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What are your idea on game monetization schemes that won't kill the game prematurely?
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>>1440613
>action RPG with item trading
>players can trade everything in their inventory, even premium currency
>make everything grindy as shit, from crafting materials to weapon mods with randomized stats that are basically a lottery system
>do not add a "grand marketplace" or anything of the sort, just slap a trade channel on global chat and call it a day
Result:
>grind-addicted players will get everything, then get everything again and sell the extras at any stupid price they want
>new lazy players will buy small amounts of premium currency to buy the cool shit from grindfest players and get cool shit fast
>veteran whale players will buy large amounts of premium currency to get optimal weapon mods for exorbitant prices for their meta builds
And everyone will waste premium currency on character skins that makes the character's ass slightly bigger.
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>>1440613
None. I've seen games be successful without relying on monetization, there's Phigros as one of them and the game's free.
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>>1440632
>Warframe shit
People who can tolerate that shit would just go back to warframe or just drop the game. There's a reason no genshit clone can go as far as genshit.
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>>1440613
make a good game and sell it like a regular game
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>>1440613
I find the best way to do it is just make the game fun, and you can realistically get whatever you want by just playing.
Then for the monetization, charge out the fucking ass for things. Like oh you can save a day of grinding for like 50 bucks.
That way whales still get milked, as do the salarymen with 5 minutes a week to play, while others can just play the game normally.
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Íf you are gonna put ads, either make them a diminute box that is always on but otherwise non-intrusive, or make them display only when the player decides. Auto ads are so fucking annoying when I get a puzzle game where every individual level is relatively short yet you get interrupted so often after completing a level it feels that you are spending more time on ads than on gameplay, despite game supposedly being ideal for playing in short bursts.
Don't forget to attach some in-game reward (including premium currency if any) to watching ads so people actually look forward to displaying them.
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>>1440613
Why worry about premature EoS - milk them hard and milk them often, the market is full of suckers. Then axe your game and release a new one. It's not like you put effort into making them, do you?
>>1441646
That never works unless you go out of your way to shill it everywhere because mobileshits hardly buy any games. Lots of paid games can't sell more than a couple thousand or even couple hundred copies regardless of how good they are.
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Just sell skins. Valve got it right.
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Honestly a bad thread (if you were actually making a good game, a combination of using your head and apeing other devs would get you along for the first couple of months easily with no optimization or extra thought on the matter,) but I will take the opportunity to point out a game called It's Full Of Sparks, which had the fairest approach to video ad monetization I'd ever seen.
It's apparently changed hands since I last played, and the game now doesn't have the ads at all, but the essence is that you got limited gos at the challenge, after which you got a cooldown. You could partially refill by watching a video, and this would never be forced upon you and interrupt your flow.
You could also pay outright, which is a good option for... altruistic... "psuedowhales?" who will happily drop <$5 to remove ads on games they finished simply because they enjoyed it and the dev didn't bother with the typical long-term gamblesqueezing, borderline psychological manipulation, and overall "how little effort into original story/gameplay/design/experience can we put in and get away with" approach to mobile game creation.
I think Dan The Man also did a different implementation of optional ads, that one I actually played forever ago though.
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>>1440613
relationship stories released as often as possible, it doesn't have to be anything groundbreaking, just spending time with your waifu
blue archive releases 4-5 relationship stories for each alt
whales will spark every single alt to get to continue their waifu's story
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>>1459219
This solution is highly dependent on the quantity and quality of ads. I've used apps with normal ads of normal products that unlock extra features for the whole day, and I've seen a game with cancerous fake ads that have fake 'X' buttons that don't actually close them.
It's nice to have an option to remove the ads, or better yet putting the game on Play Pass in the first place.
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>>1440613
Nude mod black market. You horni fucks want your waifu in her birthday suit? maybe a couple lewd poses or idles? how about a few lines about how she really, really wants your cum deep in her womb? and it's all legal and server side active, no one is gonna ban your account for breaking ToS.

All you have to do, is go to this online website where you can buy "commemorative" coins, to celebrate our time together with the game, coins that could, if you know how, be exchanged on another, completely different website for individual account "perks" that only work in your account. No one else can see them when you're online multiplayer, and if screenshots pop up somewhere here or there, your account is banned and you've never had an account with us, what do you mean?

This is on top of the usual gatcha shenanigans of course, we're innocent purveyors of waifus and skins after all, no strategic sales of animated porn and ASMR voices for strategic masturbatory purposes here, no siree.



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