Tag Archives: IAP

Battlefield 4 monetization analysis

In my last piece, I wrote about the effect (or lack thereof) that spending $100 in IAP in Battlefield 4 had on my experience as a player. The conclusion was that spending money had little meaningful effect on my performance, and I actually enjoyed my play session slightly less for having spent money. I felt as though I did not receive much value in return for my spend, leaving me dissatisfied with the IAP and unlikely to make in-game purchases in future Battlefield entries.

In this piece, I will explain some ways that BF4 could have made me as a player feel more positively about my IAP experience without upsetting the balance of gameplay. Much of my work as a monetization design consultant is about UI/UX design that makes purchasing clear, present and rewarding for the player. For BF4, these are all areas where improvements would make the player feel awesome about spending money on IAP without upsetting the delicate game balance that is the foundation of this multiplayer shooter.
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What does $100 buy in Battlefield 4?

Back in March, Battlefield 4 started selling the Ultimate Shortcut Pack, the “ultimate way to level the playing field,” for $50 (now $40). In May, the game began selling bronze, silver and gold Battlepacks, giving players “a shortcut to catch up with their friends on the Battlefield,” at prices ranging from $1 for a single bronze pack to $12 for a set of 5 gold packs. These digital items are just a small part of EA’s digital extra content offerings that generated $794 million in revenue over the past 12 months, according to the most recent quarterly earnings report.

Although my work as a monetization design consultant has primarily been in mobile games, in-game purchase tactics similar to those from the pure F2P realm are undoubtedly becoming a regular part of the premium game business. However, for games like BF4, the desire to generate incremental digital revenue must be measured carefully against game balance and the long-term community happiness at the core of this blockbuster franchise’s annual success.
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The case for an IAP off button in mobile games

While preparing for a recent Thanksgiving trip to visit my family in Chicago, I decided to pack a mostly unused Android tablet. Although I purchased the 7” Galaxy Tab for mobile game testing I could easily part with the device given the number of iOS and Android devices I owned. I plotted to load it up with movies, games and a few apps, bring it to my Grandmother in the assisted living home, and see if I could teach a woman who had never owned a personal computer, smart device or email account to use a tablet.

Over the past year and a half that I have worked as a monetization design consultant writing, lecturing and working on F2P games, I have grown to be a vocal, public champion for the business model. Yet teaching my Nana to play games I publicly praise, I saw firsthand how valuable it would be to have an IAP off button.
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