Choose Your Words Carefully!

When making the page for our new Letter Quest demo, we decided to add a nice frame around the demo, with a button just above the demo. The point of the button was to get players to click it if/when they wanted to buy the game, and it would take them to the page where they could do so. We keep reading about how your “call to action” button should be nice and large, and be highly visible, have attention drawn to it, etc. So this is the button we made: Now, there’s a few things wrong with that. First off, when you’re on the demo page, that button is just above the game, and the ALL CAPS text makes it seem really “in your face” the whole time. That’s not cool. And second, the text of “BUY NOW” is a bit overpowering/too strong. We had a few people comment that it felt too pushy, and looking at it now we would tend to agree. We realized that the demo already gets people engaged, and at the end of the demo there’s a nice splash image showing what the full version has, and it politely asks the player if they’d like to buy the game or not. And chances are, if someone doesn’t reach the end of the demo, they probably weren’t going to go and buy the game! So we made a minor change, and ended up with this button: It feels a lot friendlier. The text feels less “pushy”. And it links to the Letter Quest landing page, where players can get more info about the game and make an informed decision about their purchase. We’ve had several people tell us they like the new button much more, and prefer to not feel like they’re forced into a decision…and that’s certainly not what we ever want our players to feel! We want players to enjoy the demo, be excited about playing more of the game, and either go and download the game on a mobile device, or purchase the PC version (currently in “early access”, with a free upgrade to the full game when it’s ready, and a Steam key if/when we get through Steam Greenlight…help us out by voting on the web if you have a spare minute, or click here to open Steam to our Greenlight page, thanks!). So just remember – even one or two words can make a difference, so try to think about how players are going to interpret what you...

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