The Top Free-to-Play Monetization Tricks
gamasutra.com
gamasutra.com
The last time I made an in-app purchase was for Elder Sign: Omens, a very simple game of chance that I like primarily because it reminds me so much of the fun I had playing the Arkham Asylum board game. Anyway, they offer a straight deal: a fixed sum (no intermediate currency) for additional content. That's it and I feel comfortable and justified buying that even though it's not a challenging or elaborate game.
I would never buy stuff if a game uses any of the shady tricks described in the article, but what's really poisoning the pool for all game developers is my increasing unwillingness to invest time into games that I don't already know in order to avoid that sort of disappointment. So what they're really doing is ruining it for everyone in the long run.
Maybe straight-up, no-tricks games should have a seal or something ;)
But it can be done wrong to. That's the reason I won't buy BF4. They are intent on releasing DLC before the game. That's just shady and it doesn't add anything to the game.
[0] https://www.google.com/search?q=nintendo+seal+of+quality&tbm...
Unfortunately that term was stolen and repurposed in to an effective lie. "It's not pay to win. The players choose if they want to pay with time or with money." Complete garbage.
More recently we use the term "Ethical microtransactions" because it implies strongly that we are free of the scummy tactics.
I firmly believe that if you don't separate the game design and the business model in to two distinct systems then your game design will be corrupted by it.
A website that curates lists of such games would probably be very popular. Especially if it cross references with other games that make extensive use of the unpleasant monetization techniques.
A benevolent dictator would be more useful than a community run site, unless there were standards and moderation. The Usenet group alt.comp.freeware spawned the website Pricelessware.org. Being Usenet there were frequent bitter angry flamewars about what counted as "freeware". (This was entirely about the monetary cost of the software, and not about open source or other rights.)
Here's a novel idea: Charge me £4.99 for the game and let me play it. I don't mind paying for a decent quality game. I would rather pay for a game than download a free one that's unplayable without a tonne of in app purchases.
Basically, you are still in the minority, and most people do not shell out £4.99 for a phone game. They do, however, shell out 5 crystals for an extra rope so that they can "just beat this stage already"!
It's terrible and preys on human failings. The people who are most likely to fall for this are the people who are least likely to be able to afford to pay the rent. The free escape into a world where they can have positive reinforcement from daily troubles is now giving them negative reinforcement until they pay up. Capitalism is fairly cruel.
I won't develop mobile software unless I know there's an alternate marketing channel.
I do believe there's money to be made, but the way to reach people isn't through the store.
It's just so frustrating that I can't just pay for the game -- it is getting worse the point that if you don't get those in-app purchases, then these obnoxious ads start popping up on me (I guess to offset the cost that I'm not paying to get their coins or whatever), which basically does not motivate me to buy stuff, rather it just goes straight to uninstall...
Maybe I'm getting old...
Game companies can extract the most money from players if they exploit patterns of human dependence and addiction. An understanding of techniques for creating addiction is---in fact---a competitive advantage.
On the other hand, reinforcement learning requires systems of rewards - meaning that the games do provide something that is intrinsically valuable to the players (i.e. they must enjoy the game or they wouldn't get "addicted" to it).
How could you clearly tell the difference between a game that has been designed to maximise player enjoyment and a game that has been designed to exploit human addiction? What kind of legislation could be used to protect players? Personally I don't know, I think it's a fascinating subject though.
With casinos, at least you can convert in-store purchase back to real currency...
Not only you can't do that with in-app-purchase, it often won't survive game uninstall/reinstall, let alone renewing to new device...
The Behavioural economics page on Wikipedia, http://en.wikipedia.org/wiki/Behavioural_economics is a little dry but a good source of references. I can only claim to be somewhat (vaguely) aware of the subject but having a good introduction from TFA certainly kicked my critical thinking skills out of their complacency.
[1] http://www.amazon.com/Predictably-Irrational-Revised-Expande...
Now the big question is, how better games ("skill games") be monetised? Nobody really wants to play manipulative games, but it's not clear to me how you can effectively monetise free-to-play. Any ideas?
Intermittent reinforcement is commonly exploited in the form of thinly disguised gambling in games, it's a huge part of Valve's sales (crates) in Dota 2 and Team Fortress 2.
A few common monetization strategies for skill games:
- Selling shortcuts. Players don't really mind being given the options of spending money or additional time in game, barring extremes. Indeed, if not made available by the game vendor, this is often handled by 3rd parties - the market for in game currencies is measured in billions of dollars per year. These shortcuts to a goal can be seen in many games that merely sell additional options which have minimal effect on gameplay.
- Cosmetics and other status items. Team Fortress 2 is a good example - people will buy anything that makes them look different from everyone else in multiplayer games.
- Limited time products. Lots of games have started selling bundles (in denominations like $50 and $200) to early adopters that let them distinguish themselves from those who started playing later on or did not pay up. Path of Exile and anything by Perfect World are examples.
Games without any multiplayer elements would likely find it hard to use these.
devious tactics. this is why i don't buy premium currencies, unless i can exactly spend it all on the item i want.
IIRC, they've said that they make most of their money out of the cosmetic aspect ("skins").
The other thing they do is to enable people to pay to get the new game characters ("champions") faster than the free players (who have to "grind" to get them, and carefully consider their purchases).
Fundamentally, the free experience you provide in your game has to compete with any other activity the potential customer doesn't have to pay to do. The potential customer could play any of the games they already own, or they could go for a walk or surf the Internet. Either you have to be generous with the basic free experience or you have to use sneaky tricks to get the customer to play. Being generous with the free experience also means not giving paying customers an advantage in competition. No-one likes being beaten by a worse player who has paid to be overpowered.
This is a really tricky subject though. For example, providing a demo version of a game and charging for the full game is definitely not sneaky, right? It also seems reasonable to provide a time trial of X free days before you have to pay for the game to carry on. That doesn't seem like a bad thing either. What if you wanted to be more generous so the customer could keep playing your game as long as they liked (as with a demo) but they also got a taste of the full version of the game (as with a time trial)? Well, I guess you could have a demo version of the game that also gives you a free 10 minutes of the full game every day. Is that okay? It seems okay at first glance, but, it's also kind of close to being a reinforcement learning manipulation. If you made the free time period a little bit random, or made it happen at a random time during the day, then you'd have something definitely manipulative.
I think there are new fair monetization strategies to be developed regarding cooperative play. Games like Clash of Clans make use of cooperation to inspire purchases, but that game can be manipulative. However I think that monetization through cooperative groups can be done fairly. For example, in a game where people formed clans you could allow a member to buy items that, once bought, gave a copy of that item to everyone else in their clan. I'm thinking of something like clothing with a custom emblem that the player can design, that sort of thing. This would allow players to be generous towards their friends, and pay real money to confer superficial status towards themselves within their clan and their clan within the wider game world.
Another interesting new way to monetize skill games would be to monetize through imbalances. Extra credits had a discussion about interesting gaming imbalances, but the general idea would be to regularly slightly change the balance of the game, so players have to change their meta-strategy (i.e. loadout/character/class choices) to keep up. This can then be used for monetization, so players have to keep up with the latest purchase in order to compete with everyone else. So, for example, you might start selling a new frost wand that's a little overpowered, and so everyone wants to play as a wizard. But wizards are slow moving, so a few weeks later you introduce an elf bow that blocks frost. Elves are quick moving, so they're really good against frost wizards. Now everyone wants to be an elf. So a week later you introduce a special move you can buy for trolls that has an area effect (making it easy to catch fast moving elves) that is especially powerful against un-armoured foes (very bad for elves in your game). Now lots of wizard+troll teams are popular, so you introduce a new sword for barbarians etc. etc.
I honestly don't know if this latter methodology is manipulative or not. On the one hand, it means that the game is kept fresh and, because the required skills change over time, it prevents more experienced players from becoming utterly unbeatable by new players. On the other hand, it does seem a bit like a cheap way to squeeze regular payments out of everyone. Maybe a non-manipulative way to do this would be to allow players to ditch their character and play as a new one (with the right class and items) for free, but charge them for having multiple characters. That way you could buy one of each class and then have complete freedom in the game, or you could not pay anything at all, and all you lose are the superficial ways you have customised your character.
i feel planetside 2 did a bit of this (tho i didn't play it long enough to feel the effects).
But there's a good kind of F2P. There are games that you download for free, which are essentially a demo. Once you finished that, you can buy the full game via IAP, this is pretty brilliant from a player's perspective. It's a shame that we use the same term for that.
I suppose the good thing about F2P in general is that it might just bring a very important message across to the general public: There is no such thing as a free lunch.
Valve has become a master at this of course, even if they did almost stumble into it by accident when they starting making TF2 hats. They're going down the same route with DOTA2 IIRC.
Eechh...I would hate to play a game like this. It's not just the money factor, but the feeling that I'm being extorted, and that paying is the only way to succeed in the "life" inside this gameworld. This kind of decision would immediately make me ask existential questions like, "Why do I care so much about my status in this virtual world?" and then quit playing.
Then again, I'm someone who is a complete sucker for "Show your appreciation by tipping the creator" type of pitches, maybe even giving more than I would pay for the game's upfront price (in terms of dollars, for mobile games). There's the "reward" of "I'm being such a good gamer, recognizing the hard work of this developer"
On behalf of non-coercive indie game devs, thank you!
>At this point the user must choose to either spend about $1 or lose their rewards, lose their stamina (which they could get back for another $1), and lose their progress.
I can't imagine playing a game that threatened to take away my items if I didn't give them money.
Difference in spending between cach and credit card attributed to "layering" is another meme. Correlation is not causation. The effect is, probably, based on the fact that there almost always bigger sum of money on the card than in cash in a pocket, so, the loss seemed less significant.
As for monetization strategies, it seems that nothing can beat "status items" (same as in so-called real life) such as "armors", "cloches" and all those "things" one could display and compare with others.
But so many papers..)
What's funny about it? It seems to be backed by science [1] [2].
[1] http://hrweb.mit.edu/worklife/youngadult/brain.html
[2] http://www.npr.org/templates/story/story.php?storyId=1411647...
It is more sane to talk about control of emotions - ability of an activity in one region of the brain interfere with, or tame other activity in a different region, which requires "training" of appropriate "networks" via repeated exposure to certain behavioral patterns (experience). This could be attributed to ageing, that adults just had more practice of self-control, but it will be just another meme, because each process of maturation is unique, due to almost intractable number of factors involved.
Even cross-culturally, my beat is that if some could compare group of "typical US students" with a group of Asian "Buddhist monks" of the same age, there will be significant differences in prefrontal cortex activities.)
Read some Marvin Minsky for great good.)
I really wish its possible to earn similar revuenu, but with "clean" tactics (i.e., making a really fun game that also has artistic value). Unfortunately, it seems reality isn't so.
Evil tactics like these are not needed.