The online gaming industry has been experiencing stratospheric levels of growth recent times, driven by an explosion in mobile device uptake and great improvements in the provision of both Wi-Fi and mobile internet services. Games are everywhere, but with so many being released – up to 500 a day for iOS, it has been reported – it can be difficult for game designers to actually make a living off of their releases. So, how can one successfully monetize a game, without making it unplayable?
Many online games, such as those hosted on Facebook or even those hosted on top-pbbg, operate through the freemium model of game design. With freemium, any player can access the majority of the features of a game and indeed can play the entire game through it it’s finish. What sets freemium games apart from free-to-play games though is that there is always the option available to players to use real money to purchase extra in-game items, boosters or effects that can make the game more interesting or that boost the player’s abilities in comparison with non-paying players. It’s always worth bearing in mind that excessive use of freemium features can really dampen the mood of non-paying players, though.
Deals and Promotions
For sites that provide games that are paid-for from the outset – online casino gaming sites, for instance – the addition of deals and promotions can really help to boost player numbers and revenues. Sites such as http://www.spinpalace.com regularly offer free play deals, promotions that give players the ability to enter tournaments for free, and even free cash to play with, these forming one of the drivers behind the i-gaming industry’s massive growth and revenue figures.
If you want to keep a level playing field within your game, affording all players the same items, characters and experiences, time restrictions and their counterparts, time cards, can be a useful way of generating funds from a game. With the monetization of gameplay time, every player is afforded a certain time period within which they can access game features and mechanics every day. Once they have exhausted this time though, players must then make a micropurchase in order to play more. This sort of monetization means doesn’t just have to relate to the use of the entire game though. Certain features, such as the building of structures, can have time limits attached, and players can be encouraged to pay small amounts for the instant creation of these in-game assets. Games such as the enormously popular Clash of Clans are adept at managing such monetization systems.
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