Using In-App Purchases in Mobile Games (research by www.soom.la)
Tips for Virtual Economy Design + Case Study
Tips for In-App Purchase Store Design + Case Study
2. Yaniv Nizan – Short Bio
• Monetizing • Monetizing • Monetizing
Videos blogs games
• The Other • Advertising • In-App
gaming Purchase
EyeView INTENTclick SOOMLA
3. About SOOMLA
• Established August 2012
• Backed by private investors including
Oded Vardi
• 100% month to month growth since launch
• Over 1M end device installs
• 5,000 Fans in Facebook
4. The SOOMLA Framework
• Series of Open Source Projects
• Mission: To allow indies to collaborate
• Do it once do it well
• Cross Platform
5. The SOOMLA Store Designer
• In-App Purchase Store SDK
• Creating seamless stores
• Management Dashboard
7. Mistake 0 – No Virtual Economy
91% of Revenue is in Selling Coins
Users spend over 50% of the time in the store
8. Mistake 1 – Focusing on Selling
Focus on
Earning
Game Soft
Play Store
• Increased User Engagement
• Users will buy if they have coins
9. Mistake 2 – Balance = 0
• Give users some coins
• Show them the Store before the game
10. Mistake 3 – Goods lasts forever
• Rentable or consumable are Better
• Opportunities for tweaking
• Sell Everlasting items only for hard
currency
11. Mistake 4 – Single Currency
• Having 2 or 3 currencies gives more
opportunity for tweaking
• Allows some of the goods to be
purchasable only with real money
12. Mistake 5 – Boring
• Users should be exposed to new goods as
they progress in the game
• Complex Dependencies
15. 2 Games in One
• Building a Clan
• Accumulating wealth
• Investing in buildings
• Training Soldiers
• Fighting
• Deploying troops
• Waiting to see the result
16. 2 Games in One
• Building a Clan
• Accumulating wealth Resource
Management
• Investing in buildings
• Training Soldiers
• Fighting
Puzzle
• Deploying troops
• Waiting to see the result
17. Virtual Economy in Clash of Clans
• Perfect balance
• Time is always missing
18. Clash of Clans in the Model
Tip Clash of Clans
Focus on Earning Multiple ways to earn.
Virtual goods impact
earning
Starting Balance > 0 YES
Virtual goods don‟t last Soldiers are killed,
buildings are destroyed
Number of Currencies 2 Soft currencies, 1 Hard
Interesting Store Each items have
multiple levels. Complex
unlocking rules
21. Tip 2 – Meta and ROI Items
• Items that are “no brainer”
• Coin magnet
• Double coins
• Currency Limitations
• Gold storage
22. Tip 3 – Double Verification
• Verifying „soft‟ transactions
• Reduces the mental difference
• Get the player used to verifying
• Make actual purchase easy
23. Tip 4 – Hard Items
• Some items are only available for hard
currency purchases
24. Tip 5 – Levels/Upgrades
• Selling different levels of the same item
• Shopping becomes an achievement
• Keeps store fresh
• Simplifies store
27. 2 Games in One
• Building a Car Fleet
• Accumulating wealth
• Investing in Cars and Upgrading
• Tuning Car
• Racing
• Shifting Gears
• Waiting to see the result
28. 2 Games in One
• Building a Car Fleet
• Accumulating wealth Resource
Management
• Investing in Cars
• Tuning Car
• Racing
Action / Puzzle
• Shifting Gears
• Waiting to see the result
30. Stupid Simple
• Virtual Goods
• Cars (with levels)
• Only 5 upgrades (with levels)
• Infinite combinations
• Everything is translated to 4
attributes
31. CSR Racing in the Model
Tip CSR Racing
Item Attributes Everything boils down to
4 attributes
Meta and ROI Items No specific item but it‟s
an ROI driven game
Double Verification Yes
Number of Currencies 1 Hard, 1 Soft
Interesting Store Everything is in levels
Infinite options