Wednesday, 23 April 2014

More monetisation options (21/4/2014)

Having been asked some time ago to research monetisation options, I decided to watch an 'Extra Credits'  video based on the subject.
See my notes below.
  • Monetisation should be part of the experience, not a separate aspect. However, you should build a great game first, then think of ways to add monetisation.
  • We have to come up with a philosophy for the game! e.g. the player has to enjoy spending money on the game, not be forced to / stopped by not doing so, or feel that it is pointless to do so in the first place.
  • Things you can buy should be exciting and invoke the same feeling you would get when buying something you really want in a store.
  • One interesting example, of something bought alongside a game, was a 'money bomb' in a MMO. The player who bought the bomb couldn't pick up the money themselves, but other players could. Thus the original player / purchaser gets satisfaction through making others happy and as a result other players will perhaps buy the item as well. Therefore, thinking of ways to invoke that feeling of happiness may be a good thing for us to do as well.

I also decided to watch other relevant videos from the same company, which included the following...

Micro-transactions:
  • Allow players to earn nearly everything in game through playing exceptionally well. In this way, if they feel positive about the game then they will be more likely to play it (which is important in it self). As a result they will be more likely to spend money in other areas in the game. Also, it is proven that players are more likely to buy more things, if they get past their first purchase. Thus encourage them to do so with useful and relevant transactions.
  • NEVER SELL POWER! In other words, don't sell things that drastically shift the balance of the game. Otherwise it can make players feel over powered and not want to come back to your game. However, you can still sell boosts which allow players to earn things more quickly. After all, just because they are completing things quickly, doesn't mean they are breaking the game.  

Collectable Games Part 1 and 2:
  • Perhaps have things the player can buy in 'booster packs'. This not only keeps the theme of cards that we have in the game already, but it also makes players excited for the random things they will get from the pack. Also, make the game so that, if they do get the same thing multiple times, it is still worth while or can be used to enhance something else.

Games in Education:
  • Games are voluntary, NOT something you should force on players. So, if we can find a means of making playing our game fun and rewarding, despite being educational we can prevent it from being a turn off, and we will be sure to earn customers.

Harvard Referencing:
  • Extra Credits (2012) Extra Credits: Microtransations. [Online Video] Available at: https://www.youtube.com/watch?v=WXA559KNopI (Accessed on: 21/4/2014).
  • Extra Credits (2013) Extra Credits: Collectable Games (Part 1). [Online Video] Available at: https://www.youtube.com/watch?v=yIlrJLIyiWk (Accessed on: 21/4/2014).
  • Extra Credits (2013) Extra Credits: Collectable Games (Part 2). [Online Video] Available at: https://www.youtube.com/watch?v=dBIX_A1l1bM (Accessed on: 21/4/2014).
  • Extra Credits (2013) Extra Credits: Games in Education. [Online Video] Available at: https://www.youtube.com/watch?v=1HTS2nxpRqM (Accessed on: 21/4/2014).
  • Extra Credits (2014) Doing Free to Play Wrong - How Bad Monetization Harms F2P Games - Extra Credits. [Online Video] Available at: https://www.youtube.com/watch?v=Mhz9OXy86a0 (Accessed on: 21/4/2014).

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