Showing posts with label microtransaction. Show all posts
Showing posts with label microtransaction. Show all posts

Monday, 28 September 2009

Microtransactions: will pay for power-ups and self-expression, but not for new content

Free to play gamers will pay for power-ups and self-expression, but not for new content | Games Brief
The survey of 2,425 respondents identified that free-to-play web games generated the highest revenue ($75 on average) and that virtual currencies were the most popular purchase. But the report unveiled a number of valuable insights into what works and what doesn’t in the world of microtransactions.



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Thursday, 3 September 2009

Microtransactions and flash games

Gamasutra - Features - Generating Cash For Premium Flash
A couple of useful comments about flash games and how to use microtransactions for monetization. Common sense is yet again very helpful.

"Done correctly, games designed with microtransactions in mind need not infuriate gamers. Harris recalls that his team was careful to build a complete game for those who just want to play -- and beat -- the game for free.

"You can go through all 30 levels of SAS without paying a dime," he says. "We believe that to be very important. And people who don't mind forking over a few dollars for extra content can go to the premium license tab and buy some kick-ass guns, the ability to regenerate health, and even something called 'guardian angel' which lets you continue from where you died."


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Wednesday, 27 May 2009

The limits of microtransactions

Tobold's MMORPG Blog
In the battle of business models for MMORPGs the monthly flat fee subscription model has one decisive advantage: It is extremely simple to understand, and has only one variable, cost per month. A statement that a particular game is going to be Free2Play and financed by microtransactions is not really telling you much; there are lots of parameters on what exactly is for sale, and how much it costs.


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