Hi all
I have finished the develop of my game ZeroSphere but now there is the hardest part (for me):
How much should cost the bonus upgrades in the store?
My game is something like (for logic) temple run or jetpack joyride...or tetris if you prefer. Every time the game start from the start(?) and become hardest while playing, no different level or progress.
Now i have 3 boosts with 3 different level of upgrades and 8 bonus. With the boost the player play better and simply, with bonus do more points (and coin. You can gain coin playing, doing random missions, and a bonus relative of your point)
So how much time the player should play before buy un upgrades in the store? There in something like a study or something else about strategies or player psicology?
Obiuvsly the player can buy more coins with in app purchase but i don 't want to became rich (i hope but i don 't think) i want the player happiness and something for me (3 month of nighly study and develope are a lot of cofee, Gideros license, tnt particle engine donations...etc etc)
Sorry for my english...this post was very hard to explain for my english...
Comments
I would suggest you check what are the top IAP for the games that look similar to yours on itunes.
Ex for Jetpack Joyride : And then you copy their economy/currency scale.
You can also look at social games (Clash of Clans), or other type of games that copy the social games economy (CSR Racing).
Well... "The number one goal of your pricing strategy is to maximize revenue. That is what allows you to deliver more and more value to your free, cheap, and full price customers." You don't need to justify yourself for making money
(peut-être es-tu français?)
You WANT to be as much as profitable as possible so you can either reinvest in your product to make it even better for your current players/clients (they are the ones you should care for and satisfy as much as you can), or contribute to the society (charity, etc).
-> Secrets Of Freemium Pricing: Make The Cheapskates Pay (I don't know well what the title suggests and some people might not like it, but the content of the article is actually good).
"The biggest sin is to not get any money from people who will pay. They won't respect you, and they won't get the quality of service they want, and you will starve." It depends on your game and the replay value. There are rules patterns, but the best way would be to test as much as possible and adjust to see what works best for your game.
Reading List
Here are a few articles from my reading list where you will find answers that will help you compose your own strategy.What makes a good social game?
How people play (Infographic Us)
F2P Summit: The 15 golden rules of free-to-play
Clash of Clans engagement analysis
Monetizing an Infinite Runner
Good vs Evil – how to make money from free-to-play without selling your soul
Playnomics Quarterly US Player Engagement Study (Pdf)
An article about Player retention : Subway surfers making mobile waves “Going free-to-play allows us to gain happy users and brand ambassadors. It’s all organic. We don’t spend anything on marketing, and simply focus on keeping the product fun, free, and viral. High accessibility is key, and doing free-to-play correctly is hard,” says Simon Møller. “It’s important to keep content always coming in. We’re always adding new content, with a focus on polish and keeping the title graphically strong.”
Good luck!
Likes: ar2rsawseen, phongtt, hosamred
https://play.google.com/store/apps/developer?id=Arcadia Solutions
I'm glad if it's helpful. Actually there are no places (at least I couldn't find) where people talk about in-game monetization strategies.
Nobody cares about it on game dev forums because -> Money is evil (those discussions quickly disappear, almost no comments, to never be read again).
And most of the forums about marketing don't care much about creating "good" games (because ROI is more uncertain).
Oh well... now let's let this discussion disappear
Quick to read and good summary : 13 top tips for launching and marketing your game, by AppGratis CEO Simon Dawlat
Hints from a successful title : With 5 titles in co-production and Subway Surfers hitting 25 million DAUs, Kiloo shapes to become global hit factory
Likes: phongtt, hosamred
How are you doing?
Wow lots of useful read. Thanks a lot!