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How Clash of Clans earns $500,000 a day with in-app purchases

gyrovague.com

41–50 of 88 posts

Re: How Clash of Clans earns $500,000 a day with in-app purchases

#41
"... I can’t really complain about the hours of entertainment I’ve gotten in exchange."

"Yet I still can’t help but cringe as I run into all the ways the game is intentionally crippled to get you to pay up, and the way its Pavlovian triggers to come back for more operate on fear."

So, sir, you like war games. You observe that this game makes you cringe, and is designed entirely to make you pay up through the experience of fear. Despite this you are willing to pay $4.99 "largely as a token of appreciation to the game’s makers".

Game companies that make games that don't intend to extort money out of you are laying people off left and right, and here you are "appreciating" developers that make you cringe. This makes me feel mad and sad.

If you are willing to pay $4.99 for a game that makes you cringe, might you be willing to pay $5.99 or even $39.99 for a game designed to make you experience joy?

The classic Master of Orion I&II are available for $5.99 from GoG. If you demand a modern experience, the latest XCOM is a bargain at $39.99 on Steam. The original XCOM is $4.99, also on Steam.

Re: How Clash of Clans earns $500,000 a day with in-app purchases

#42
post #16

Earlier quoted context omitted.

It's called addiction. They get people addicted to the power that gems confer them. People don't care that they need no skills. They just want that high that the gems give them.

i very much agree, i played an old web-game back in college called OGame that came out before the "pay to win" model, but the basic premise was the same, the more you login the better you do. and what's best was you had to protect your stuff ( planets/fleets ) 24/7 from people from all different time zones.. it very much became an addiction...

I played a web game for a while that was free to play but had a subscription model that gave you features that made management of a large number of assets (villages) easier to do than in the free version.

I played for free for a long time until I ended up with so many resources to manage that I couldn't do it well anymore. I had to pony up the $6/mn to get the advanced features.

The problem with these small transactions is people don't see how much it's costing them. If they priced the game at $20 no one would buy it, but they'll be willing to spend $100 if it's spread out of 100 $1 purchases.

Re: How Clash of Clans earns $500,000 a day with in-app purchases

#43
This model is Unethical Freemium which has been around for a while now, Clash of Clans is not unique or doing anything new.

IMHO, you should not support games that use this model. It's often called "Pay to Win".

I will only play games that use the Guild Wars 2 or Path of Exile model; all paid items are cosmetic/fun/convenience only and don't really assist in one player being more powerful than another player.

Pay to Win model games are never going to be fun long term because the game will be won/dominated by the people willing to sink the most money into it, rather than the player who invests the most time/thought/skill/etc.

Re: How Clash of Clans earns $500,000 a day with in-app purchases

#44

I really hope this game model suffers the same kind of crash that felled the arcade business in the 80s. At some point I think people are going to collectively realize that they're being manipulated and burn out en masse. http://en.wikipedia.org/wiki/North_American_video_game_crash... The overwhelming dominance of this kind of app in the app store has killed a lot of my enthusiasm for mobile, unfortunately. There are…

Clash of Clans needs a revenue stream since there's a server component. The alternative to in app purchases would be a subscription for everyone. One non cynical way to look at it is: here is a free game for many people that is funded by obsessive/competitive players.

Re: How Clash of Clans earns $500,000 a day with in-app purchases

#45
post #34

Earlier quoted context omitted.

What really annoys me is when a game that might potentially interest me chooses to go the pay2win way. For instance, tribes:ascend. I wanted to get into it but forums were full of people saying each time they released a paid upgrade the balance went FUBAR. What annoys me the most is there's no way to do it "the old way" and pay a bigger sum of money once and get the full game without having to upgrade for every singl…

I'm creating a strategy game right now and I'm facing this dilemma. I'd like to get $20 from each customer during game lifetime, but it seems that it would be easier to make it free to play and then charge for something in the game. And it's hard to charge for anything that would not make you advance in the game, otherwise it's cosmetics and you're not charging for the game, but almost the same as asking for a donati…

The Kingdom of Loathing's model seems to do pretty well. (And they've been at it for 10 years now, well before "free to play" was a thing.) You can pay for in-game items, but you can also buy them with in-game currency[1].

So you could let players pay to get the special items/upgrades instantly, but still let hardcore players get them without paying through some sort of grinding. So long as you don't have to exchange too much time to be maximally powerful without paying for the privilege, players don't seem to mind in practice. (You will get people loudly bitching about things no matter what you do -- this is the internet.) So: you make it so that players only have a few of the upgrades active at a time, then you can introduce new items in a regular stream without unbalancing things.

1. Well, in KoL you can only buy them from other players with regular currency. Unless your game plans to have a full fledged economy, I guess you'd want to sell them directly.

Re: How Clash of Clans earns $500,000 a day with in-app purchases

#46
post #34

I really hope this game model suffers the same kind of crash that felled the arcade business in the 80s. At some point I think people are going to collectively realize that they're being manipulated and burn out en masse. http://en.wikipedia.org/wiki/North_American_video_game_crash... The overwhelming dominance of this kind of app in the app store has killed a lot of my enthusiasm for mobile, unfortunately. There are…

What really annoys me is when a game that might potentially interest me chooses to go the pay2win way. For instance, tribes:ascend. I wanted to get into it but forums were full of people saying each time they released a paid upgrade the balance went FUBAR. What annoys me the most is there's no way to do it "the old way" and pay a bigger sum of money once and get the full game without having to upgrade for every singl…

I'm facing the same dilema.

I'd be happier if there was an option for a monthly subscription that was somewhat equivalent to the microtransaction route. I'd feel more comfortable with that route than with the micro option, which as you mention, feels like a scam.

Re: How Clash of Clans earns $500,000 a day with in-app purchases

#47

Earlier quoted context omitted.

I'm creating a strategy game right now and I'm facing this dilemma. I'd like to get $20 from each customer during game lifetime, but it seems that it would be easier to make it free to play and then charge for something in the game. And it's hard to charge for anything that would not make you advance in the game, otherwise it's cosmetics and you're not charging for the game, but almost the same as asking for a donati…

The Kingdom of Loathing's model seems to do pretty well. (And they've been at it for 10 years now, well before "free to play" was a thing.) You can pay for in-game items, but you can also buy them with in-game currency[1]. So you could let players pay to get the special items/upgrades instantly , but still let hardcore players get them without paying through some sort of grinding. So long as you don't have to exchang…

Thanks for the KoL tip. My game is really rather simple card game strategy, with strict rules and requires skill to play, no luck involved. Players don't have "decks", they all share the same deck of cards. Basically, it plays like chess, all players are equal. So, there's no room for in-game economy between players.

Currently I'm considering the following models:

1. pay for some additional units (cards) which would basically mean that some players who pay have additional strategies available (not necessarily more powerful, but rather more diverse).

2. pay to play more. Amount of duels per day would be limited, and thus the player's progress. The game will feature a ranking system with levels, so paying players could advance faster.

The second one seems closer to KoL model. Which now gives me an idea. I could separate the rankings system (leaderboard) from the player leveling system, so that leaderboard is limited to, say, first 5 matches each day, while you could still play additional duels to level-up faster. Although, leveling-up has no effect on the gameplay, it's purely cosmetic.

I'm still not sure if 1. or 2. would make more money, but making more money is not my primary concern. I just want the game to be sustainable and attract as many players as possible.

I believe many indie developers like me are facing the same questions themselves, esp. when they read that Supercell is making gazilions.

Re: How Clash of Clans earns $500,000 a day with in-app purchases

#48
post #14

I've been playing Clash of Clans for a few weeks now. I have to say, it's a pretty fun game. Most games that follow a similar layout and design are no where near as polished. The developer behind this game did a really good job making it fun to play. While I agree that the general formula laid out in the blog post, there are a lot of more subtle game mechanics that I feel help to balance the game (though I am no wher…

The way this article is written leads me to believe the writer has not played the game for long enough to make a fair assessment on the gems currency.

I have been playing this game for roughly over a month, and put $10 into gems in the beginning. My roommate started a little over a month before me, and refuses to put money into the game.

The amount of time to invest into buildings/resources/farming scales up with how progressed your town is, and gems are present to alleviate this strain. The implication that gems are necessary to win are unfound.

The game follows a simple town building principle, use currencies (gold / elixir) to build/upgrade buildings, however you can only upgrade them to the limit your town hall level will allow. The way to gain currency is attack other towns (to steal their resources), or use gems. Even if you use gems to upgrade your things, you are simply progressing further in the game, at the risk of opening yourself up to more powerful enemies. When you attack weaker enemies, there are diminishing returns (look up the loot multiplier). So while gems allow you to progress, you must also adapt and attack higher level towns. These higher level towns can be achieved without any monetary investment in the game. Gems just allow you to reach that stage sooner.

I bought gems in the beginning, because the game uses a builder mechanic to limit how many buildings you can build/upgrade at one time. When you start out, you have 2 for free. You can have a maximum of 5, however these are bought with gems and the cost increases each time you buy one. With $10, I soon had 4 builders. With this, I was able to progress much faster than my roommate. I am catching up to his level quickly, almost at where he was in two months time with one month invested.

Additionally, gems can be attained for free by clearing brush, however it will be a nominal amount versus buying them outright. But to say gems are required to win this game is not true, but it does save you time versus waiting around a week for a building upgrade to finish. The main thing most people need to realize is this game isn't about spending money, but investing more time into it. The game is a continual uphill grind where the true currency is how much time you devote to it, but I'm still having fun with it for now.

Re: How Clash of Clans earns $500,000 a day with in-app purchases

#49
post #21
post #19

Earlier quoted context omitted.

LoL is horrible compared to Dota2 in this regard. You cant play every hero and with added points you get addex abilities. Dota2 micro-transactions only pay for cosmetic items that you can (mostly) also get via trading with other players or as a drop after each finished game.

On the other hand, you can't really blame Riot for needing to grab more money than Valve. Valve has deep pockets and is willing to take a small profit if it means they survive in the long run. Also, Valve's brand is strong-enough that they have players beating a path to their door no matter what they publish. Riot has none of these options. Every player they earn on the strength and reputation of the game alone. They…

S2 apparently does not need to sell HoN heroes to stay in business, though they did sell the game for a while.

Re: How Clash of Clans earns $500,000 a day with in-app purchases

#50
post #40

Earlier quoted context omitted.

I'm creating a strategy game right now and I'm facing this dilemma. I'd like to get $20 from each customer during game lifetime, but it seems that it would be easier to make it free to play and then charge for something in the game. And it's hard to charge for anything that would not make you advance in the game, otherwise it's cosmetics and you're not charging for the game, but almost the same as asking for a donati…

Guild Wars 2 is a game that charges for basically cosmetic items. You cannot buy better weapons or better armor, but you can buy costumes that make your armor look cool, or you can buy little things like 2x XP potions (30 minute limit). There is a way to make a game in which in-game purchases don't distort the game mechanics but that people are still interested in. I believe Team Fortress 2 does something similar, se…

Guild wars 2 also sells revive-where-i-am in case you die. (doesn't work in PvP).

http://wiki.guildwars2.com/wiki/Revive_Orb

that's over the line IMO.

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