For those mobile games angling to dominate the top grossing charts, few features are more important than a limited time event system. For instance, in August of 2013, Gree released an infographic for hit game Modern War trumpeting a 600% increase in average daily revenue when events are running. Further, the infographic states that the game makes as much as $2.3 million during an event weekend and, at the time, the game was making its […]
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 […]
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 […]
Paying to win
I was 9 hours into playing a mobile, free-to-play, build and battle game when I made the decision. I was going to pay to win. Not necessarily because I was loving the game so much as I thought it would be interesting to document. If I spent $100 on in-game currency, how far would my money go? Was it enough to ascend to the highest levels of that week’s PvP tournament leaderboard? The tournament was […]
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 […]
Maturity and immaturity in League of Legends
This article originally appeared on GamesIndustry.biz. I’m 28 minutes into my 4th ever match of League of Legends when it happens. Another player lets me know that I “is noob” and “suck ballz.” Post game, the player antagonizes the chat room saying we are “so fricken bad” and the “worst team ever”. That’s when TwoBigButts comes to our defense, letting the abusive player know they were not so great either and that they should go […]
The demon driving Dungeon Keeper backlash
EA is in a unique position as games publisher with a deep history. Between internally created games and a long history of acquisitions including Origin, Bullfrog, Maxis, Westwood, DICE, BioWare/Pandemic, Mythic and Criterion (just to name a few), the company holds the reins on any number of classic game brands. Like few competitors, any time EA wishes to develop a new game for a given genre or platform, there exists at minimum one IP that […]
Understanding F2P with the four pleasures model
This microtalk was originally presented at Unknown Worlds’ monthly Postmortem meetup in San Francisco. In the talk, I explain the 4 pleasures model, a mental framework I use to aid hesitant developers in better understanding F2P players. This model, presented by anthropologist Lionel Tiger in his book The Pursuit of Pleasure, explains 4 different types of pleasure: Physio – pleasures of the body and derived from the sensory organs. Socio – the enjoyment derived from relationships with others. Psycho […]
Designing in-game purchases – GDC Next ’13
Description of my talk from GDC Next ’13 – Designing in-game purchases: In-game purchases are here to stay. Now more than ever it is clear that players are comfortable spending money in browser, mobile, and download games. But just because players are willing to pay does not mean game developers know how to give them something worth buying. This talk gives practical, hands-on guidelines and processes for designing your game’s monetization. Core loops, feature design, […]
Designing for monetization from day one
As more mobile game developers move into the F2P space or integrate IAP into their premium game, a common set of problems occur around process (or lack thereof) when it comes to designing for monetization. Many game teams I talk to or work with in my role as a monetization design consultant are working in F2P begrudgingly. They distrust the business model and this sentiment bleeds through to the game’s implementation, limiting their chance for success. In […]