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A/B testing the title of my guide to making successful social games

By on August 25, 2011
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As you may remember, I am writing a book of short, sharp, single ideas to improve your online game.

Things like “Sex Sells: Use double entendres to drive sharing and clickthrough” or “Be generous: by giving away currency, you drive reciprocity, which will lead to high monetisation”.

My first name idea was 52 games idea bombs. Lots of people have commented that ideas that bomb are a bad thing. So this name has to go. I need to determine the final name by the end of next week. I’m going to use Google to do it, and I need your help.

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  • GAMESbrief readers will suggest a bunch of names
  • I will pick the 4 or 5 I like best
  • I will run a series of paid Google ads with these titles. Whichever title gets the most clicks will be the title

So please can you help. Suggest, in the comments, via Twitter or by email if you’re shy potential names for a book of snappy ideas to drive acquisition, retention, monetisation and fun in your social game. Bear in mind that it won’t only be a book. I aim to make a calendar, some playing cards, commemorative mugs….

So time to step up: all suggestions welcomed.

About Nicholas Lovell

Nicholas is the founder of Gamesbrief, a blog dedicated to the business of games. It aims to be informative, authoritative and above all helpful to developers grappling with business strategy. He is the author of a growing list of books about making money in the games industry and other digital media, including How to Publish a Game and Design Rules for Free-to-Play Games, and Penguin-published title The Curve: thecurveonline.com
  • I’m guessing that you don’t like the move to free to play, then?

  • I’m guessing that you don’t like the move to free to play, then?

  • 52 ways to kill your games.

    52 way to kill your game

  • In design we refer to these as patterns. So something like:
    “Patterns for designing successful games”
    or
    “52 Design Patterns for profitable games”
    or whatever SEO fodder you want to feed it.

  • How about rocket instead of bomb?  I liked the “explosive” sound that you were going for.  Maybe Turbo charged ideas that will make your game Rocket to success etc.
    Game boosters that will skyrocket to success?  Blast off, accelerate, catapult, escalate.  Just some thoughts to play with.

  • splok’s idea of a gamish pun is nice. Not sure about cheat codes. Level Up is taken sadly.

    A title doesn’t need to be clever. I’d try at least one title that is almost pure keywords:

    Social Game Design Success
    Free-to-Play Game Design Sucess
    Free-to-Play Game Design Secrets

    … secrets, tricks, tips.

    Free-to-Play Game Design Power Ups?

    Incidentally I like how Schell’s lenses provoke the reader to ask questions of their game. Taking your TV example, what questions should the reader ask of their game…?

    How long after loading the game for the first time will the reader experience the fun of playing it?
    How can my game give them that experience sooner?
    How can my game build on that first fun experience so that they’ll keep playing for a long time?

  • splok

    cheat codes for your game business
    cheat codes to power-up your game business(or buffs, etc.)