

They don't feel pressured to spend, but still generate incomes. Some players will like being rewarded to watch ads. Even if it is not a spending, video ads create incomes from both paying and non-paying and stays fair for all the players. We can offer cooperation options such as guilds and community event, that way, paying increase the players experience, but also the whole community experience. We can offer customization options for looks. We as designers need to innovate and create monetization options that will increase the gaming experience, not reduce it. ''Can we really create a game with the main purpose of entertaining when we have to integrate monetization mechanics ?'' Companies listen to their community, they don't want to lose you. If you are unsatisfied, don't pay and express yourself.

Players decide where they spend and for what reasons. Companies follow the money, that's the players' power. If you change your behaviors, they will change. The companies want you to spend and they learn how doing it by tracking your behavior.ġ- Companies listen to players through data analysisĪs a customer, we can have an impact on decisions made by companies. The methods are evolving, adapting to the customer. We now see AAA games adding micro transaction with the patterns used in F2P. If only a small portion of your gamers will cover bills and pay staff, well they need to spend a lot.į2P method is not new, but in video games, it is still young. Knowing that most F2P game will have a low conversion rate meaning that your players don't pay even if they are loving it. Creating a game cost a lot of money. See, a lot of players accumulate hours of game time in F2P games, but they won't spend a dime. Now those propositions are simple to understand, but if you take into consideration one of the biggest issue in F2P, it won't work that easily.

If spending makes it interesting for you, but harder for someone else, we are not solving the problem. Spending should influence your experience in a positive way for you, but also for all the other players. If it breaks the balance or if you feel that you need to pay to have a good gaming experience, I guess it will eventually fail to keep you hooked. Spending money in a game should be fun and complementary to the game. This allows the player to express himself and brag, but it will not affect the game difficulty or fairness. Some games like Counter Strike or Team Fortress offer customization options. It can even be a bad idea to purchase all the cards since you will be overwhelmed by the options and won't be ready yet to master all the different combinations perfectly. You can purchase more cards, but the strength of your cards are the same for all players. Some games prevents these types of negative impact by offering more options to paying players instead of more powers. The negative part is that all your Non-Paying players will struggle and potentially churn since they won't stand a chance. In games with competitive mode, this method is a great monetization tool since players will push each others to spend if they want to stay at the top. ''Pay to Win'' is an expression often used to describe games where if you pay, you don't need to be good at the game and you will practically win all the time. Remember when we used ''Game Genie'' to cheat at SNES games? Same feeling. The issue here is that if you don't pay, it is close to impossible to progress in a normal way and your global experience is affected. Paying seems close to cheating sometimes. You pay to speed up things, to increase levels right away, to get the strongest items without earning it. Today, we offer you to pay to reduce the challenge, making it easier for you. There is probably a ton of reasons why, but for me the difference here is that back then, you paid to play a game, to be challenged, to be stimulated. Why didn't we complain as much as we do now with F2P games? They even add leader boards to make you compete against your friends.īack then, you had to pay for every session you played. You had to keep playing to master every levels and discover all the secrets within the game. The goal was to give you the hope you could do better after every games so that you would put that quarter for another try. Where you had to get on your bike and go to the Arcade to play games.īack then games were designed to be hard, even impossible to complete. Let's go back in time, back when games were not played in our living room.
