Delivered Casual Connect USA 2016. As our audience becomes more sophisticated about free-to-play gaming, the crude monetization techniques of the past – hard gates, painful pinches and spammy calls to monetization – become less tolerable, and negatively impact retention. We need to get more sophisticated about how we approach monetization. Games have always been about delighting players; can we make the call to monetization delightful as well, and leave our payers feeling that their money is well spent?
22. ALWAYS HAVE ONE VECTOR OF PROGRESS
THAT YOU CAN’T BUY
• Reassures non-payers, but also…
• POSITIVE impact on monetization.
• Getting $500 over 6 months is better than getting $500 on D1
24. PAY TO WIN IS OKAY TOO – IF IT IS
PERIPHERAL
• Trophies in
Clash of
Clans
• PvP in
Dungeon
Boss
25. YES WE CAN!
• Monetize effectively.
• Make payers feel like they got value for money.
• Keep non-payers happy and active.
• As players, feel love for the developers.
• As developers, feel great instead of cynical.
26. YOU JUST NEED TO:
• Design with conscience and care.
• Feel empathy for your players – payers and non-payers alike.
• Think things through.