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- guitalex2007
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- guitalex2010
So here's my silly ass idea. A lot of people aren't willing to try out Skullgirls because there aren't any people playing SG etc. endless circle. So here's my idea. Ideally, it will increase the number of entrants to EVO and also gain some exposure.
We should offer an incentive for players who don't have Skullgirls if they sign up at the door. The best incentive is a copy of the game and a welcoming smile!
So let's say we want to invite 50 players from other games to sign up. If they sign up at the door, they get a Steam code for the game. Since they paid $15 to enter and are getting Skullgirls, it's not more out of pocket than the game alone. We can also help them out with character choices, helping them understand the mechanics during casuals and being awesome. Ideally this will make a fraction of those players want to keep playing, and maybe we'll have a new Virginia/Vegas/SoCal happening somewhere else.
This costs money. While normally a copy of SG would be $15, right now through Steam's sale (lasts until June 30), if you buy a 4-pack each copy of the game ends up being roughly $5.63 (much more doable). If you buy a 2-pack, each copy is $6.25 (neat). If you buy the game alone, it's $7.50 or so (still pretty good).
I have zero clue. The poll on top of the post asks which option you think is more viable: have people willing to donate copies of the game they bought as gifts through this sale OR having an intermediary collect the money and buy all the copies. There are advantages to each person buying copies to donate; more importantly, if the code isn't given away the player can still give them away at will later. The advantage to one person handling it all is that it's easier for one person to buy all the copies and distribute them, along with making a tiny community pot of SG codes to give away in events/giveaways/etc.
And I'm aware a lot of people will be against the idea. If you are, I respect that. You're welcome to vote still, but please know that I know this might not even do anything and is risky, etc.
But where else should we take some risks if not in Vegas!?
-o-o-o-o-o-o-o-
edit: OK, since code donations are winning by a darn landslide, here's a way to do it!
Go to this website: http://www.fast2play.com/category/2173/skullgirls-steam-gift/ and you can then order steam gift keys. Click on $ on the top so you can see the price in dollars (or whatever currency you want, click on that). After you pay (it accepts Paypal), within 5 minutes you'll receive an e-mail that says "dispatch" containing web links. These web links are what we would need. You can give someone the whole web link or redeem it (if you have SG already it will give you the chance to add it to your gifts and you can send them via Steam or e-mail to whomever).
I can volunteer to keep track using an Excel spreadsheet of all the Steam codes and who donated them. I think the idea is to e-mail the gifts via Steam with a private message telling them the Steam name (or PSN/360/SRK/SH name) of whoever donated the code and a thank you for giving the game a shot.
What do you guys think?
-o-o-o-
Pledged so far: 27 copies, 3 of each DLC
IDEA!
We should offer an incentive for players who don't have Skullgirls if they sign up at the door. The best incentive is a copy of the game and a welcoming smile!
So let's say we want to invite 50 players from other games to sign up. If they sign up at the door, they get a Steam code for the game. Since they paid $15 to enter and are getting Skullgirls, it's not more out of pocket than the game alone. We can also help them out with character choices, helping them understand the mechanics during casuals and being awesome. Ideally this will make a fraction of those players want to keep playing, and maybe we'll have a new Virginia/Vegas/SoCal happening somewhere else.
PROBLEM!
This costs money. While normally a copy of SG would be $15, right now through Steam's sale (lasts until June 30), if you buy a 4-pack each copy of the game ends up being roughly $5.63 (much more doable). If you buy a 2-pack, each copy is $6.25 (neat). If you buy the game alone, it's $7.50 or so (still pretty good).
SO WHAT DO WE DO?
I have zero clue. The poll on top of the post asks which option you think is more viable: have people willing to donate copies of the game they bought as gifts through this sale OR having an intermediary collect the money and buy all the copies. There are advantages to each person buying copies to donate; more importantly, if the code isn't given away the player can still give them away at will later. The advantage to one person handling it all is that it's easier for one person to buy all the copies and distribute them, along with making a tiny community pot of SG codes to give away in events/giveaways/etc.
PLEASE VOTE
And I'm aware a lot of people will be against the idea. If you are, I respect that. You're welcome to vote still, but please know that I know this might not even do anything and is risky, etc.
But where else should we take some risks if not in Vegas!?
-o-o-o-o-o-o-o-
edit: OK, since code donations are winning by a darn landslide, here's a way to do it!
Go to this website: http://www.fast2play.com/category/2173/skullgirls-steam-gift/ and you can then order steam gift keys. Click on $ on the top so you can see the price in dollars (or whatever currency you want, click on that). After you pay (it accepts Paypal), within 5 minutes you'll receive an e-mail that says "dispatch" containing web links. These web links are what we would need. You can give someone the whole web link or redeem it (if you have SG already it will give you the chance to add it to your gifts and you can send them via Steam or e-mail to whomever).
I can volunteer to keep track using an Excel spreadsheet of all the Steam codes and who donated them. I think the idea is to e-mail the gifts via Steam with a private message telling them the Steam name (or PSN/360/SRK/SH name) of whoever donated the code and a thank you for giving the game a shot.
What do you guys think?
-o-o-o-
Pledged so far: 27 copies, 3 of each DLC
Last edited: