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Early Game Monetization Strategies

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0% found this document useful (0 votes)
29 views172 pages

Early Game Monetization Strategies

Uploaded by

kengerkivanc
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Prototyping your Monetization:

Evaluating Monetization Early

Adam Telfer
@adamwtelfer
Game Lead, Wooga
“We should have thought of
monetization from the start”
What does great monetization
look like
early in development?
Monetization
None of this matters.
Icing on the cake
You have to create a great base first.
No amount of icing will fix this cake.
What does a good base look like?
What does a good base look like?
STEP 1

STEP 2

STEP 3

STEP 4
STEP 1: DEFINE

STEP 2

STEP 3

STEP 4
STEP 1: DEFINE WHAT YOU’RE SELLING

What are you selling?


STEP 1: DEFINE WHAT YOU’RE SELLING

It’s not about quantity


STEP 1: DEFINE WHAT YOU’RE SELLING
STEP 1: DEFINE WHAT YOU’RE SELLING

Core of Monetization =
long lasting desire for progress
STEP 1: DEFINE WHAT YOU’RE SELLING

What is progress in your game?


STEP 1: DEFINE WHAT YOU’RE SELLING
STEP 1: DEFINE WHAT YOU’RE SELLING
STEP 1: DEFINE WHAT YOU’RE SELLING
STEP 1: DEFINE WHAT YOU’RE SELLING

Speeding up Pacing (to Progress)


STEP 1: DEFINE WHAT YOU’RE SELLING
STEP 1: DEFINE WHAT YOU’RE SELLING

So how do I pace progress?


STEP 1: DEFINE WHAT YOU’RE SELLING

Action

Progress Rewards
STEP 1: DEFINE WHAT YOU’RE SELLING
STEP 1: DEFINE WHAT YOU’RE SELLING

4
Ways to Pace
STEP 1: DEFINE WHAT YOU’RE SELLING

Time Stats

Currencies Luck
STEP 1: DEFINE WHAT YOU’RE SELLING
STEP 1: DEFINE WHAT YOU’RE SELLING

Time
STEP 1: DEFINE WHAT YOU’RE SELLING

Stats
STEP 1: DEFINE WHAT YOU’RE SELLING

Currencies
STEP 1: DEFINE WHAT YOU’RE SELLING

Luck?
STEP 1: DEFINE WHAT YOU’RE SELLING
STEP 1: DEFINE WHAT YOU’RE SELLING

Action

Progress
4
Questions Rewards
STEP 1: DEFINE WHAT YOU’RE SELLING

What are the major currencies & systems


Action
which pace your progress?

Where could new pacing mechanisms


make natural sense in your loop?

Are the purchases repeatable?


Progress Rewards

Should these be purchasable?


STEP 1: DEFINE WHAT YOU’RE SELLING

What are you selling?


STEP 1: DEFINE

Define Progress
Define Pacing
Define what you’re Selling
STEP 1: DEFINE

STEP 2

STEP 3

STEP 4
STEP 1: DEFINE

STEP 2: SCALE

STEP 3

STEP 4
STEP 2: SCALE

Why do I need a game to scale


in order to monetize?
STEP 2: SCALE

3% 3%

14%

DAU

96%
83%

10%
30%
22%
Bookings 68% 55%

15%
STEP 2: SCALE

Rounds / Day
STEP 2: SCALE

Average Days to First Spend

Low Spender

[Link]
STEP 2: SCALE

Top Spenders dominate revenue

Top Spenders are more engaged

Top Spenders take time to spend


STEP 2: SCALE

Top Spenders want a game where


progression lasts
STEP 2: SCALE
STEP 2: SCALE

Their progress lasts

Clash of Clans ~3y 193d*


Clash Royale ~2y 168d**

*Not Spending, 1 Builder. [Link]


** Until Level 12 Progression [Link]
STEP 2: SCALE

Even with heavy spending.

Clash of Clans ~$16,650*


Game of War ~$120,000*
* Single Player Only [Link]
*Ignores Social Purchasing [Link]
STEP 2: SCALE
STEP 2: SCALE

200 Dwellers, All Rooms Built


In ~30 Days
STEP 2: SCALE
STEP 2: SCALE

Let’s Scale!
Let’s just make the numbers bigger!
STEP 2: SCALE

Can your game evolve for years?


STEP 2: SCALE

But I’m just a prototype!


STEP 2: SCALE
STEP 2: SCALE

Year 1 Year 2 Year 3

Map out your progress


STEP 2: SCALE

How Games Break Scale:

Mechanics Sessions

Content Economy
STEP 2: SCALE

How Games Break Scale:

Mechanics
STEP 2: SCALE
STEP 2: SCALE

Year 1 Year 2 Year 3


STEP 2: SCALE

Do the mechanics scale


with progress?
STEP 2: SCALE

Does each stat have a counter?


STEP 2: SCALE
STEP 2: SCALE

Year 1 Year 2 Year 3


STEP 2: SCALE
STEP 2: SCALE
STEP 2: SCALE

If you can’t get bigger numbers,


Add more numbers to upgrade
STEP 2: SCALE

Is the scope of possible upgrades


large enough?

Does each upgrade feel meaningful?

Year 1 Year 2 Year 3


STEP 2: SCALE

How Games Break Scale:

Mechanics
STEP 2: SCALE

How Games Break Scale:

Mechanics Sessions
STEP 2: SCALE

Do the sessions scale?

625 Plots
1,254 Clicks / Session
STEP 2: SCALE

Year 1 Year 2 Year 3

Interactions Required / Session


STEP 2: SCALE

Do the sessions scale?

Less & Easier Interactions


STEP 2: SCALE

# of Raids Required to Progress?


STEP 2: SCALE

Year 1 Year 2 Year 3

Enough Upgrades
for Meaningful Sessions?
STEP 2: SCALE

How Games Break Scale:

Mechanics Sessions
STEP 2: SCALE

How Games Break Scale:

Mechanics Sessions

Content
STEP 2: SCALE

Can you Craft 1000+ Levels?


STEP 2: SCALE

Year 1 Year 2 Year 3


STEP 2: SCALE

Year 1 Year 2 Year 3


STEP 2: SCALE

Cost vs Consumption?
STEP 2: SCALE
STEP 2: SCALE
STEP 2: SCALE

= 5 hours / level
STEP 2: SCALE

= 8 hours / level
STEP 2: SCALE

Cost vs Consumption

5h-8h 3-4 levels


/ level / day
STEP 2: SCALE

Cost vs Consumption

5h-8h 15 levels
/ level / day
*Top 10%
STEP 2: SCALE

Cost vs Consumption

5h-8h 40 levels
/ level / day
*Top 1%
STEP 2: SCALE

Top 5% of players
reach level 600 in <60 days
STEP 2: SCALE
STEP 2: SCALE

How Costly is your Content?


STEP 2: SCALE

How Costly is your Content?


STEP 2: SCALE

How Costly is your Content?


STEP 2: SCALE

How Costly is your Content?


STEP 2: SCALE

Year 1 Year 2 Year 3

How much will this cost to produce?


STEP 2: SCALE

How Games Break Scale:

Mechanics Sessions

Content
STEP 2: SCALE

How Games Break Scale:

Mechanics Sessions

Content Economy
STEP 2: SCALE

Does the economy scale?

Year 1 Year 2 Year 3


STEP 2: SCALE

Do currencies remain valuable?


STEP 2: SCALE

For each currency,


What are the sources and sinks?
STEP 2: SCALE

Are the sources and sinks


equally powerful?
STEP 2: SCALE

Power of a Source or Sink =

Quantity
Frequency
Probability
Limitors
STEP 2: SCALE

How are they limited?


How does it grow over time?
STEP 2: SCALE

How are they limited?


How does it grow over time?
STEP 2: SCALE

Most games still suffer


from some inflation

10 Billion Coins
STEP 2: SCALE

Controlling Inflation:
STEP 2: SCALE

Will your game break scale?

Mechanics Sessions

Content Economy
STEP 2: SCALE

Ensure your
Mechanics, Sessions, Content and Economy
can scale for years!
STEP 1: DEFINE

STEP 2: SCALE

STEP 3

STEP 4
STEP 1: DEFINE

STEP 2: SCALE

STEP 3: TRIGGER

STEP 4
STEP 3: TRIGGER

It doesn’t matter
if you have a long lasting game,
If nothing is desirable.
STEP 3: TRIGGER

Desire to Play
Vs
Desire to Spend FOCUS
STEP 3: TRIGGER

Design triggers for spending


STEP 3: TRIGGER
STEP 3: TRIGGER
STEP 3: TRIGGER
STEP 3: TRIGGER

Find Your Triggers


Why are they spending?
What player type will spend?
How often & much will they spend?
What can you do to strengthen the reasons to spend?
STEP 3: TRIGGER

Why are they spending?

To progress past a difficult level!


STEP 3: TRIGGER

What player type?

Competitive Persona
STEP 3: TRIGGER

How do you tighten?


Level Difficulty
Social Pressure
Time Pressure
STEP 3: TRIGGER
STEP 3: TRIGGER

What triggers spending?


STEP 3: TRIGGER

What triggers spending?

Loss Aversion
Vanity
Competitiveness
Impatience
Investment
Social
STEP 3: TRIGGER

What triggers spending?

Loss Aversion
Vanity
Competitiveness
Impatience
Investment
Social
STEP 3: TRIGGER

Loss Aversion
STEP 3: TRIGGER
STEP 3: TRIGGER
STEP 3: TRIGGER

What triggers spending?

Loss Aversion
Vanity
Competitiveness
Impatience
Investment
Social
STEP 3: TRIGGER
STEP 3: TRIGGER

Connection Rarity
STEP 3: TRIGGER
STEP 3: TRIGGER

What triggers spending?

Loss Aversion
Vanity
Competitiveness
Impatience
Investment
Social
STEP 3: TRIGGER
STEP 3: TRIGGER
STEP 3: TRIGGER
STEP 3: TRIGGER

What triggers spending?

Loss Aversion
Vanity
Competitiveness
Impatience
Investment
Social
STEP 3: TRIGGER
STEP 3: TRIGGER

What triggers spending?

Loss Aversion
Vanity
Competitiveness
Impatience
Investment
Social
STEP 3: TRIGGER
STEP 3: TRIGGER
STEP 3: TRIGGER
STEP 3: TRIGGER

What triggers spending?

Loss Aversion
Vanity
Competitiveness
Impatience
Investment
Social
STEP 3: TRIGGER
STEP 3: TRIGGER
STEP 3: TRIGGER

Which does your game have?

Loss Aversion
Vanity
Competitiveness
Impatience
Investment
Social

How can you tighten them?


STEP 3: TRIGGER

Define & Tighten Triggers in your game!


STEP 1: DEFINE

STEP 2: SCALE

STEP 3: TRIGGER

STEP 4
STEP 1: DEFINE

STEP 2: SCALE

STEP 3: TRIGGER

STEP 4: PROTOTYPE
STEP 4: PROTOTYPE

But I’m just a prototype!


STEP 4: PROTOTYPE

Fast Pacing
Easy Difficulty
No Tight Currencies

= Misleading Fun
STEP 4: PROTOTYPE
STEP 4: PROTOTYPE

Free to Play Success:

Pacing Fun
STEP 4: PROTOTYPE

Pacing from the Start


STEP 4: PROTOTYPE

Test Hard Difficulty


STEP 4: PROTOTYPE

Include Tight Currencies


STEP 4: PROTOTYPE

Playtest!
STEP 4: PROTOTYPE

Playtesting with Pacing:

Real Content Consumption Rate


Where & Why HC is spent
Payers vs Non-Payers
Get the Pacing right!
STEP 4: PROTOTYPE

Prototype with Pacing & Monetization Mechanics in!


STEP 1: DEFINE

STEP 2: SCALE

STEP 3: TRIGGER

STEP 4: PROTOTYPE
Define the Core Progression & What you can Sell

Ensure your game can scale to years

Define & Tighten Triggers in your game

Prototype with Pacing & Monetization


Now you have a solid base
Now you can add the Icing
Easy when you’ve got a lasting system

Easy when you’ve got a desire to spend


No amount of icing will fix this cake.
Questions?

slides: [Link]
@adamwtelfer

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