Edit: And if you want to know a little more about some other stuff I did alongside this one, you can see the results here: https://www.steamgifts.com/discussion/EWTuj/so-about-this-whole-reading-descriptions-thing-another-experiment

Last year I did some experiment by posting 12 copies of the same game, going form level 0 to level 10 in the process, to see how entry numbers will fare.
This year, I did it again, but this time I spiced things up a bit by mixing in quite a few other games into those HOGs. These included games from OtakuMaker or directly from the DIG point store.

Some of these games were not on the bundle list when I posted the giveaways. Some were, but never went into any bundle, it was just the usual Russian prices pushed it over 95% case. All of them, including some of the HOGs, are borderline or flat-out shovelware at worst, cheapo indie games at best. And this is how they went:
(Sorry about the formatting, the site doesn't support table column width in markdown.)

Title Bundled Rating (*=cards) 0 1 2 3 4 5 6 7 8 9 10
Crystal Cosmos 3 100%* 2305 - 854 - 909 - 562 - 182 - 56
Green Ranch 4 87%* 1900 1082 678 741 730 572 447 295 134 101 -
Sixtieth Kilometer 7 78%* 1074 - 438 - 408 - 160 - 39 - 6
Enigmatis: The Ghosts of Maple Creek 6 84%* 1524 909 485 413 344 196 139 73 37 19 15
Enigmatis 2: The Mists of Ravenwood 10 97%* 1272 803 406 330 259 119 63 22 8 6 3
Enigmatis 3: The Shadow of Karkhala 2 93%* 1804 1428 926 865 790 609 463 316 178 111 56
Bold New World 0 23%* 1881 1546 814 785 751 573 432 320 190 120 64
Pester 15 60%* 1332 1093 304 368 348 241 166 108 69 41 16
[Dream Dealer △](Dream Dealer △) 0 85%* 1988 1769 932 900 840 664 507 357 206 147 73
Blaite 1 77%* 1447 1296 742 732 732 585 460 341 208 140 68
POLYWAR 0 79% 1468 1109 526 518 511 414 313 235 137 97 51
Joana's Life 1 35% 1580 1241 582 511 496 427 325 241 144 102 49
City of Chains 4 86%* 1178 1003 437 374 334 230 149 71 36 20 10
Grim Legends: The Forsaken Bride 11 95%* 1054 919 314 210 123 45 14 2 0 0 0
Grim Legends 2: Song of the Dark Swan 8 91%* 1288 1041 421 314 223 103 45 16 2 4 2
Grim Legends 3: The Dark City 2 92%* 1816 1575 837 739 642 490 373 261 148 - 45
Demon Hunter: Chronicles from Beyond 7 64%* 1066 680 397 322 283 187 109 63 23 17 6
Demon Hunter 2: New Chapter 2 67%* 1224 889 576 513 504 406 327 242 148 98 50
Control Craft 3 2 60%* 1300 745 465 426 424 358 299 226 142 101 51
Finnish Roller 3 75% 1347 830 486 449 449 402 345 269 171 118 -
Infinitum 2 25%* 1527 751 452 416 413 364 330 244 157 111 56
Trashville 0 88%* 931 757 429 451 456 342 292 214 129 82 40
The Secret Order 2: Masked Intent 5 79%* 860 814 421 378 332 217 172 127 73 50 18
The Secret Order 3: Ancient Times 3 90%* 910 887 484 490 412 295 247 189 114 75 36
The Secret Order 4: Beyond Time 1 82%* 1019 903 532 521 485 381 319 237 145 100 48
Oldschool tennis 1 50% 1080 805 397 396 388 311 270 182 121 89 41
The Lords of the Earth Flame 2 65%* 1025 827 415 432 421 343 275 189 108 72 32
9 Clues: The Secret of Serpent Creek 8 90%* 744 710 259 246 217 130 81 40 19 11 5
9 Clues 2: The Ward 5 93%* 1149 892 423 377 301 206 149 102 67 41 16
Purple Hills 1 40% 2067 1346 594 508 481 367 287 191 111 80 40
Agent Walker: Secret Journey 1 69%* 2145 1611 880 799 758 597 461 335 206 148 69
Naval Warfare 12 53% 1226 843 369 350 342 222 174 117 66 37 15
Endless Fables: The Minotaur's Curse 1 96%* 1911 1328 834 851 805 610 497 342 205 141 68
Crime Secrets: Crimson Lily 3 67% 1883 1325 573 417 391 333 267 194 113 72 31
Turn Around 1 45%* 1443 1070 531 540 526 436 384 286 173 119
Sarab: The Dark Tower 1 100% 1803 1268 490 463 421 315 277 198 129 87 42

Note: The table is not complete, I still have games left to add more data.

There are a few things to point out:

  • Low levels are completely chaotic. Sometimes there is a giant gap between level 1 and level 2 (look at Pester), sometimes the curve is almost ideal, sometimes there are more entries on level 3–4 than on level 1–2.
  • Game rating is almost irrelevant on public giveaways. Be it great or a pile of shit, there is not enough difference to draw a direct cause and effect conclusion between game rating and entry popularity.
  • Bundled status obviously has an effect, but only a small one on level 0 and level 1. This mostly indicates that those levels have most of the users who enter anything for a win or who use some automated methods to constantly spend their points.
  • On the other hand, considering the not-so-great quality of many of the games, we can safely say that people who don't really care about anything but a +1 in the library are common enough on all levels. Almost one-third of the level 10 users entered for Bold New World, one of the universally lowest-rated games on the list.
  • Additionally, bundled status won't automatically mean or predict anything. A similar amount (or, on some levels, more) people entered for Pester, a game bundled fifteen times, as for City of Chains, which was bundled about a quarter as often.
  • Level 6 and on seems to be the point where users start to actually consider what to enter for or have enough games in their library to not see many giveaways. Still, the allure of a +1 is obviously strong.
  • Level 8–10 seems to exist in its own world. Sometimes it follows the lower levels in patterns, sometimes it essentially forms its own little block, oblivious to the trends on lower levels.
  • Trading cards only seem to have a mild effect. Polywar and Blaite have similar backgrounds in most aspects, yet their numbers are similar. Same goes for Finnish Roller and Control Craft 3. There is some bump in entry numbers, but not too significant.
  • Artifex Mundi HOGs are pretty popular in the user base. Those that were available the cheapest and in the most convenient ways have clearly lower numbers even on level 0, including the only game that managed to flatline after level 7 with zero entries over almost a working week.

I also did another experiment, this time by posting 120+90 keys, mostly on level 0 and level 1, where we suspect most of the auto-entry script users and bots converge. This experiment used delayed starts on giveaways: most went live on the site 12-36 hours after creation. I cross-referenced the numbers to another set of fully open ones where the timing was more traditional, meaning it started within a few minutes to an hour after creation.
The result is that I can safely say that script users and bots mostly prowl the new giveaways page. On the "instant" ones, it took only a few hours to get 2-500 entries, with another 600–1000 entries arriving within the last three hours. The entry number difference between instant and delayed was sometimes close to double in the instant's favour.
So, if you wanted to avoid at least a good portion of the bots, you just had to delay your giveaway by at least a day or more. But this is going to be apparently fixed with the next site update, according to the admin, cg.

Additionally, this large amount of public ones confirmed what I always thought, that those who use Easy SteamGifts or other one-click entry methods mostly enter things that are on the first few pages, meaning the ones that are about to end. Some of these methods offer a pre-defined message along with the entry, and I have received up to a hundred messages from a handful of people in the last two hours before the giveaways ended, but never before.

7 years ago*

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So is that why you have been posting so many games. I was wondering.

7 years ago
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btw Thank you for all this information. I'll be trying to use it in my future giveaways. So far I've given away over twenty games and only two have been played really. It's discouraging at the least. I myself will only enter for games that I really want to play and know I will love. I don't quite fathom why others would not do the same. Except for the +1 I guess.

7 years ago
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If you really, really want your given away game to be played, then forget public giveaways. You need to actively search or set up really nifty SGTools filters to even give you a decent chance for that to heppen. Only do public giveaways if you are okay with the large possibility of the game never being played for more than card-farming, but you still want to leave the door open for a very, very, VERY slim chance to make a random person somewhere on this planet happy with a game they'd enjoy.

7 years ago
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If you really, really want your given away game to be played, then forget public giveaways.

I agree with that, which is why most of the "good" games I have given away have been private for forum events, but I still hate the idea of excluding people. I have a crap ton of spare games from bundles that I want to give away and I would rather them go to someone that wants to play it and not farm it for cards. Some people frown on doing only private giveaways as I see a lot of SGTools giveaways use rules requiring a minimum public giveaway CV.

I only enter for games I want to play, and oddly enough, all of the games I have won have been public giveaways. I've played most of the games I've won and do intend to get around to the others.

7 years ago
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I generally leave the really good stuff for forum giveaways, some groups I mostly trust, and occasionally a level 2-4 public. I have long ago lost faith in level 0 public ones, so I just drop keys I know they will at least activate and mark (which is, sadly, a great step up from one year ago, where I was contemplating of stopping public entirely as it was way too much headache to constantly chase winners around). There are good games among them, there are bad ones, but all are keys I wouldn't feel too terrible of if they are not played.

7 years ago
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I don't know how to do those kinds of giveaways. Is there a guide on how to do all that stuff?

7 years ago
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I have a few personal examples.

This is how I try to give away two Deponia keys using the whitelist feature, by recruiting people who have evidence of finishing the first one:
https://www.steamgifts.com/discussion/EAkcz/have-you-finished-deponia-1-then-here-is-a-chance-to-win-the-second-or-third-game

This is how I used s site called SGTools to filter out people who have shown some signs of actually being interested in a certain game:
http://www.sgtools.info/giveaways/d977a08f-ff77-11e6-96a2-fa163ee2f826
Look at the custom rules section at the bottom. The site allows you to create filters however you want. You don't have to necessarily exclude level 0 users, but you can use some other restrictions, like following SteamGifts's rules, having the game on a wishlist since a certain date, library size, and many others.

I also send at least 5 hidden object games each week (in average) to a group called Hidden Object Gamers, whoch is focused around the stuff.

All are examples on methods to try to pinpoint a certain demographic that is bound to be interested in the game enough to play it. Yes, it can be some work sometimes, but in time it is easy to get used to it and make it faster.

7 years ago
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Thank you for the help.

7 years ago
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If you want some real data, grab something in the top 10 of the Community Wishlist during a sale.
I'd love to see the numbers on that split up between levels.

7 years ago
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Send me half thousand dollars to cover the costs, and I'll do it. :) What you propose would cost more than my monthly income.

7 years ago
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If I could afford it I'd be doing it myself and sending you the numbers.
11 copies of anything pretty high up (top 100 or so) would do, just make sure to grab it during a sale.
It just has to be something pretty popular, Hidden Object Games are a niche product.

11 copies of Stardew Valley would probably give you the data you need, and it is only $14.99 ($165 total)

7 years ago*
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Disregarding the "thanks for telling me what to blow my salary on" angle, would you believe me that even without actually doing this I would know that the results would be the exact same, just with the entry numbers having a 2–5× multiplier? No trend would actually change. The only actual difference is that the chance for the winners to ever reach at least one achievement in the game would drop considerably.
(By the way, less than half of the list are HOGs.)

7 years ago
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They might not be HOGs, but they're mostly games people only want for cards or the "+1" to their games list.
Not trying to tell you how to do this, just curious about what the number curve would be with something popular.

For the popular giveaways (and wishlisted games), I only enter if there are 500 entries or less. That is why I'm curious about how the numbers would be skewed if it was something different.

7 years ago
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So are the community wishlist games, for the most part. The wishlist is not containing games people want to play, it contains games they want to own because the games are famous and/or expensive.

7 years ago
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I must be different then. I wishlist games I want to own & play, not just own.
If it was simply something I wanted to own, I'd wishlist every single thing on the Steam Store.

7 years ago
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Oh, there are scripts that do that. Made because of popular demand. Of course, actually running such a script eventually bloats the wishlist to the point where it will never open even in the client, making it pretty much unusable. But people do it. Wishlists over 1000 products are pretty common.

7 years ago
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Mine has 916 games on it, but all of those are games I would actually play. They may not necessarily be good games, but they are games I want to try.

I wish more developers released demos of their games like the old days.

7 years ago
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Nice work - definitely worth taking a break to read~

7 years ago
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Additionally, this large amount of public ones confirmed what I always thought, that those who use Easy SteamGifts or other one-click entry methods mostly enter things that are on the first few pages, meaning the ones that are about to end.

Isn't that how most people use the site even without one-click entry scripts? I only use cosmetic scripts. I open GA pages in tabs as I browse, then read the description if there is one before entering. I browse around 3-5 pages of the front site, then check wish listed games then the forums if I have time. I generally check the site 2 or 3 times a day and depending on the time of day, those 3-5 pages can cover end times from 8 hours to 1+ days (I need to hide more games). Other than wish listed games, most of my entries for public giveaways occur within the last few hours of it ending.

7 years ago
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Many, but not most. A lot of people only use the wishlist tab or group giveaways tab. And I can pretty much confirm based on my regular giveaways that scripts tend to favour the newly-created giveaways, along with a good number of users who probably use that as sort of a "bank", storing points in long-running giveaways in case an influx of some more lucrative game comes along.

7 years ago
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How do you know it's not most? I'd need some pretty good proof before believing that a lot of people only use group giveaways. What would be the reason for that?

7 years ago
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As for the new page, the level 0 ones I posted for a long time gathered about a quarter to a third of their entries in the first few hours, and about the same in the last few hours, with a slow increase in-between. When I made giveaways which started more than a day after I created them, they did not show up in the "New" giveaways section (but cg recently fixed this bug), and suddenly early entry numbers dropped to a few dozen—less than one-fifth of the usual numbers. But the influx of the last few hours remained the same.
As for wishlist and group, I can only depend on what I read on the forums and see on some people's SGTools stats on won games and its public percentages.

7 years ago
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The newly created and about to end giveaways sounds about right to me. I just don't see why a lot of people would restrict themselves to group giveaways, although it might just be that our perception of "a lot" differ somewhat :P

7 years ago
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Because even level 10 giveaways can have worse odds than a simple group one. Not all the time, of course, you can have group giveaways reaching thousands of entries, but in general this rule does apply.

7 years ago
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It may be my limited imagination but why would odds be a factor in if you'd enter a giveaway or not? But I guess now I understand your view on "a lot" a bit better at least :)

7 years ago
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Because people enter these to win the game, so the odds are the most important thing for them? :)

7 years ago
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Yes and if you choose to not enter a giveaway you get lower odds of winning that game, right?

7 years ago
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No, but you forgot that point management can be a factor.

7 years ago
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See, limited imagination. But really, how often would that be a factor, even in your experiments? I can't remember the last time I was low on points and I've certainly not been low for any extended period of time.

7 years ago
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For a level 10 person, this experiment can drain 120 points/game if they really follow what you imply and enter everything down to level 0. That is nearly half of the entire stock. For a single game. It got lost in the myriad messages, but a few days back someone even wrote that they blew 200 points just on my giveaways alone in one go.

7 years ago
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there is a new GAs page? ;)

7 years ago
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is the same for me as the standard site. probably ESGs "fault"

7 years ago
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Updated with the last batch.

7 years ago
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7 years ago
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