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I read a recent article, which talked about the newly
released IOS game, Batman Arkham Origins. The main focus of the article was the
monetization of the game and how even when the game is well appreciated &
free, it is not among the top grossing games in the market. That article
brought a lot of my attention to the tricky subject of designing the
monetization model of your game.
Free to play has been hugely instrumental in bringing a lot
of new players in the ecosystem. It has also allowed developers to get more
revenue for their games just on the basis of huge number of downloads. However,
if not done right, the free to play model can have a damaging effect on the
developer’s revenue. Care should be taken to design the monetization model in
such a way that it allows the player to play & enjoy the game as it is
supposed to be while also giving him incentive to spend money in the game.
The primary target for any game designer should be to make
his game as fun as possible. The attention should never deviate from this
aspect of game development. Too many times in the pursuit for increasing the
spending of the player, designers put a lot of restrictions in front of the
player hence eroding the fun factor. This should never be the case. Once the
game is made fun to play, the next step should invariably be to develop the
monetization model around the game.
There are different ways in which the monetization model can
be designed. A lot of free to play games are often Pay to Win games where the
only way for the player to win the game or remain competitive is to spend money
in the game. This often leads to frustrated players who leave the game before
it has a chance to impress them. Pay to Win takes away the competitive factor
based on skill which has always been one of the most important factors in
games. May the best man win just doesn’t apply in this scenario. I have always
believed that monetization model should be designed in such a way that it
allows the player to enjoy the game uninhibited, just based on skill. There can
be other ways to increase player spending which would allow the player to have
more of the fun he is having rather than restricting his progress. This can
surely be in the terms of buying better weapons or powers but they should not
be definitely required if the player is skilled enough to win without them.
Advertisements are another way in which developers can
successfully monetize their games. There are multiple different ways in which
advertisements can be implemented in games. The way in which advertisement is
implemented should be dependent on the kind of gameplay. Again, gameplay &
fun is the most important factor to be considered here. Advertisements should
not be intrusive to the game. For example, in a game where the player has to
play with a lot of concentration, banner ads may not be the most profitable option,
as the player would seldom pay attention to them. Also it may appear intrusive
to the gameplay. In this case, full-page ads can be much more viable. Banner
ads should best be used in games where on the main game screen; there is a lot
of free space, which can be utilized. The frequency of ads would also be
important, especially when full-page ads are concerned. It would appear common
sense that full-page ads should not appear in the main game but you would be
surprised to know that’s not always the case. I have played numerous games
where after starting the game, a full-page ad pops up in the middle of the
game, disrupting my experience. It’s very annoying to say the least.
There are a lot of free games in the market that are
extremely fun to play but don’t earn enough money for their developers just
because the monetization model was weak. On the other hand, a lot of very high
potential games are killed just when the journey with the player has started
because of the frequent insistence to spend money. The most successful games
are those who are successful in forming an efficient partnership between fun
and monetization, without one coming in the way of another. This however is
easier said than done but if some games can do it, so can others.
Siddharth
has been playing games since forever and loves it so much so he decided to make
a profession out of it. After completing his MBA, he decided to join EA to
learn the ropes of the industry. A Game Producer and Game Designer by
profession, while not playing games, he loves to read about them, watch movies
and spend quality time with his family. His passion for writing led to the creation
of this blog.
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