4 Gaming Monetization Models That Should Have No Place in GamesAug 11, 2019 | 1 Votes by Mikhail 10 rate One of the reasons why gaming monetization has exploded to insane levels is due to monetization. Now, developers are trying to get their cut of the pie, but at the same time, they introduce anti-consumer monetization models that should not have a place in the industry.
Monetization in games is fairly common nowadays. The allure of money and bountiful rewards for creating a game has encouraged many indie developers to create their own titles across all platforms. This isn’t a bad thing since people are now able to unleash their own ideas and create games that provide us with entertainment and rich experiences.
However, what happens when games are solely made for earning instead of actually providing entertainment? Well, you’d be playing a terrible game. Plus, if it’s a priced title, you won’t be getting your money’s worth and instead, be coaxed into spending more of your hard-earned cash.
Anyway, monetization is ok to a certain extent, but there are just some practices that are plainly detrimental and reeks of anti-consumerism. Let’s take a look at some of which:
Progression through packs and loot boxes
First off, let’s talk about the most controversial one: loot boxes. In a nutshell, these are basically redeemable items which further produce a randomized selection of virtual items. We’re sure you’ve encountered them in a number of games before and headlines before. They’ve reached such a level of infamy to the point that governments had to launch investigations and hearings.
To a certain extent, loot boxes are ok. For example, if you progress in user/account level, it would be ok if you’re presented with the usual progression rewards and a loot box as a bonus. If it comes with progression, that’s all right. However, if it is the MAIN WAY TO PROGRESS, it’s absolutely horrendous. The worst examples of this are FIFA’s Ultimate Team randomized packs and of course, the most controversial of them all: Star Wars Battlefront 2. In the latter, loot boxes, which yielded Star Cards and randomized rewards, were the main ways to make players advance. Of course, it yielded the ire of many players and long-time fans which forced the developers to make a lot of changes.
Basically, this is a gameplay mechanic that limits the time you spend in the game. For example, you need to spend five units of energy to enter a level. Once you’ve gobbled up your energy bar, you have to wait for it to regenerate. If you’re impatient you can always use gems or premium currency to charge it up right away.
Personally, I can never understand this. Why in the world would you want your players to stop playing your game? You have to make them stay for an unlimited amount of hours, giving you more opportunities to pitch in-game items.
Pay to progress and pay-to-win
In a nutshell, these include games where you can buy your way to a new level, a stronger base, and characters that can smite those of free players without batting an eyelash. This monetization model is common in “strategy” games and even in hero collectors.
Although it ensures that it ensures a good flow of income, it isolates and demotivates free players. Why in the world would they continue playing when they’re aware they can’t beat players who have already invested $50 into their base? Sure, it may coax them into actually buying something to match up better, but this isn’t the case in many situations simply because it’s not an option for them. It’s likely they’ll give the game up because there’s no fun in being at the receiving end of the unstoppable attacks of premium players.
Advertising is one of the age-old methods of monetization in games. Pop-up ads and skippable ones are common. Some developers have even created ingenious and consumer-friendly methods like rewarding players with premium currency and other benefits for watching a video ad. It’s a win-win solution: developers will earn cash to add to their coffers while players will be “paid” for it.
Unfortunately, the abovementioned good practice is foreign to a number of developers. You see, there are some games that still slap obtrusive pop-ups and unskippable video advertisements every time you move through in-game menus. Though this guarantees that you’ll get a few cents out of every player, it’s an unhealthy practice. Gamers want to play, not watch ads. In most cases, games that do this are guaranteed to have been uninstalled right away. A lost player is a lost chance to earn.
So, what do you think are some gaming monetization practices you think should have no place in the industry? If you have dreams of creating your own game or working in the industry in the near future, it would be best to avoid any of the abovementioned practices. After all, you’d want players to enjoy your game, right?