Business Model and Marketing
Repeatable Sales
tAoT is a collectable card game. I plan to produce a new downloadable title featuring a new set of cards and game developments every 3+ months. This model will also allow for the initial market penetration to occur at a cheap(er) price.
Diverse Target Market
tAoT will target two different types of consumers with two different ways of enjoying it.
“Pro”
The PvP experience positions you/your team against another player/team with both sides beginning the battle with nothing in play, they must build armies against each others development. This is highly competitive and challenges players to constantly struggle against each other to win. The “Pro” gamer market is considered incredibly vocal about the games they play and is often considered a great marketing tool.
“Casual”
The AI does not play like a player, it deploys a predictable (but analytical) list of cards which the player(s) must effectively counter to win. The single player/cooperative experience will have the player(s) start off the battle in a situation where the enemy is overpowering them and will require them to survive and slowly take back control of the game. This creates a puzzle like gameplay experience which is more appealing to the casual gamer.
Viral Marketing
On the LIVE network’s “friend list screen” the name of the game a friend is playing is displayed next to their gamer tag. This market presence along with the ability to impulse purchase tAoT as a download will virally optimise tAoT’s team based gameplay to make sales.
Multi-level Marketing Gameplay
Mechanic
Players will start the game with a simple deck. As they beat maps they acquire experience points (XP) which can be used to purchase new cards.
To purchase your first copy of a card will cost 30XP; to purchase your fourth will cost 900XP. This will allow XP to be of high value when perfecting your ideal deck, but still abundant while exploring deck themes.