Dear Anoushka, by papparazi
This post was in response to Anoushka's thread. it deserved its own thread and hopefully an answer.
Quote:
Originally Posted by
mmpaparazzi
Dear Anoushka,
was Clash ever intended to become as successful as it became?
In my normal life I am a Marketing and Business Consultant with my own company. I am no fool. I can tell you there is one thing that many broke companies have in common: at the apex of their success they all changed their business model profoundly. They stopped doing what made them successful and startet something "that they always wanted to be this way"...
Consider carefully: Customers don't pay for something that YOU want but for things that THEY want.
Your success is the result of providing a frame. This frame was big enough for millions of players to paint their own picture of fun gaming within its margins. Now you took a look at these millions of paintings and you didnīt like many of them. Your solution is to narrowing the frame, so that MOST pictures can not be painted the same way as before.
Now two things will happen:
1. Some will draw new paintings within the new frame and perhaps discover a "new form of art" which they can enjoy. Maybe you will have to help them to discover these new ideas.
2. Others will leave for they are no longer able to unfold themselves within the restrictions of the narrowed frame. The longer you do nothing but watch their rewardless struggle to gain back fun, the more will leave.
Some serious advice for free:
- Attacking is fun, waiting is not.
- Making profit is fun, losing resources even with a successful attack is not.
- Defending successfully is fun, being punished for good defense with loss of resources is not.
- Not being able to attack successfully unless you are a maxed-out-fulltime-deadly-professional-tactical-masterkiller-attacker is not fun, unless you are a maxed-out-fulltime-deadly-professional-tactical-masterkiller-attacker.