In-game purchases are here to stay. Now more than ever it is clear that players are comfortable spending money in browser, mobile, and download games. But just because players are willing to pay does not mean game developers know how to give them something worth buying. This talk gives practical, hands-on guidelines and processes for designing your game’s monetization. Core loops, feature design, economy design, user interface tips, user experience flows, and forecasting tools are all covered in this actionable talk from a 11 year design veteran who has successfully made the leap from designing paid games to freemium games.
8. a practical guide to in-game purchases
• Is my game a good fit for freemium?
• Is my design built for freemium?
• Am I selling the right things?
• What examples should I follow?
FamousAspect.com
9. is my game a good fit for the freemium model?
Am I ready for MTX?
FamousAspect.com
10. mo’ fun == mo’ money
Turning players into veterans is key to making money
FamousAspect.com
11. value lies in vets
86% of revenue comes from Vets
FamousAspect.com
14. great elder games are
• social
• competitive
• infinitely replayable
• involve social organization
FamousAspect.com
15. is my design built for freemium?
My core loop
FamousAspect.com
16. what is a core loop?
• Key set of activities a player takes each session
• Path of least resistance
• Actions - main interactive elements
• Gates - elements that block progression
• Sinks - where player spends currency
• Taps - where player gains currency
FamousAspect.com