The top free-to-play monetization tricks
gamasutra.com
gamasutra.com
It starts off great: treat the girlfriend well, give her flowers, treat her like a queen. As time goes by, slowly needle away at her confidence, until she feels dependent on you. Do this so slowly that she doesn't even realize what you're doing. Eventually she is essentially dependent on you, and even if you treat her like garbage, she keeps coming back for more. In fact, she even blames herself for things going wrong.
It's terrible. I refuse to play games that do this. I get that they're incredibly successful, and rake in tons of money, but this is not something I want any part of.
This is the other side; more fraudulent than evil. He summed it up in the first paragraph; make it so the player has insufficient information to make an informed [investment] decision.
Kids know dick.
I watch 'em in my arcades.
They stand like lab rats hitting
the feeder bar to get food pellets.
As long as they pump in quarters,
who gives a shit?
Let me ask you.
What's your single biggest problem
in the arcade business?
Well, uh, keeping the customer
informed of new product.
Like our new game called Zantar.
Zantar is a gelatinous cube
that eats warriors in a village.
If you eat a chieftain,
you go up a level.
Beauty is, you can't
get to the next level,
kids keep coughing up quarters.
Gelatinous cube eats village.
It's terrific.Continuing was always the wrong choice as you would find yourself on the hard level with level 1 weaponry.
Some games are built to sell the player cheats.
I do not know if this is because many people discussing this aren't old enough to remember magazines with cheat code sections, or a few years later, the time spent on websites accumulating collections of cheat codes and easter eggs.Once upon a time things were build into the game to ease testing, or allow players to dick around in the game if they didn't feel like hunting after extra lives, usually used after the game was beaten.
Nowadays some games put these into a New Game + mode, or make them unlockable with achievements.
Other games, especially in the mobile realm however make games that can't be completed sicne they are playable ad infinitum, but are designed so the tediousness ratchets up over time. And then they employ the master stroke:
They sell the player one-time cheat codes.Spending 2 units to enter a dungeon, and having those units replenish through a timer or buy an never ending supply via IAP adds nothing to game play but takes money from the player.
It feels a bit like "you enjoy playing this game? Here's a poke with a sharp stick."
>Games are built to make players feel powerful. Players understand that money is as much a currency as their time is, and some would rather trade their money to feel powerful than spend their time to build up to feeling powerful.
So that you buy a token to increase your power but the transaction actually decreases your power, but is cleverly disguised so you don't realise?
The weaker you get, the more "power-ups" you buy, which only makes you weaker and more dependent on power ups.
That's what is particularly evil about some of these mechanisms.
The bigger issue for me is that IAP pushers are not selling something the user decides they want, they're selling something that the pusher has manipulated the user into deciding that they need by changing the environment around them. It's not even in the same bucket as marketing (which sucks), but rather the outright control of the player's experience to drive them towards consumable IAP. There's no way that's not malicious.
Everyone is happy. It's not evil.
If a game is premium only, meaning it cannot be play for free, if people win in the game is that unjustifiable for those who cannot afford to play at all?
If people play and enjoy pay to win games (even though I have yet to find a game which is actually pay to win instead of pay to gain a small advantage which doesn't guarantee victory) do those who do not deserve to have their wishes met and those who are enjoying it losing what they like?
>Skill-based matchmaking is better.
There is a thing called smurfing.
And this whole discussion is about f2p games with microtransactions and this thread on whether microtransactions should give an advantage. Please don't confuse the issue.
There's selling, and then there's just stealing from people. Many F2P border on the second one.
It's fine if you use Science as long as you sell me something of real value, so the transaction is win-win for both of us. It's not fine if you trick me into buying things that have little or no value for me. Also, if you had something valuable to sell, you wouldn't need manipulation tricks.
That's a great shame because it means people offering demos with honestly priced games are called unsavoury and people offering these scummy monetization tricks get more money and cash.
Let people make their own choices. If people "fall" for "tactics" and say they are "happy" then who is anyone to tell them that can't like and support what they like.
What would I like to see change? Keep IAP, but limit IAP to things that you can only buy once, and limit the # of IAP items to some reasonable number (say, 10, with permission to increase with human oversight). This retains the ability for developers to offer add-ons and demo play, but removes the capability for freemium developers to milk customers.
Does it destroy the freemium game model? Sure, that's the point.
Now I am all for not being able to obfuscate the actual costs of IAP. This method is used a lot by supposedly free to play MMOs. You don't buy items/upgrades/boosts with real money, you buy another currency to buy these IAPs. Worst, most purchase quantities are set to purposefully keep you from getting the exact amount you need.
Apps are merely doing what has been happening in full on computer games for years. The difference is that many purchases are made by children because insufficient parent oversight. So instead of putting the blame where it belongs we go after those who sell it?
They are bad because someone is purposefully exploiting known cognitive biases to trick a significant part of players to give out their money. On an individual level it might feel that you have a freedom of choice, but it's an illusion - game authors still know very well that a calculated percentage of players will fall for their tricks, they just don't know (and don't care) who in particular.
But yes, it would not be abusive if there is no way to pay. If the mechanic exists solely for gameplay reasons, rather than for manipulating the player, it's not taking advantage of anyone.
>If the mechanic exists solely for gameplay reasons, rather than for manipulating the player, it's not taking advantage of anyone.
If a person spends 100 hours in a game which requires ridiculous grind that's less evil than if they spend 5 hours in a game and spend $2 to unlock extra turns sooner than just waiting while having equal amounts of enjoyment?
Time is money. You may not value your own time but I and others do. Even in "pure" experiences if elements of play are there for gameplay reasons (every game having different goals) it can cost a person a lot of money just by playing it for a long time.
Imagine a game where you build a village. You need gold to build something. The game gives you X gold every 5 minutes, and you can pay to get more. Sounds reasonable, right? Except that there is no gameplay reason for you to wait 5 minutes to get more gold. They could just as well give you more every 30 seconds and the gameplay would became 10 times faster and more enjoyable.
If there is no option to pay with money, there would not be any need to pay with time either.
[Citation Needed]
I have never seen IAP in any computer game until the rise of micro-transactions. Even then IAP has been restricted to MMOs and other niches. The prevalence of IAP on mobile is several, several orders magnitude different than on PC.
> The difference is that many purchases are made by children because insufficient parent oversight. So instead of putting the blame where it belongs we go after those who sell it?
Saying "the user is to blame" again is not helpful. To be clear I would like my platform of preference to be free of "bad IAP" altogether, because it encourages a style of game design that is distasteful to me.
I'm cognizant that some people love this type of game. That's fine with me, I'd just rather they go somewhere else.
IAP is, arguably, no different than "expansion pack" + "purchase online". But for the online purchase part, computer games have been doing that before most people had even heard of the internet. Even the "free-2-play (but play for full experience)" model goes back to at least the 1980s (in the form of shareware).
Sure, the reduction in transaction processing costs and latency of the modern online world have facilitated adapting those models to ones with more, smaller, and more frequent purchases, but the essential characteristics of the models are, in computing terms, ancient.
Only until recently was it possible to spend money on a game and, at some point later, have game content and state be identical to before you spent that money.
"Paying for the full version of Doom" vs "buying some gems in Dungeon Keeper" may be conceptually the same, but the long term result is vastly different.
I'd argue that the value you receive from the former utterly blows away the latter, but customer and developer trends are sadly proving me wrong.
Sure, consumable IAP is a different thing than mini-expansion style IAP. I think that its at least as old as the MMO world an may have earlier precedents, but its certainly taken off.
> I'd argue that the value you receive from the former utterly blows away the latter, but customer and developer trends are sadly proving me wrong.
Consumable IAP is, in a sense, a highly efficient rental scheme that takes from each user according to their willingness to pay.
The fact of the matter is some forms of monetization are unethical and sacrifice gameplay and enjoyment in order to make more money from players. There are true dark patterns for game design and development. Nobody is saying games have to be free and without ads.
Which can only be defined subjectively. Something dark to you is not to others.
> some forms of monetization are unethical
Only ones which are fraud, which is illegal.
>Nobody is saying games have to be free and without ads.
Yes, actually plenty of people are. Subscriptions are dark. Premium games are dark. Skill games are dark. Gambling games are dark. Ads are dark. Freemium is dark. Everyone can call anything dark.
There are plenty of things that are legal but unethical. It's impractical to ban every unethical thing, and it would generally not be a good idea to try. Therefore some people can get away with being nasty, but the fact that they are not violating the laws of some particular nation isn't really a defense.
An alternative is to lobby your Congressperson to ban these unethical strategies, or otherwise regulate them. The EU is taking an in-between step by discussing whether false-advertising statutes should apply to labeling games "free" when they're actually designed to pull money out of you within the game. That has pros and cons too.
Not true. Some of them can have proven statistical effectiveness, which is why they are using them in the first place.
Makeup is effective at making people look more attractive than they would look without it that doesn't make makeup evil or dark.
Dark patterns aren't patterns that you don't personally like, they are those that are designed to have a significant effect in getting users to take actions or behaviors that the users did not intend to have in the first place, such as leaking personal information or making unintended purchases.
> Only ones which are fraud, which is illegal.
Fraud is certainly unethical, but there are things that are legal and also unethical, this is just being obtuse.
> Yes, actually plenty of people are. Subscriptions are dark. Premium games are dark. Skill games are dark. Gambling games are dark. Ads are dark. Freemium is dark. Everyone can call anything dark.
You are diluting what is even meant by a dark pattern here to make it meet a definition of "I don't like it". Calling a skill game dark is absurd, a user playing a game would wholly expect that their playing skill may affect their gaming outcomes.
http://www.pocketgamer.co.uk/r/iPhone/Glyph+Quest/review.asp...
He's slightly annoyed that the game doesn't outright explain that it's a shareware/demo/whatever, which is a reasonable complaint when you keep in mind that many other games do this by having their demos labeled "Lite" or similar.
That said, the game is very well designed and a lot of fun, and lends itself well to being played during a short commute. There are a subset of players who make a lot of progress without any in-app purchases, but the game constantly makes you question what's worth more: your time, or $1.
Personally, I would be happier with a $5-10/mo subscription fee, but instead I'm left with a twinge of guilt every time I make an in-app purchase.
You wouldn't call something a manipulation method if it was effective only if the target wanted it to be. Brains are imperfect machines, and people making those games are malicious hackers exploiting cognitive bugs for profit.
Look at all of these people getting tricked into playing stupid match three games! Stupid sheep liking trash - that's a bug! They should like what I like! I have actual taste and plays real games and not this shit no one would play. They would pay for power? Bah! No one pays to have advantages. Sports competitors don't spend thousands of dollars to give themselves slight advantages in physical events. Why would anyone do that. Speaking of which, why would anyone support Duck Dynasty??? It must be a glitch in those human brains again.. so easily manipulated! They are obviously being tricked into liking that stupid show.
I'm not so arrogant that I think I'm smarter than everyone else. I think it's the simple case of me liking what I like and them liking what they like. If they like to spend their money on things I see as wasteful that's their choice. They probably feel the same way with how I spend my money.
We have regulation to protect children from this with old-fashioned gambling, but none for F2P/IAP.
I've absolutely no problem with adults letting themselves in for it, but there needs to be more effort to reduce the harm to children - and ultimately their parents wallets!
Very small percentage of the population. Please don't try to take away my liberties when you think you are smarter than everyone else.
>think of the children
>but there needs to be more effort to reduce the harm to children
It's called parenting.
PS: Please don't use a thread quote mark for something I didn't say.
Parents are the ones who should keep kids out of casinos not the state. There are parents who buy their kids scratch tickets. Even with the laws, you can't stop bad parenting, and when you start to legislate things to save the children you ruin things for everyone. Right now the new South Park game is less available in Australia and Germany because they think of the children so much, they want to censor and protect so much, that adults can't have what they want. What effect does this have? Kids want what they can't have more. In states where alcohol is more restricted kids try to get it more, because it's cool. In states where alcohol is less of a big deal instead of idealizing getting drunk people apologize for their friends who do drink too much. Better parenting, better families is the solution not more laws!!!!!
>F2P/IAP games within the existing gambling laws
No. If there is no monetary gain possible then it's not gambling (pretend things are not real, things owned by other people are not your property). If you care then spend your own time and money to help to get parents to understand that it's their job to protect and educate their own children and not any problem of the rest of us. Don't try to give states more power to steal more liberties just so you can build up another fantasy of doing something.
You have no one to blame but yourself.
The worst part is, if you sent kids into a casino, there's at least a chance they'd make their money back!
We regulate gambling because its effects are insidious and the addiction devastating. It can destroy lives. How is "coercive monetisation" in F2P games any different, other than the fact that it's a relatively new phenomenon?
So maybe just a hard limit on total IAP purchases for each game targeted at under-16s.
Also, the same restrictions that apply to gambling advertising should apply to F2P/IAP games, for the exact same reasons.
The trickiest part about it would be defining what is an acceptable game vs. an unacceptable game for the purposes of regulation. When does an acceptable F2P game like Team Fortress 2 become an unacceptable game like Candy Crush Saga? Maybe there are some people out there who think TF2 is completely unacceptable too.
I'm not saying it isn't difficult, but that doesn't mean it shouldn't be done. In my mind I see both gambling and these F2P "money" games occupying the exact same ethical arena.
EDIT: The hard cap on IAP purchases for under-16s doesn't even need to be all that low, it just needs to exist at all. Placing it at £30 would limit the potential damage done to the child, whilst also being relatively fair to the game company as it's roughly the same price as a game bought off the shelf.
For the example you cite I completely agree, taking a casino game and making it IAP is horrible and should be regulated like that. However you word that though, you're going to have horrible developers find a way around it. Anything short of banning IAPs is going to be worked around, and banning IAPs doesn't sound like a reasonable idea.
The other thing is 18+ as regulation, I'd be staggered if that was pulled off successfully. Lots of things on the internet are 18+ and not used exclusively by adults. That's an unworkable regulation by any precedent.
This is really horrible, but I don't see any way to regulate it successfully.
I'm relieved to see we didn't use any of these tricks with our F2P game. We have an in-game currency, but all purchases are with regular currencies and there is no way to buy power or even in-game money.
No, there absolutely does not. The only way to filter your game usage through a moral filter is to subscribe only to things like honestandroidgames.com, which is akin to programming out all non-Christian TV channels in every TV in your house.
https://support.google.com/googleplay/android-developer/answ...
Whether or not these guidelines should extend to IAP implementation is up for debate, I'm of the opinion that consumable IAP should be a blocker.
Sure: come up with your own moral preferences and (1) as a producer, don't make games that violate them, and (2) as a consumer, don't pay for games (or IAPs within games) that violate them.
I'm thinking something like you spend real dollars on a hat (or other item) that does nothing but change cosmetics, but disappears after a week/month/quarter/year.
Look hard at the advertising and sales techniques that we are awash in: this is the style of thinking that animates them. Why does a car commercial have music? To trick the brain into making a major financial decision based on emotion, bypassing the rational process. Good for Toyota, bad for you.
One of Steve Jobs' proudest moments, in one of his last keynotes, was announcing an alliance with Zynga. This is the man who spoke derisively of others' "taste".
"Note that as a rule I do not publish my F2P monetization models. In this case, I am publishing the methods used by others to make money games, and since I only make skill games, I'm not creating any competition for myself. While the information I have provided here should lower the barrier to entry for commercially effective money games, I hope the discussion will lead some of you to consider making skill games instead."
The crux of the article is that people under 25 are particularly susceptible to tricks used to get people to pay for in-game items. To refute that, King would have to say something along the lines of, "x% of our revenue comes from middle aged women". To say, "x% of our players are middle aged women" doesn't at all address the point brought up in the article.
For example, it could be possible that only 34% of CCS players are under 30 but still be responsible for 90% of CCS revenue.
18-25 year olds have probably moved on from Candy Crush. Once they hit the wall, they probably just throw it away for something new.
The strong reaction against IAP from many people (including me) comes from counter-aligned goals between the designer and the player in games with IAPs.
In a traditional game, I trust that the designer wants me to finish the game and if I'm stuck, I just need to play a little more or retrace my steps and look for the correct method of continuation.
With IAP-based games, when I'm stuck, I don't know if additional effort is going to be helpful or if I just need to pay the bribe to continue. As a result, I feel like I'm being coerced any time I have difficulty with the game.
The enjoyable tension of well-designed traditional game becomes a constant feeling of coercion to spend more money. It's just not fun.
NimbleBit is (or at least was when I played) one of those studios. I played (and LOVED) Tiny Tower a few years ago. I'd say that game gave me a solid 6 months of casual gaming enjoyment.
It was, in my view, a perfectly fair F2P experience -- you could play the entire game casually - and get to the end - without ever spending a penny. It took a bit longer, sure, but it never got to the point of absurdity. You'd play a bit and know that a new level would be ready in a few days, but there was plenty to do in the meantime.
You could buy Towerbux, though, if you were impatient. They never crossed the line -- it was truly targeted at the impatient. Towerbux could be earned, but that took time, and spending real money was simply something for those that wanted instant gratification.
I think that's a perfectly fair division of players -- almost like sin punishing sin ;) Those that have patience could enjoy the game for free. Those that lacked it could get a quick fix with some real $.
I spent a total of $20 on the game eventually - partially because I too wanted a bit of a speedup, but mostly because I felt so good about the developer's genuineness that I wanted to reward them with some revenue.
Everything could be done with what was there in game, but if you wanted to do it faster, you could pay. Thats it.
Of course some developers are going to be gross when doing that, but it is absurd to extrapolate that all F2P games are manipulative and deceiving. If even in the most visible, sophisticated and successful examples of the genre, a huge percentage of people are playing for months without paying a dime, you can't honestly say that the primary element that defines the game is "deceiving and manipulative".
No matter how much technique is put into the monetization design of a game, NOBODY is going to pay if they are not having a good time and being entertained.
"Knowledge of the presence of persuasive mechanisms in a technology may sensitize users to them and decrease their efficacy. Therefore, in some cases, such knowledge might diminish the effectiveness of a generally positive persuasion. This reasoning led us to our design principle: The creators of a persuasive technology should disclose their motivations, methods, and intended outcomes, except when such disclosure would significantly undermine an otherwise ethical goal." [1]
I like the idea of transparency into a company's motivations beyond corporate doublespeak, although not sure how one can enforce transparency.
[1] Toward an Ethics of Persuasive Technology. Berdichevsky, D. and Neuenschwander, E., 1999.
I just wish Apple would give me a way to bypass all F2P games in the App Store search (not all IAP games are F2P, e.g.: Carcassonne). Right now, I have to click through and see if any IAP has a "coin" feel to it, and if so, I simply ignore the game.
What happened?
Here's a paper by different authors I found interesting, "Dark Patterns in the Design of Games", http://www.fdg2013.org/program/papers/paper06_zagal_etal.pdf