Game thinking from Adam Clare

Category: DesignPage 29 of 63

How to Make Money With a Freemium Model (F2P)

The free to play (F2P), AKA freemium, business model for games is a popular one but because it’s still a relatively new one for video games people are still figuring it out. That being said, some things are fairly obvious strategies, but the beauty of games is that the mechanics of the game itself may require new monetization methods.

Here’s what people who have experience and researched this topic deeply have to say:

First off, the person who literally wrote the book on Free 2 Play, Will Luton, sat down for interview on the basics of the F2P approach.

With publishers of console games testing the free-to-play, do you think it will work or is it only for mobile gaming?

F2P will work on any platform as long as games can be delivered digitally to it and the platform owners allow the model to occur. Consoles will need to embrace the model, indeed on Ouya free is the only model.

What’s the best way to ensure your game stays free-to-play without just becoming pay-to-win?

By letting players gain anything paid that gives advantage through play. Most games that offer a competitive advantage IAP are really offering convenience: Keep on grinding or pay and get it now.

You can read the full interview here.

A much more indepth article on the F2P cane be found at Gamasutra. Ramin Shokrizade outlines his top F2P magnetization tricks which range from genre-specific to psychological tricks to get people hooked.

Reward Removal

This is my favorite coercive monetization technique, because it is just so powerful. The technique involves giving the player some really huge reward, that makes them really happy, and then threatening to take it away if they do not spend. Research has shown that humans like getting rewards, but they hate losing what they already have much more than they value the same item as a reward. To be effective with this technique, you have to tell the player they have earned something, and then later tell them that they did not. The longer you allow the player to have the reward before you take it away, the more powerful is the effect.

One place to launch a game is on Kongergate, and online gaming portal. The portal has a great presentation on keeping players and getting them to pay.

Architizer Examines Architecture in Video Games

Via Architizer

I enjoy reading Architizer so I was delighted to find a post on how video games use architecture. In it, the author breaks down the basics of how games utilize architecture to convey meaning into four ways.

1. Realistic Backgrounds
2. Labyrinth
3. Worldbuilding
4. Surrealist Mindbending

It is an oversimplification, but a good starting point nonetheless. Here’s a snippet on the labyrinth:

Labyrinth/Parking Garage Typology:

Games like Doom, or even Super Mario Brothers, on the other hand, take place in worlds that are both realistic and insanely fantastical. Here, architecture takes on the role of the Minotaur’s labyrinth or, taking inspiration from the Doom franchise, the infinite parking garage. The built form remains the scaffolding for the story, with players wandering around and through a seemingly infinite series of similar spaces.

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