This lesson will have advice and tips on how to help your game make money. It will cover some monetization methods and ideas from previous lessons.
Study Similar Games
A great starting point is to research similar games and note their monetization methods. Some research questions to keep in mind:
What are items that players are willing to purchase?
Which items are not being monetized?
Do the items seem fair for the benefits they give the player?
What type of players are spending money? Big spenders or small spenders?
Using other games as a guide will help suit your monetization model according to the target player base.
First Time Buyers
One of the hardest hurdles in making money with games is usually convincing players to make their first purchase. Starter packs can give new players a free purchase or a really good deal for their first purchase. Once a player makes a purchase, it is much easier for them to make another purchase.
Understanding the motivations of a player can help establish monetization methods that coincide with them.
Time is money. Players will often pay if it means it saves them time grinding the game.
Being more powerful in a game is a usual goal. Players may want to spend money to feel more powerful than other players.
When selling power to players, it is good practice to make sure the power can be earned over time by non-paying players.
Having a collection of items can encourage players to complete a set. Having a rare set may also drive the player to make bigger purchases.
Players usually enjoy cosmetics within a game. It can show prestige among other players, as well as individualism.
Purchases should be offered whenever a player may need it most. Tutorials for first time players are usually not the best time to mention purchases. When a returning player enters the game, it may be nice to show the daily events such as a daily free purchase. Another example is when upgrading weapons to display an option to purchase better upgrades.
An example of a timely offer is from the game Anime Kingdoms by Noangy. An infinite bag can be purchased once the player’s backpack becomes full.
Having timed events can keep the player coming back for better prices. This can be a daily sale, weekend special, or a season pass. Prices being static will be harder to sell than events with sale prices.
There are different types of spenders in games. Some players will only ever purchase one item, while other players are willing to make many purchases. There should be no restrictions on the amount of perks a player can buy or creators will be limiting their profits.
One example in Core of limiting purchases is the game Minigolf by Divide. It is a very fun game but the shop has only two options for purchasing Limited-Time Perks, so the player can only purchase a maximum of two items.
Once a monetization method is established in a game that does not mean it’s over. Creators should constantly be looking for feedback on how to improve it to make more money. Looking at the comment section or creating a Discord can be great ways for player feedback. There is also a built-in window in the Core editor named Analytics that has info on perks purchased in game.
Player feedback is incredibly invaluable to look for recommendations once a game is published. Creating a Discord for a game is a great way to gather information on player experiences. Creators should reach out to their players and ask questions to look for any improvements. A fun way to promote your game’s Discord is to have a secret code only found on the Discord server that can unlock content in the game.
Strictly Necessary Cookies
Strictly Necessary Cookie should be enabled at all times so that we can save your preferences for cookie settings.
If you disable this cookie, we will not be able to save your preferences. This means that every time you visit this website you will need to enable or disable cookies again.
3rd Party Cookies
This website uses Google Analytics to collect anonymous information such as the number of visitors to the site, and the most popular pages.
Keeping this cookie enabled helps us to improve our website.
Please enable Strictly Necessary Cookies first so that we can save your preferences!