Tag Archives: Monetization report

Hearthstone – Heroes of Warcraft monetization analysis

As trumpeted by the recent Activision earnings report, Hearthstone – Heroes of Warcraft is off to an incredible start with 10 million registered users. Alongside a stable of Blizzard titles, Hearthstone’s launch has helped drive record digital revenues within Activision; 34% of all Activision revenue for the recently completed quarter comes from digital sources. As both a childhood Magic: The Gathering enthusiast and a monetization design consultant, Hearthstone’s release on the iPad has been one of my most anticipated F2P games this year. In a market dominated by a small number of genres, flooded with me-too clones, the game promised a welcomed blend of fresh air, quality and nostalgia.

I spent 20 hours with Hearthstone as both a free and paying player to research this analysis. The game is clearly driving a significant amount of revenue for Blizzard. In the top 5 countries for mobile app revenue, Hearthstone has performed strongly on the top grossing charts over the past seven days with average positions per country of 12 (US), 109 (Japan), 1 (South Korea), 12 (UK) and 8 (Germany) according to App Annie. These are ranks any company would be ecstatic over. The purpose of this report is to analyze the game and suggest features that will help turn Hearthstone into the next member of Activision’s billion-dollar club.
Continue reading Hearthstone – Heroes of Warcraft monetization analysis

The Collectables monetization analysis

On the face of it, one would expect The Collectables to make a big splash on the iOS marketplace. A high-end visual treat from proven developers Crytek built in partnership with mobile powerhouse DeNA. A core-gamer targeting, squad based RTS with a collectable card meta-structure. A feature by Apple upon release. These all sound like the ingredients for success. Yet at the time of writing, the game has failed to crack the top 200 grossing for iPhone or iPad in the US. This analysis seeks to identify issues with the design of The Collectables that contribute to its weak monetization and propose solutions to issues identified.

This analysis is based on 4 hours of play of The Collectables on iPad, spread out over two days. As the game uses a structure of rewarding the player for repeat wins on a level with progressive rewards, I played each level 5 times to get the maximum reward before moving on to the next. I spent my gold bar premium currency only at the very end of my 4 hour session, and only to see what the experience was like. As a player, I did not feel compulsion or need to buy additional card packs during my session.
Continue reading The Collectables monetization analysis