So is that why you have been posting so many games. I was wondering.
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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.
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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.
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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.
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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.
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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?
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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.
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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.
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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)
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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.)
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Edit: Added a link to its smaller sibling:
https://www.steamgifts.com/discussion/EWTuj/so-about-this-whole-reading-descriptions-thing-another-experiment
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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.)
Note: The table is not complete, I still have games left to add more data.
There are a few things to point out:
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.
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