View Full Version : How to attract new FGII users with Host-owned license keys
Sakusammakko
February 20th, 2009, 22:37
In an attempt to lure more users to FGII, it would be great if we could overcome the issue of floating licenses.
How could we make it possible for GMs (or anyone) to buy license keys, hand them out to potential players and then take back the keys if the players decided not to continue with the game?
I wouldn't mind making an upfront investment in additional license keys if I knew I could get the keys back. Couldn't we build something into the software that would allow a person to revoke a license he had paid for and given away-- and wanted back?
If I look at the issue from the potential player's perspective, perhaps $24 is too much to pay for a program you're not sure you'll get much use out of. What if you can't find a game or group that suits you? What if some sweet-talking GM convinces you to buy the program and then you find out his game is awful?
On the other hand, what if someone invites you to their game and says, 'I'll give you the key. There's no commitment to stay in the game, but if you leave, I'll take back the key so I can give it to another player. If you like the program, but not my game, you can buy a key for yourself now that you've seen the software's potential. If you like my game, we can work out a way for you to pay me for the key.'
In this case, the flexibility of the key allows players to develop trust in each other and a way to go their separate ways with no hard feelings if things don't work out. As things stand now, it's too easy to lose trust in others if something doesn't work out. At the end of the day, the $24 may not be the most important thing-- it's that nobody wants to feel like a fool by taking a flyer on a program or a person who doesn't pan out in the end.
Unfortunately, the demo doesn't address the need. It allows a potential buyer to try out the interface, but nobody buys the program for the interface-- they buy it to play in a gaming group they enjoy. This is what we have to allow new players to test.
What am I missing here? Let's see if we can address this issue so we can make it easier to recruit more players to FGII.
Thanks,
Rob
unerwünscht
February 20th, 2009, 23:20
I understand where you are coming from, I really do, but handing out the keys is not the solution, only bad things could come from it.
The best solution, in my opinion would be to add a table to the full version that would allow a user to enter up to 8 lite keys. These keys would never actually be passed to a player. Instead when a player connects to the host it would first check does this player have a valid license? If so it would let them connect as normal. If not it would then check does this host have valid player keys? If so it would then check to see if any are open, mark one used if available, and then let the player connect as normal. In all other cases it would basically give an error stating that the host does not have any open "seats" remaining, and that the user should purchase a valid license to continue.
Valarian
February 21st, 2009, 09:01
I'd go one step further and only hand out the free "demo" licenses to registered users. Thereby, you'd need to register to get a license which would allow you to download the software, install it and only connect to games where the GM's full version contains additional licenses. You'd also be able to update the software. It would mean that the demo version would no longer need to be maintained as a new player could play with a free "demo" license for a while and then choose to get the Lite or Full version at a later date.
ErsatzPyre
February 21st, 2009, 18:08
I agree with unerwünscht, but perhaps a table of up to 6 keys.
Also, Valarian's suggestion leaves room for 'what would the demo's limit be?'..."A Tale of Dinor" as it is now, or act as a Lite for a limited time under the demo holders IP, registered name, combination of both, or perhaps some other suggestion...
Maybe it acts as a Lite for up to a number of hours (~2 hours?) a day before it disconnects the demo user?
Valarian
February 22nd, 2009, 07:46
I wouldn't put a limit on a Demo license. I'd have it there as an option for players whose GM is willing to have additional license keys registered. If no GM is willing to do this (but there will be a few, me included) then the demo license will not be very useful to the player and they will have to purchase at least the Lite license. If a limit is really required, I'd put the standard 30 day trial used on most business software.
The GMs who have additional keys registered will be those trying to introduce people to the software. If the player then wants to make more use of the software, then they will need to purchase a license that can be used on a wider basis (i.e. Lite or Full). I, for one, would be tring to encourage as many people as possible to consider the Full license so that they can GM as well. It'd also mean that I could demo using rulesets other than the d20 one presented in the current demo version.
unerwünscht
February 22nd, 2009, 07:54
I would not limit the "demo" as far as its ability to connect to a Host with player keys, that would just be foolish. I would however force that system to go through the Fantasy Grounds Alias server, so that it could actually check the validity of the hosts player licenses, this would help avoid illegal copies from getting used. And if I am not mistaken would not put much more strain on the server than what is already there. I believe it checks the license every time you connect anyways, or atleast I recall seeing that said somewhere once before... something about a black list of keys.
ErsatzPyre
February 23rd, 2009, 19:23
I was going to suggest the 30 days bit, but then there's always the "resourceful" people who will manage to reuse the demo over and over.
But I suppose my limit idea should probably be stricken through, so I might as well recant that suggestion.
I thought about it and I believe that there would indeed be enough individuals with the Full, including myself, to encourage tryouts from others through us...seems rather plausable.
I agree that it should be forced through the FG Alias server. A black list of keys would be nice too, esp. if that's already in effect.
Andugus
February 23rd, 2009, 20:48
From a business stand point it seems to make sense to allow a GM to buy extra floating lite keys for his players to use when they join his game. Consider the advertising effect. A new player could join a game with a GM equipped with these lite floating keys. All they should need to do is download the software and register. Their copy would only work when they logged into a game with these floating licenses.
Consider that they may eventually want to try another game, if at sign in the GM doesn't have a remaining floating license they could be offered an on the spot chance to buy one through SmiteWorks. How could this be bad for the community or Smiteworks, or even more importantly new comers to the software?
Sakusammakko
February 28th, 2009, 08:11
I think this thread has run its course.
Thank you for your great ideas and suggestions. At the end of the day, it's not important to me how we implement the solution. The point is to give GMs the possibility to recruit new players to their FGII games and to allow those new FGII users to test the software in a real gaming situation before they make their purchase.
It's in everyone's best interest that we continue to increase the pool of players who want to play in our games. I may recruit someone to FGII, but they may decide that another GM's game suits their schedule, interests, personality better. We all win.
unerwünscht
March 18th, 2009, 00:51
I have put a lot of thought into this over the past few weeks, and now that I stop to think about it, I am kind of glad Smite Works dose not have floating keys. If they did what would happen is that DM's would buy a bunch of lite license keys, and in effect they would end up selling 5 keys to one user over and over, and since they don't want to listen to us and implement something we all want to use, I appreciate the fact that they are not getting all that extra money.
PneumaPilot
March 18th, 2009, 03:00
You know, it seems to me that it's just about as difficult to get a bunch of folks together to play on Fantasy Grounds as it is to get them to play in real life. I have often compared it to herding cats. There are tons of difficulties, and even with the pure pen and paper stuff there is the issue that if a player really wants to enjoy the experience and be a valuable asset, he needs to buy the stinkin' rulebook.
I have had six friends besides myself buy into the program, and 3 out of the 7 bought full licenses. It took a LOOONG discussion to get eveyone to buy in, but at least it happened. I have been having a similar discussion with people that live in my area to try to get them to play in person for the last two years with no result. Let's face it, there's a steep hurdle to get over if you want to roleplay. I guess, personally, I'm glad that there's not the option to have the GM buy up the table of licenses or whatever, because I would still be stuck with the bill most likely.
unerwünscht
March 18th, 2009, 04:02
I think in a round about way we just agreed. However your issue is the bottom line cost to the DM, and my issue is that many DM's share the same small group of players, so in the end if you DM, and I DM and we both buy floating keys so unregistered users can play, realistically at least one of our players will be the same player, and we have effectively purchased a lite license twice for the same player. Good for smite works, bad for any of us that actually want to see anything get done. Right now they actually have to work for their money...... Speaking of.. any signs of a new update in the next year?
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