Hugs
Active Member
We have all seen it, cities that seem to be started on, only to be left vacated very quickly... And, there is a lot of them.
So, what is done to this problem. The current approach, which is probably a good one, is to delete a city that is in an early stage, and where the user have not logged in for 30 days.
Well, this is probably a good idea, but more can be done.
As someone somewhere noted, a lot of cities are created by people searching for specific boosted goods.
What if the game was capable of discovering when a user left a city in early construction, and popped up a window to the user asking for feedback on why he is leaving, giving him several options like:
* I liked the game, but something forced me to leave early, I will probably come back
* I have tried this game, and found that it was not for me, if I don't return within a week, I won't return at all
* I was looking for a specific boosted goods, but this city did not give what I was searching for
* None of the above
All of the options leads to a different action from the game.
* The first one will set the "delete limit" up to 60 days, as this user is more probable to actually return. In addition to this, a couple of mails will be sent to the mail address the user gave at creation, trying to entice the user to return.
* The second one will set the "delete limit" down to 8 days - as this user will probably not return at all, and it's good to get the startup-city out of the game quickly.
* The third one will allow the user to "restart" his city, erasing his current progress, and have him start over. It might even allow the user to choose one out of 9 possible boosted goods that he wants to see in the new city. This will probably encourage the user to play what he wants to, and stay in the game, while at the same time getting quickly rid of cities that are bound to be vacated - even enabling the user to not have to worry about creating another user, only filling the game with garbage.
* The fourth option will give the user a text box, where they might explain or give feedback that can be used both to learn where the major leaks from the game are, but also to figure out if maybe there is a need for more options in this "Hi, we noticed you are about to leave us, without having finished the initial tutorial, would you give us a minute to help us understand why?"
This is just an idea though, the final solution might well be a variation over this. But, you folks on the forum, what do you think, would this help mitigate a challenge that is in the game, or just make a problem out of something that is not there?
So, what is done to this problem. The current approach, which is probably a good one, is to delete a city that is in an early stage, and where the user have not logged in for 30 days.
Well, this is probably a good idea, but more can be done.
As someone somewhere noted, a lot of cities are created by people searching for specific boosted goods.
What if the game was capable of discovering when a user left a city in early construction, and popped up a window to the user asking for feedback on why he is leaving, giving him several options like:
* I liked the game, but something forced me to leave early, I will probably come back
* I have tried this game, and found that it was not for me, if I don't return within a week, I won't return at all
* I was looking for a specific boosted goods, but this city did not give what I was searching for
* None of the above
All of the options leads to a different action from the game.
* The first one will set the "delete limit" up to 60 days, as this user is more probable to actually return. In addition to this, a couple of mails will be sent to the mail address the user gave at creation, trying to entice the user to return.
* The second one will set the "delete limit" down to 8 days - as this user will probably not return at all, and it's good to get the startup-city out of the game quickly.
* The third one will allow the user to "restart" his city, erasing his current progress, and have him start over. It might even allow the user to choose one out of 9 possible boosted goods that he wants to see in the new city. This will probably encourage the user to play what he wants to, and stay in the game, while at the same time getting quickly rid of cities that are bound to be vacated - even enabling the user to not have to worry about creating another user, only filling the game with garbage.
* The fourth option will give the user a text box, where they might explain or give feedback that can be used both to learn where the major leaks from the game are, but also to figure out if maybe there is a need for more options in this "Hi, we noticed you are about to leave us, without having finished the initial tutorial, would you give us a minute to help us understand why?"
This is just an idea though, the final solution might well be a variation over this. But, you folks on the forum, what do you think, would this help mitigate a challenge that is in the game, or just make a problem out of something that is not there?