This lecture is best enjoyed with audio. Full slide and audio at http://youtu.be/nNlPFcynu8c
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This talk was originally presented by game monetization consultancy FamousAspect at GDC Next 2014. Find more articles, tools and talks at www.famousaspect.com.
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Too often, a game team chooses the free-to-play business model without truly considering the design of monetization elements early in the project. Only when it is too late into the development cycle do they learn that there is not a clear or compelling reason for players to spend money within a game. This talk goes in-depth on four concrete tools for designing a game’s monetization from day one. Using the design methods in this talk, a game team can ensure that they are building a F2P game that has both a sound business foundation and proven fun factor.
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Articles referenced:
* Paying to win: http://famousaspect.com/?p=851
* Paying to win - guild vs guild events: http://famousaspect.com/?p=985
* Should I F2P tool (work in progress): http://famousaspect30.github.io/should_i_f2p/
3. FamousAspect.com
Slides + Audio available
• This presentation is best conveyed with audio
• Full slides + audio are available on youTube
•http://youtu.be/nNlPFcynu8c
19. FamousAspect.com
“... the studio made as
much on Steam in one day
as it had on mobile in two
months.”
In its first week, Shattered
Planet sold 2,500 copies
on Steam.Tanya X Short, Creative Director
Kitfox Games
37. FamousAspect.com
model uses
• Connect developers to the intended audience
• Who are you building the game for?
• What is the emotional payoff for playing your game?
• How does paying enhance the emotional payoff?