To take their monetization to the next level, several top-grossing games have started to implement innovative new IAP-features to support their basic, more traditional monetization mechanics (i.e. This is by no means an easy question with one simple answer, but there are certain fundamentals you should pay attention to when tackling it. One of the most common questions when designing a F2P game is “how do we build our monetization strategy?”. Monetization is a fundamental part of games with a free to play model, and if the goal is to reach the top-grossing charts, nailing it down is just as important as the other aspects of the game’s design. In this post, we’re going to discuss how to monetize your high retention mobile game and those loyal players with IAP Mechanics. It needs to fuck off and let something more worthwhile take its place.We’ve showcased how you can utilize Appointment Mechanics and Communal Mechanics to boost retention and player loyalty in our earlier blog posts. At least the divine pass still gives a little bit of reward for meeting its conditions even if you don’t pay for it… but with this thing, you might succumb to the sunk-cost fallacy and shell out money you wouldn’t otherwise, just so you feel like your effort wasn’t wasted! This thing is just plain scummy. So it’s nothing but a big fat fuck you to new f2ps, making them feel like they’re working toward something when they really aren’t. Quite exciting! I went out of my way to fill it as quickly as possible… only to find that I’m supposed to pay 4$ in order to open it at all. When I was starting out back in December, I saw a meter filling up toward 120 gems. But on top of that, it’s also deceptive to new players. What’s even the point? Its value is awful compared to the 2$ gem/food deal that’s available more often than not, so it’s just a constant annoyance. Seriously, I’m so tired of this useless little prick popping up every 10 seconds.
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