After reading this great customer service example over at World of Shadow, I'm back thinking of my own CS purchase experiences in the gaming world. Of course, from there, I can't help but continue to think, and discuss, why customer service basics don't flow over into the gaming sphere.
In my first link above, the author purchased from Riot (a la League of Legends fame) and their internal records notified him that within the preset 2 week time frame of his purchase, the item he bought had a price reduction. They credited his account the difference.
In my second link, I bought a game off of Steam for $19.99, only to have it go on sale the next day for $1.99. I was politely told "too bad, so sad" (aka - pound salt) when I asked if it was possible to get a credit for the difference.
The author from the first link is already planning a second purchase from Riot for their good customer service. I haven't bought anything from Steam since ( and almost a full year) and probably won't again. Not because I'm that jaded of a buyer, but because there are other means to buy games, and I'd prefer to purchase through services that value me as a client.
Not that I'll have much luck finding a retailer that rewards customer satisfaction. In the most basic of terms, customer satisfaction is the best predictor of future purchases. You would think the gaming world would get that by now - instead they seem intent that it is better to not get some money from many people, and get full price from people who do buy.
Some quick and easy ideas on how to retain customer satisfaction in gaming after the jump.