably far less likely to attend an event.&amp;nbsp; If an arbitrary channel of information was excluded from information, the dependent streams and tributaries followed in the exclusion, and the entire chain of players dependent on information were far less likely to attend an event.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;In this particular example, the goal of secrecy acted detrimentally to the competing goal of high attendance, serving as a gag order on players and atrophying the effect of word of mouth marketing.&amp;nbsp; To be redundant, this effectively decreased potentially higher participation through time.&amp;nbsp; An open and concentrated means of advanced warning about daily events would have potentially increased higher participation through time.&amp;nbsp;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;The above reasoning offers a possible explanation for why the same (roughly) dozen people attended events.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;This is a very universal and well-understood phenomenon:&amp;nbsp; the secrecy of information and the guarding of knowledge versus higher social participation and the universal, eternal combat against ignorance.&amp;nbsp; To no coincidence, this inside versus outside notion is one of the many central concepts in the Matrix.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Thank you for your comments, the opportunity to clarify, and your time and patience.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt;</description>
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<pubDate>Thu, 11 Dec 2008 12:51:06 GMT</pubDate>
<author>ath3na</author>
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<title>Re:Advertising Events</title>
<description>&lt;p&gt;Athena, I love you.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;This is also the reason millions don&amp;#39;t even know this game exists...could a JPEG of new content not be put on the official sites front page where the anniversary event JPEG sits eternally?&lt;/p&gt;</description>
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<pubDate>Thu, 22 Jan 2009 05:51:34 GMT</pubDate>
<author>Praey1</author>
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