Androide
[7]
2016-01-17 22:48:25
This material was created based on own experience and experience of other people, as well as materials of various publications and works. This article is the subjective opinion of the author and is not the truth of last resort.
Specially within the framework of the project "Union of Creative Personalities iCombats.ru".
Any game project, sooner or later, faces a problem, or rather with the issue of monetization. What is monetization? This, according to one source, the process of generating income in monetary terms using a web resource. Be that as it may, an objective opinion is only that in which the project will live, earning on its users. That's the harsh reality. You cannot believe that your favorite project will improve based solely on the volunteer efforts of programmers and patronage of the owners. Let's be realistic.
Monetization of the game project as such is quite extensive and deep thing, containing a lot of causes and effects, types and varieties. I do not claim to be a complete description and classification, but I will try to cover at least partially. So, let’s start with a list of conditions for monetization of the game project.
1. The project is quite interesting , so that "making money from users" does not scare them, or do not interfere with the gameplay at the root.
2. The monetization of the project corresponds to the spirit and philosophy of the game, does not destroy the balance and structure of the society of participants overnight.
3. Guaranty of the receipt of funds, in other words, the reliability of the system that accepts payment and the system that processes this payment.
4. The lack of opinion that the main task of the project is to earn . Earnings, indeed, no one canceled, but do not turn it into mania, otherwise you can easily scare the players.
5. Accessibility of using paid services, whether it is a resident of the center of a metropolis or a shepherd of small cattle in the Middle East.
6. Ease of using paid services, that is, "one-button" for potential customers, click - and the transaction is carried out.
7. The involvement of "paid" services in the basis of the gameplay, how well they will take root among the "budget" or free options. Synthesize.
8. Almost the most important thing is the human factor, in our case - the qualification of dealers. "Titanic" would not be "Titanic" without DiCaprio, and even the best performance can be spoiled by the worst actor. At the penultimate stage, before direct payment, a person in any case can not be “scared” by incorrect information or too intrusive “push” of services. Yes, the human factor has not been canceled.
This is not all, but one of the most important conditions for monetization of the project. Without them, you can hardly get a good opportunity to conduct and develop the monetization process in the game. Now let’s look at the options and order of monetization in the game.
1. To force to spend the first dollar (ruble, euro, som, yuan, etc.) in the project. A real, invaluable, hard-earned currency – and suddenly into the game. What's the big deal? We spend hundreds and thousands on entertainment in real life: going to nightclubs, cafes, restaurants, pizzerias, bars; making expensive tuning for our cars; dressing cute chihuahuas in pink jackets; making trips to Bali and the Seychelles. It is human nature to demand bread and entertainment. Those who have enough bread and butter can afford to throw a couple of spare dollars into a game that brings them satisfaction. People come to the project to relax and enjoy, and you can rest for free only on the bunks.
2. The Golden Toilet Rule I'll give you an example. Next to the main product, on which it is planned to create a shaft, a VIP class product is put. The buyer, paying attention to the price tag of an expensive product, will consider the cost of the main acceptable, thus, the invisible process of comparing two natural quantities - numbers - plays. Which pen would you take for yourself: one hundred dollars or one dollar? On the other hand, if there is a lover of virtual VIP shelves in the “Birch”, then the organization will not lose from this. You know what I mean...
3. Integration of macroeconomic indicators in the gameplay. Tell me, who is easier to spend one dollar: a citizen of the Russian Federation or a resident of Baku? If I remember correctly, the more loyal exchange rate of the national currency against the dollar is in Azerbaijan, is it not easier to focus on the latter? The main thing is to follow the global trends.
4. Removal of artificially created "gambling pain". We often create problems for ourselves in life so that we can solve them painfully. What is not the option of motivation to use “paid” services? If the accelerated passage of the next heavy level of the game requires "just" $49.99, isn't that an adequate price for the time and nerves you'll spend going uphill? It is easier to get around the mountain, or, even more expensive, to fly by helicopter. It is very easy to do this – just put the player in a rather uncomfortable position in the game – and that’s it. It's done. The main thing is not to overwork, the player is a very vulnerable creature, can turn around and get away from problems.
5. Loss of possible reward We are not talking about a temporary promotion or discount (more on this a little later), but about the fact that, promising in case of fulfillment of certain conditions of a valuable prize to the player, create a threat in which he can be lost, and irretrievably. Agree, it is much more pleasant to get than to lose. The longer and deeper the feelings from the possible acquisition of the award, the more zealous the participant will show in order to get it. Offer the player to score inventory to failure free scrolls, but “accidentally” forget about the capacity of the backpack. By the way, do you need a large bag? It's only $5.
6. Periodic discounts and promotions for the paid segment of the project services: New Year discounts for the purchase of game currency, monthly sales of equipment stored in the "Birch", the purchase of three scrolls for the price of two. Isn't it beautiful? "SALE -80%" is missing.
7. Distribution of single and multiple payments. Let’s be honest – you can afford to buy a Mercedes, but do not forget that then you will need to service it by purchasing original parts from the manufacturer. Introduce the category of reusable or recurring payments - they will make a potential customer a regular user of services, a kind of subscription fee, it turns out. One prerequisite is that the permanent recurring payment should be low, otherwise there is a risk of abandoning the project as a whole. It is difficult to enter into the category of games “free to play” (f2p), but with a certain level of ingenuity, everything will work out.
8. Accumulation systems uses a large number of aviation agencies. For example, a certain number of flying miles or hours allows you to get a free ticket on the next flight. That's great, isn't it? Thus, increase the attachment. It would be a shame to get some benefit.
9. Share with players, implement a “currency” system in which the person who brought the character will receive a certain commission (of course, in the game equivalent) for the real payment of his referral. A pyramid scheme, no other way. In the same category include affiliate sales, it is also subdealership.
10. Arms Race. How many people in the world line up to get the latest iPhone one of the first. What does that do? Fame, popularity, endless resources of new hardware and software? I doubt it. People are just used to being first. The same goes for game projects, too. Our apples must be bigger and juicier than our neighbors, right? So our equipment of the game character simply must surpass the opponent. Arms race always creates...
11. A conflict situation in which clashes and even wars occur. Any war is a very costly undertaking. But, as they say, who is the war, and who is the mother. While players work out the relationship by buying up tons of spell scrolls in the store, the commercial director of the project only rubs his hands, receiving dealer reports on sales. Stimulate conflicts and races. Clan ratings, website contests – all this causes anger and envy. Let's be pragmatic. As in Dostoevsky, "a jar with spiders."
12. Expand the list of services - do not limit the player's choice. Many game classes, unique images and images, the acquisition of unique equipment, convenience and advantages in the game. Assortment decides a lot, because the quantity sooner or later grows into quality.
Partially broke the classification, defined the conditions, but what about the portrait of a potential buyer? Let's think together:
- a person over 18 years old, this is already a legal requirement, it is not even worth discussing;
- the player must be solvent, these include comrades with their own source of income, that is, having a job or their own business, usually people from 18 to 40 years;
- involvement in the game should be at the level that there is an interest to "spend".
A lot and a long time talking about how to make money, you can not forget the question for what it is done. Yes, the earned rugs can go straight into the pockets of the founders of the project, but a much more valuable infusion would be the improvement of the child itself. To ruin the “golden cow” in the calf stage would be stupid, so provide her with a stable with eurorepair and regular supplies of delicious and juicy grass. And most importantly, dear project administrators, do not forget that you will not earn all the money in the world, and it is very easy to lose players.
Thank you very much. With respect, Osokin Andrey.
OppO
[8]
2016-01-19 11:35:08
Andrey!
Everything you write is correct and can relate to two things:
1. Business plan before the start of the project.
2. Monetization after debugging all the bugs, and there is a constant influx of users.
As we all know, any idea at the initial stage is a cost. Whether or not it will pay off is the second question.
It is good that this article appeared, but the question is, what?
Androide
[7]
2016-01-19 13:58:18
The article appeared on a whim, nothing more. :
OppO
[8]
2016-01-19 16:39:02
Well... in the start-up would be relevant... now?
Maybe it could be. . .