Free-to-Play Monetization
The cluster discusses free-to-play game models, microtransactions, in-app purchases, and pay-to-win mechanics versus upfront payments, debating their impact on game design, player experience, and revenue strategies. Examples include Candy Crush, Fortnite, and Rocket League.
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it's a free to play game, so they need a way to talk you into spending money :)
To me it's a matter of not wanting to invest into something that you will later have to give up because it keeps asking you for money. Downloading and playing a game is a sort of emotional investment. I prefer an upfront fee for the whole thing rather than being nickeled and dimed with no end in sight.
Is this for paid games? I imagine this would not apply to freemium games.
Pretty much all mobile games. For example, candy crush.They made $1.5B of it reportedly. https://www.eteknix.com/candy-crush-series-made-1-5b-2018-vi...I am not big fan of the series so I would not know what is the current situation(maybe now they also do annoying ads? I wouldn't know), but essentially if you want to play all day long you nee
Because it's free to play, pay to win, from now on.
I don't mind at all when a game is free for the first few level but then asks you to pay to unlock the full version. It's basically the same as the old shareware model, giving you an option to try out the game before purchasing. It's only when paying money actually becomes part of the game that I start to feel ripped off.
The value is in scarcity, but it's artificially scarce. It's contrived.Couldn't this statement apply to gaming as a whole, too?Is it that being stopped half way through a game and forced to pay for some gizmo to keep playing is worse than having to pay up front for the whole game? Financially there may be no difference at all, right?(Not a gamer here)Seriously? On a forum dedicated to startups and development, many who like me do app and game development or l
Read this and try to explain to me again how going free to play does not corrupt a game's design :)
I have really mixed feelings about this. On the other hand I dislike this method of selling games but I also understand that it is rather difficult to make money selling $1 games. And a $5 price tag in the market doesn't work for most games (the exceptions seem to be ones that are coming from PC/consoles: Grand Theft Auto games, Minecraft and Final Fantasy games sell for $5-$15). But this micro transaction trend has been getting out of hand, this is already the second article on the su
This is my preferred way to pay for games, having it ad-free so I can trial the game without paying, then if I like it pay a one-time $1.99 to play the game ad-free.I think everyone wins, you don't pay for games you don't like, game developers are funded and can focus on making enjoyable games instead of trying to engineer games using dark tactics to extract maximum revenue with pay to win IAP's.The Game of War is an ad that you can close after a short time when the X appear