Users of Dark UX Patterns must contact support to unsubscribe from a product. This is an example of what not to do, as customers will inevitably complain. [From Product Coalition]
One great way to reclaim lost subscribers is by offering discounts or bonuses for returning. If your subscription rates aren’t lining up with your player base, don’t be afraid to be flexible and change it up. Pay attention to your analytics, churn rate, and retention rate, and adjust accordingly. Encourage customer feedback and implement good or popular ideas from your community.
Tailor subscription plans to your customers’ needs
Some high spenders (known in the industry as “whales”) like to spend thousands on games, while most customers prefer to spend no more than $5 a month to unlock additional content. If you choose this type of model (to capitalize on the different brackets of spending and include the most potential customers), you should create a tiered price plan to highlight your game’s value while not overwhelming your players with choice.
Extend grace periods
Sometimes, cancellations aren’t voluntary and could be due to an authorization failure or a new credit card. In other instances, the user might cancel their subscription, then quickly change their mind and try to resubscribe. It’s important to make this aspect of resubscribing easy and beneficial to the player. By implementing a grace period, during which the player gets to keep their in-game perks, they’ll have a more positive experience working out their payment issues or considering re-subscribing. If their in-game items disappear when they fail to pay, it might turn them away. Remind them of any problems with their payment (around one message per day - don’t nag them, but make the intent clear) and try to resolve their issue with the transaction.
Use incentives to keep and bring back players
If you notice players unsubscribing, offer them unique and individual offers to try and win them back. Offering packages at a discount or additional in-game content could work depending on their reason for unsubscribing.
Typically, these manifest in “we miss you” emails, where the vendor offers the mentioned discount to the ex-customer. These can also appear as notices on a site during sign-up, communicating that old accounts can re-subscribe for cheaper.
An example of a “we miss you” email from J2Games
Sometimes customers genuinely want to end their subscription, so it’s best not to tarnish that relationship further by pestering them with offers and emails, and so on. The number one reason people unsubscribe from emails is due to receiving too many emails, too often, from a single sender, so don’t go overboard. Apply A/B testing to the frequency of your emails and the incentives you offer to determine the best mix for your player base.
Some companies, like LinkedIn, offer a free monthly trial to those who have previously unsubscribed and those in the process of unsubscribing.
Provide support and solve issues
Grace periods and re-subscribe buttons are self-sufficient at remedying issues up to a point — but nothing beats tailored support. Make sure you are attentive to your players’ problems when it comes to subscriptions, and have someone be responsible and able to fix issues that may arise. It can feel frustrating to want to spend money on a game, run into problems, and wait days for a support ticket submission. It’s in your best interest to have dedicated support, too, or users will likely leave you.
Another vital aspect of support is the ability to listen to and ingest customer feedback. Analytics will be paramount as you tweak the pricing and offers of your subscription model, and there’s no better way than to collect input from the source. Here’s your chance to listen to players directly and implement it if you see it benefiting your business model. You want to provide your customers with a high-value subscription, and your customers want the same, so communication is critical.
Make subscriptions worthy
The success of subscriptions relies on providing enough value to your customer to justify the periodic charge. All the analytics you collect, the support you provide, and the pricing you adjust mean nothing if your subscriptions aren’t worth a sign-up in the first place. Gamers can easily spot a bad deal when it comes to battle passes or bundles (in the case of Halo Infinite, around its launch date, it’s since been fixed), so your packages need to provide unique and valuable rewards. Don’t release popular these in-game aspects for free after discovering what makes them subscription worthy - players who paid to access said features would feel cheated paying for something everyone else gets for free.
An example of Apex Legend’s battle pass rewards
Apex Legends, a free-to-play example, offers around thirty in-game exclusives for their battle pass just for subscribing. However, the battle pass doesn’t stop character and weapon skins and grants the customer exclusive access to unlockables in-game earned by playing.
Call of Duty: Vanguard’s Battle Pass
In Call of Duty: Vanguard’s case, subscribers earn access to exclusive weapons, maps, characters, and cosmetics. A step up from just providing skins and stickers, customers gain access to substantial game portions in exchange for their subscription.
Be careful not to provide too much benefit for paying either, as your non-paying community will complain and leave. Try to strike a balance between value and fairness so as not to give more affluent players an advantage in-game over others. Cosmetics are a great start, as they shouldn’t impact gameplay all that much, but exclusive zones and other superficial rewards are good ideas.
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