Properly monetizing a free-to-play game, according to Kislyi, takes collaborative planning around a free model from the outset of development on a project. “You cannot first make a cool game, and then monetize it. Why would people pay us money? Who will pay? Who will not pay? If you squeeze too much money from them, they leave and they do bad publicity. On the other hand, if you’re too kind, too soft, they just play the game, they enjoy your game and they don’t pay. So you don’t make money and you go bankrupt. So this really, really fine, tiny line between paying and not paying. There is no one universal formula for any kind of game.
According to Kislyi, establishing a competitive game that is skill-based helps. If you’re knowledgeable about the game, you should be able to have a shot at winning, even against someone who has spent more money. It’s when the “wallet warriors†always win that causes other players to get frustrated and bail out''
seen this today and thought maybe the devs should read it
According to Kislyi, establishing a competitive game that is skill-based helps. If you’re knowledgeable about the game, you should be able to have a shot at winning, even against someone who has spent more money. It’s when the “wallet warriors†always win that causes other players to get frustrated and bail out''
seen this today and thought maybe the devs should read it
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