A Hacker's guide to monetizing a free-to-play game
blog.betable.com
A Hacker's guide to monetizing a free-to-play game
1–10 of 12 posts
Re: A Hacker's guide to monetizing a free-to-play game
#2Re: A Hacker's guide to monetizing a free-to-play game
#3Re: A Hacker's guide to monetizing a free-to-play game
#4Re: A Hacker's guide to monetizing a free-to-play game
#5Something not mentioned here, which I feel is always left out of CSP discussions: Don't ever offer paid-only content which enhances the game. If a person cannot play for free for extended periods of time and have a good experience, they are less likely to recommend the game to others, and when you live on microtransactions, you really want as many potential wallets as possible.
I think the energy system in this sense is usually typical of a poor game, from what I've experienced. It would be hard to get it to work unless it was auxiliary to the game in some well-implemented sense.
Re: A Hacker's guide to monetizing a free-to-play game
#6There are a few new monetization methods out there such as Kiip that you should check out, although I can't speak for how well they work.
One new monetization method that I can speak for, which is proven to work are, real-money gambling and betting mechanics, which produce monthly ARPU in the neighborhood of $300/month -- that's 300X better than the other monetization options currently available to game devs. I know the knee jerk reaction is to think you can't do that without a license and that obtaining a license is nearly impossible, both of which are true, but Betable (developers.betable.com) just launched a real-money gambling engine that hosts and operates all gambling code on behalf of a game dev, enabling them to piggy-back on Betable's licenses, so they don't have to get their own.
FULL DISCLOSURE, I'M THE FOUNDER OF BETABLE. Sorry for the self-promotions, but given the current state of game monetization methods available to devs, I thought it was important for me to jump into the conversation and make people aware of what else is out there. Hope this is helpful.
Re: A Hacker's guide to monetizing a free-to-play game
#7@MostAwesomeDude I think you pointed out a major issue with social games in general, which is that across the industry, free-to-pay conversion rates are only about 2% and player only generate about $1 ARPU/month, meaning, to turn your game into a viable business, you need to have a ton of players or as you put it, "...you really want as many potential wallets as possible." There are a few new monetization methods out…
Actually my knee jerk reaction is that it's undoubtedly illegal for US developers to offer real money gambling in their games (at least, to US players).
Re: A Hacker's guide to monetizing a free-to-play game
#8Aren't there all kinds of quite specific laws about how odds are presented and stuff like that? How do you plan to police that stuff?
I assume because you hold the licence, you are the one hosting the games and you are essentially just paying us a commission to find your players?
Re: A Hacker's guide to monetizing a free-to-play game
#9@MostAwesomeDude I think you pointed out a major issue with social games in general, which is that across the industry, free-to-pay conversion rates are only about 2% and player only generate about $1 ARPU/month, meaning, to turn your game into a viable business, you need to have a ton of players or as you put it, "...you really want as many potential wallets as possible." There are a few new monetization methods out…
> I know the knee jerk reaction is to think you can't do that without a license and that obtaining a license is nearly impossible Actually my knee jerk reaction is that it's undoubtedly illegal for US developers to offer real money gambling in their games (at least, to US players).
Re: A Hacker's guide to monetizing a free-to-play game
#10@MostAwesomeDude I think you pointed out a major issue with social games in general, which is that across the industry, free-to-pay conversion rates are only about 2% and player only generate about $1 ARPU/month, meaning, to turn your game into a viable business, you need to have a ton of players or as you put it, "...you really want as many potential wallets as possible." There are a few new monetization methods out…
> I know the knee jerk reaction is to think you can't do that without a license and that obtaining a license is nearly impossible Actually my knee jerk reaction is that it's undoubtedly illegal for US developers to offer real money gambling in their games (at least, to US players).