Types of Monetization in Games

There are many monetization models for game creators to add to their game and make money. Most successful games utilize multiple models for earning profits.

Microtransactions

A microtransaction is when you sell a virtual good for real-world money. An example is selling a cosmetic outfit for a certain amount of dollars. This is probably the most widely used monetization model in Core because they are intuitive, simple to implement, and can be applied to just about anything within the game.

One example of a microtransaction is from the game The Death Wall by Zulu, where the store offers bubbles (virtual good) in exchange of Core Credits (virtual currency that translates to real cash).

A second example of a microtransaction is from Valley of Foxes (Beta) by Nightmane where cosmetics are sold for Core Credits.

Subscription

A subscription model requires players to make a periodic payment. This could be to unlock certain parts of the game or receive added benefits such as a VIP system.  The subscription would be limited time and are most of the time optional to play the game.

An example in Core is the game Roll ’em by WaveParadigm that offers a subscription to become a supporter for 3 months or a year.

Loot Box

The loot box, also known as gacha, is a game monetization in which players pay for a random reward. The player can open a container or pull a lever to receive their prize. This can be exciting for players that want to collect a set or chase a legendary item.

This is an example of a loot box from the game in Core named Balloon Simulator by BenEast. Players can purchase a random pet with the percentages being displayed.

Season Pass

The season pass allows players to buy multiple pieces of downloadable content as a single purchase for a discounted price. The discounted price is better than if the items were purchased individually. Given the name, the deal is usually offered for a couple months and has a theme such as Summer Sale.

Battle Pass

A battle pass is a monetization method that offers special reward tiers that players can earn by playing the game and completing specific tasks. Games often offer battle passes with two reward tracks: one that is free, and another that is paid. The free track has limited rewards, while the paid track has more numerous and valuable rewards.

This example from the game Puppet Masters by Nuldrums combines a season pass and battle pass.

Donations

Players like to support creators for their favorite games. Donations allow the players to directly give creators money. Donators may be given recognition in terms of a leaderboard or announcement. A popular method in Core is to display a tip jar.

Here’s a tip jar from the Core game named Spaceport Tycoon by RedQuad.

Conclusion

These models can all be used to improve user experience in your game. Combining them together can also make a great game even better!

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