The Anatomy of Profitable Freemium
wensing.tumblr.com
wensing.tumblr.com
Then they made an offer of 2 more games (or episodes) for a fee. When taken as a whole, they were only giving 1/3 of the game away for free, but before purchasing, you felt like you were given an entire unit upfront.
This established a great relationship between the user and ID software. They demonstrated for free what 1 unit of Doom was, then offered 2 more -- which I roughly understood what value I would get.
I think creating and segmenting units of a product that are complete in themselves, but related to other premium offerings is a great way to get a user to feel both satisfied with a free product but yearning for more. It also shows that segmenting your sales narrative in freemium is very important. I get irritated when you interrupt my free unit and offer the rest at cost. I am happy when I receive a whole unit for free, then am offered more units for a fee.
The equipment you can buy with the in game currency gives you a real advantage in player vs player battles. Having no equipment at all means you need a very large skill advantage over the other players to be able to win games.
To get all things you might reasonably want to buy, you need to play an uncomfortable amount of games - which gets many people to take a shortcut and buy the in game currency with real money instead of obtaining it by playing games.
The key, I've found, is to make sure the features are always visible. Make the controls (links, buttons, inputs, whatever) always visible, but when the free users click, they get a "This is for premium, click here to upgrade" notice.
Plus, I have a policy now that any new feature defaults to premium, and I have to be convinced to make it free. So, the free offering stays the same but the glitter and gloss of premium gets better and better in comparison.
Finally, never fall into the trap of thinking something should be free because 1) it's easy to do or 2) someone else gives it for free. A "I coded it in 5 minutes" feature that makes life easier for your user sounds like an awesome premium offering to me.
Compare that to designing a premium offering that a free user can hire to a valuable job you've identified among your user base. Achieving that requires more segmentation and discipline than power user potpourri, but it also commands higher prices.
Obviously I don't know your startup or how you're implementing freemium, so don't take any of the above as a judgement of the way you're doing it. This is just what I've commonly seen.
That's a good example how 'freemium' is inherently dishonest and therefore will not succeed.
I guess I could see why you'd think that and I might even agree, but I personally think that knowing what features I'm missing out on better motivates me to buy the premium product. And if the price is appealing and worth it to me, then I'd be happy to pay it.
Plants vs. Zombies on the iPhone is somewhat this way (pay $.99 for the app) and then you earn coins in the game that you use to purchase mini-games and other plants. You can also just buy a ton of coins and purchase all the side games at once (for about $3.99). The reason this is okay is that getting all the extra stuff isn't nigh impossible - in fact it's pretty easy.
Meanwhile, over at Tiny Tower it's a chore to get anything without paying extra unless you invest a ton of time into the game and the 'tower bucks' aren't cheap ($30 for 1000 tower bucks which is a lot but not enough for everything). And they are throwing ads at you for other games they make all the time.
So, if you are going to go this freemium route it'd be nice if the choice to stay free doesn't mean I can't finish the game without an insane commitment.
† I don't mean this in a moral sense, but in a "it's a reasonable expectation and quite possibly essential to the business plan" kind of way
I'm interested in the concept of soft limits and how that fits into these different models - I remember when our company's GitHub profile went over the allowed number of users, and (I forget the exact numbers) it showed something like "Users: 7/5", highlighted red.
Soft limits seem to say "Hey, we know you're slightly over your limit, and that's cool - but if you want to go any further, we'll need you to upgrade".
We're still on trial and error mode on what to give away for 'free' and price points.
At the start most users didn't even use 1/2 their free quota s. Which is both good and bad. Good in that most 'free' users weren't putting a strain on the servers, but it's also bad because if they were leaving half-empty (quota on the table), there was little incentive to pay up. The other variable in the process is that if the 'free' quota is too low, nobody is able to 'test' their videos for free (so it's a balancing act to get average video size too to fit in the free quota)
User acquisition and marketing has been the most problematic for us. Our conversion for paying customers is still in the 1/50 range! If you consider average adword clicks in-around the .30-.50 cent range, that's about 15-25 dollars to get a paying customer on average. Operating at this level the margins are razor thin to say the least (We've tried to cut down on the marketing costs, but bidding anything lower than that and you get little to no traffic)
Our company is mostly Cargo Freemium with a dose of Airbag Freemium (based on my understanding of this classification system). So that means that firms can be hybrids of this model (or at least we are). Not sure if that's good or bad, but we are profitable (non-VC backed).
Our freemium gives users full almost full access to the platform (no Excel downloads) but limits the # of profiles they view. So when they hit that limit, they're prompted to upgrade. We also prompt for upgrade after a user has logged in a certain # of times. The thought being that if you login 20 times, you're finding value in what we have so we should prompt you to upgrade. We have tweaked the limits/threshholds quite a bit.
We used to limit # of searches in addition profile views but having so many limits was confusing to users and inhibited usage (for fear of using up their limits). So we removed the search limits in most paid plans.
We primarily market to the B2B set (VCs, bankers, corporates) so our pricing is probably not the typical SaaS, i.e. it starts at $300/month. For those curious, here is our pricing which also gives a sense for the Cargo/Airbag elements to our freemium model.
http://www.cbinsights.com/user_package_options.php (sorry for nasty url)
We've experimented a lot with pricing, what users get in the free trial and what users are presented with when they sign up so although we've not "arrived", our changes seem to be working although I know we could be 100x better than we are. So lots to be done.
Thanks for the great post btw.
One of the features of our service is a daily, real-time feed of company financings and M&A transactions. Before we had login limits, people would login every day and look at the feed but click on nothing so it would not trigger any 'usage' as we defined it. And they'd take the info presented in the feed and then go to Google and find out about the company or deal.
We were adding value to their lives else they wouldn't check daily but deriving no value ourselves. So at this point, we instituted the login limit so we could be compensated for the value we are delivering. Fortunately, many of those users have converted and are now paying us.
Of course, not everyone needs us daily so for those folks looking up a handful of company or VC or acquirer profiles, our free offering is plenty for them.
As to whether we are freemium or free trial, not sure. Think we take from both schools of thought but ultimately, irrespective of what we call it, the goal remains the same - build a product people derive enough value from that they're willing to pay for that value.
I guess they would have been called freemium if the word existed then.