Gamesbrief about monetization
The online edition of Gamesbrief has presented a gorgeous infographic telling about how to properly monetize games.
Until recently, the policy of free-to-play developers was reduced to the following model. With the help of traffic, you catch a huge number of users, and then the project team works to keep the whales.
In fact, here you can draw an analogy with fishing with a seine with large cells. In other words, the publisher spends money on a huge network, covers large areas with it, and then misses most of the catch, for the sake of especially large prey.
Such a model can also be called a “funnel”. In the latter, only large users are delayed, all the others fly out of the neck back to the “ocean”.
Analyst Nicholas Lovell from GamesBrief suggests paying attention to another model of working with users: the pyramid. About what it is, you can see a little below. Let’s say for ourselves: the main message of Nicholas boils down to the following: make the cells for the network smaller. There are not so many “whales”, they can be unpredictable, and a “fish”, if there is really a lot of it, can bring no less. A perfect example of this is Candy Crush Saga.
Sources: gamesbrief.com, pocketgamer.biz