From the cinders

Hi!

No big posts this week!

Just wanted to let you know that I was admitted to the official beta testing group of “Confrontation: Phoenix Edition” miniature game. Of course, I do this in my spare time…

conf

As I said somewhere below, it is the reborn version of a famous tabletop miniature game, featuring wonderful sculpts and an awesome narrative.

I hope to help making this game better and cool for anyone!

See you soon!

Pay 4 fun

My good reader, sorry for not writing earlier, but my last weeks were extremely busy and rich of projects. Maybe, I’ll write about them soon!

Today I will write about freemium games and about what I believe makes player pay for additional contents. freemium

Freemium game players can be divided into many categories, but I believe that just a few should be sufficient.

They can be:

– non payers: they will never pay, neither a single penny (for any reason), whatever you offer them;

– whales: they are rich and not really that interested to the game itself, but they want it all. Probably they are mainly moved by greed.

– cautious: they might spend little money for buying one or more game content. cautious

Since non payers and whales are not so interesting, let’s see cautious! Cautious rarely spend money for a free game, but they will if they feel it is a right thing.

There are a few reason why a cautious player can be willing to pay out a dollar or two. Since the greatest part of users belong to this group, I think it might be interesting to analyse them.

So, I was asking, what can make a player spend?

First of all for acquiring cool things. Yeah, that sure! But if spending is the only way to get nice objects, probably only just few will pay and the game will become a post-mortem case of study in no time. It is important to remember that the so-called pay-to-win games are often unpopular and seen as unfair. So, aiming to this kind of result can be extremely dangerous. However,  many games use this tactic. Of course, on beautiful games, this can generate extremely positive incomes thanks to players’ rivalry and scoreboards! csr

Another solution, is making players spend in order to obtain the very same thing of ordinary players in a faster way. This method is quite good and is probably used by the greatest part of freemium games. It is the most prudent one. However, if the game is good, many users will pay; if it is crap, nobody will open their pocket.  simcity

The third way is selling extra levels and characters and so on. It can work but sometimes makes people feel they were robbed when they bought the game (even if it was free). “Lite games” are a typical example of this.

The fourth way is my favourite one. It consists of giving to the player something a bit different for their money. If players receive something interesting and/or funny, they will feel that it’s right to spend some money. I’m not talking about traditional extra contents. I’m referring to new strange capabilities, bizarre events, unforeseeable skills! The kind of things that make anyone laugh. And, as long as they requires just a couple of lines of code and a pair of quick draws, they are great! For example, you could sell “Lunar gravity” or change your avatar to a washing machine with no difficult. And you will be sure to cause a sincere smile on your player.

Of course, there is a fifth reason, why player can spend money; attached and faithful players can feel grateful to their favourite game authors and, therefore, will be glad to give them a symbolic sum as a reward and token of gratitude. Creating a community of attached players can be extremely important and profitable! It might be worth some time and energy! Many studies testify that attached players invest a great quantity of money! wow

Ok, that’s all for this time! Short, but dense!

See you next time (hopefully next week)!