The rise of digital distribution and mobile marketplaces took this multi-purchase model and expanded it. Now anyone can incorporate subscriptions, advertisements, microtransactions, and even loot boxes into their products. Once the industry caught wind of potential revenue, the game design shifted to make monetization a central part of the experience.
This is where monetization earned its bad reputation. Only a small percentage of players need to make a purchase for these types of games to be profitable, sometimes as low as 0.15 percent. Catering to this minority will boost revenue, but it can leave the other 99.85% of fans frustrated and unhappy. That chunk of your audience will walk away muttering curses under their breath, and they’re the same ones who will ignore your next game.
The Monetization Trap
Working on DLC, quest packs, or exclusive subscription content takes time, money, and effort. Instead of adding content to generate revenue, some developers realized they could subtract it, add a price tag to it, then resell it to their audience. Why bother with fresh content when all you need to do is put a cap on how many levels a player can complete then charge them to keep playing?
Subtracting content while adding fees is the first sign that a monetization strategy has gone sour. Over time it forces other developers to choose a side: stick to classic revenue models while watching their peers earn more for doing less, or adopt the same harsh tactics just to stay competitive.
We don’t have to ditch monetization as a concept to escape this trap, we just need to do it right. Indie game developers are in a prime position to do this, as their focus is on creating good games and making connections with players, both of which are accomplished by fair monetization strategies.
Building Fair Monetization
An ethical monetization solution will generate enough income to keep the studio afloat while providing value to players. No one will feel cheated, no one will regret their purchase, and everyone can be happy about the relationship they’re forming.
General Rules of Monetization
There are no one-size-fits-all rules for implementing monetization. Every team has different needs, every audience different preferences, and every game unique opportunities for revenue. There are some best practices you can enact for just about any project, however, starting with these rules of thumb:
Subscriptions can also be an extremely effective form of monetization, one that can be implemented at nearly any point in the development cycle. Subscribers gain access to exclusive content such as cosmetic items, video tutorials, discussion boards, nightly builds, or developer mailing lists. This helps fund development and build a stronger relationship with fans, and it won’t affect the balance of your game by introducing pay-to-win features.
Dirty No More
Today, monetization is more closely associated with excessive advertisements and overbearing IAPs than with sound revenue strategies. The focus on profit above playability has given the concept a bad reputation. If developers deploy ethical strategies moving forward, we can take back fair monetization. Players can enjoy frustration-free games, and developers can stay in business without resorting to trickery.
Monetization is about mutual respect. Fans want to have a relationship with the games they enjoy, and they’re more than willing to participate financially when given the chance. Value-added monetization is the key. Employ radical honesty when communicating with your community. Make sure they feel heard, and they’ll take care of your team as a result.
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