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ConfederateSS wrote:The High Command doesn't want it's users to bother..So it takes the the lime-light of not bothering off them......Like I said in some of my other posts....I know you jabbed me Andy.about etc.etc..I liked that..that was cute...But I'm with Owen..Chess has been around for thousands and thousands of years..There is a reason..So add more games to C.C...The Ataris,The Segas,The WII,Nint.,and Xboxes..will fade away..As Chess,Risk,Go, and Stratego.(Andy)..etc.etc.etc..etc..etc....will live forever...Yes High Command Forever..Become Republicans like me...Republicans hate CHANGE!!!!!!!!..ConfederateSS..out!..
owenshooter wrote:Dukasaur wrote:As your graph shows, the site started declining while things still were "the way they were." Lack of change was never an option. If things had stayed the same, the decline would have continued down to some basic unsustainable level, at which point the site could no longer pay its server costs and would go off the air.
completely disagree... i would bet that the decline began when the great clean up for the alleged sale to HASBRO began (as the rumors go). they killed off the forum, threw in a slew of new maps and gaming options and in doing so alienated a large portion of the die hards that helped to drive the site. when you do a search for "where to play RISK online" the first site to pop up is: http://www.digitaltrends.com/gaming/whe ... e/#!bJMQjO
of note, this is how they describe CC:Conquer Club was one of the first online strategy games to tackle the world of Risk, and it holds true to its founding principals. The free-to-play game features almost everything you know and love about the Parker Brotherās original, just without the official title. The game doesnāt require any additional software ā aside from your favorite browser ā and touts a robust, active community that is frequently tackling online tournaments and participating in one of the most rip-roaring forums on the Web. The interface could definitely use a bit of a facelift, but the wide selection of maps and the sheer number of diehard members have kept the game alive and well long after the siteās launch.
note how they mention the active ROBUST community and the MOST RIP-ROARING FORUM on the web?!! you know, the things that team CC went after...Dukasaur wrote:The basic game of Risk is inherently simplistic and dull. It doesn't take more than a couple months of playing it every day to get completely sick of it. Introducing new options to mask the inherent dullness is the only way that any Risk-based site can survive: new maps, new optional rules (assassin, teams, nukes, polymorph), new forms of interaction (forums, clans, chat rooms), new ways to massage the winners' ego (tournaments, medals, stars, prizes).
i disagree with this too... read the description again... you are saying what made the site attractive isn't attractive after a few weeks!!!! huh?!!! people don't go to CHESS sites to play variations of CHESS... they want to play the game they know and love... we all came here to play RISK, not drop with parachutes and have zombies and whatever f*ck else they have put up as options... this site has bastardized the game, given far too many options that confuse new members and has killed off the forum and community. they should put all the crazy game options into a second tab for advanced players and open up the classic map to unlimited games for freemium members (set a limit if you want)... CC should have added other games like chess, checkers, chinese checkers, battleship, etc... other games of interest to expand the community... remember that other site that lack had? that number game deal that was popular a few years ago? why didn't he just launch it as another tab on here and increase CC memberships and the overall community? seemed like a no brainer... hell, throw scrabble up on here!!! anyway...
CC got away from what made it the reason it was listed first on most gaming sites that gave reviews of RISK online games... the site needs to get back to the basics and look to increase membership in other ways... what they are doing isn't work...-el Jesus negro
tzor wrote:I think if you do it right you will get a growing membership (at least for a few months). I think you would need to look at more complex links in order to get a long term growth using Facebook. This would involve the ability to Status Post into Facebook from CC. A lot of games are popular on Facebook merely because one person invites a friend through the Facebook interface.
I used to think that the attraction of a game was related to the game itself. But that was before the 2009 EVONY campaign. Not that I am saying that you need half naked women to get people to come here, but if you used half of the effort used to promote themed challenges internally on Facebook itself, with a small budget to keep those ads in the prime viewing space of the Facebook citizens, the number of people who would be interested in the game would drastically increase and a significant number of them would find this game interesting enough to continue.
BigBallinStalin wrote:tzor wrote:I think if you do it right you will get a growing membership (at least for a few months). I think you would need to look at more complex links in order to get a long term growth using Facebook. This would involve the ability to Status Post into Facebook from CC. A lot of games are popular on Facebook merely because one person invites a friend through the Facebook interface.
I used to think that the attraction of a game was related to the game itself. But that was before the 2009 EVONY campaign. Not that I am saying that you need half naked women to get people to come here, but if you used half of the effort used to promote themed challenges internally on Facebook itself, with a small budget to keep those ads in the prime viewing space of the Facebook citizens, the number of people who would be interested in the game would drastically increase and a significant number of them would find this game interesting enough to continue.
When CC made its facebook and twitter pages, did the membership rate increase or decrease?
WILLIAMS5232 wrote:BigBallinStalin wrote:tzor wrote:I think if you do it right you will get a growing membership (at least for a few months). I think you would need to look at more complex links in order to get a long term growth using Facebook. This would involve the ability to Status Post into Facebook from CC. A lot of games are popular on Facebook merely because one person invites a friend through the Facebook interface.
I used to think that the attraction of a game was related to the game itself. But that was before the 2009 EVONY campaign. Not that I am saying that you need half naked women to get people to come here, but if you used half of the effort used to promote themed challenges internally on Facebook itself, with a small budget to keep those ads in the prime viewing space of the Facebook citizens, the number of people who would be interested in the game would drastically increase and a significant number of them would find this game interesting enough to continue.
When CC made its facebook and twitter pages, did the membership rate increase or decrease?
i wouldnt be caight dead liking cc on facebook for all my fb friends to know im a real live nerd
Metsfanmax wrote:WILLIAMS5232 wrote:BigBallinStalin wrote:tzor wrote:I think if you do it right you will get a growing membership (at least for a few months). I think you would need to look at more complex links in order to get a long term growth using Facebook. This would involve the ability to Status Post into Facebook from CC. A lot of games are popular on Facebook merely because one person invites a friend through the Facebook interface.
I used to think that the attraction of a game was related to the game itself. But that was before the 2009 EVONY campaign. Not that I am saying that you need half naked women to get people to come here, but if you used half of the effort used to promote themed challenges internally on Facebook itself, with a small budget to keep those ads in the prime viewing space of the Facebook citizens, the number of people who would be interested in the game would drastically increase and a significant number of them would find this game interesting enough to continue.
When CC made its facebook and twitter pages, did the membership rate increase or decrease?
i wouldnt be caight dead liking cc on facebook for all my fb friends to know im a real live nerd
Protip: playing CC doesn't make you a nerd.
BigBallinStalin wrote:When CC made its facebook and twitter pages, did the membership rate increase or decrease?
WILLIAMS5232 wrote:i wouldnt be caight dead liking cc on facebook for all my fb friends to know im a real live nerd
owenshooter wrote:9,698 and down 2 total pages from 41 to 39...-eJn
Army of GOD wrote:This thread is now about my large penis
e_i_pi wrote:There's four factors (IMO) that are having an impact on sites like this. The overarching explanation is that the trend towards playing Risk online has declined dramatically...
Google Trends
That trend can't be ignored. The lesson is "diversify or die". Unfortunately, I think CC has diversified in the wrong direction. Lack made the right decision selling when he did.
laughingcavalier wrote:Which gaming sites do good marketing and what do they do that CC might adopt?
tzor wrote:Zygna's Words with Friends is a good example of a CC type game. Normally known for the "collect them all" type of Facebook game, the Words with Friends is completely skill based as opposed to those playing longer are stronger based. It has a modicum of Facebook interactions that allow users to promote the game on Facebook. It also has a smart phone app as well. I think most players don't even know the forum exists; I have been on them for years.
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