Tuesday, July 19, 2011

Review: Microtransactions


Extra Credits: Microtransactions

  • Let people play for free if they want; they might eventually decide to buy something
  • Player could earn all type of currency (including those paid by cash, though they have to work really hard) 1) Perception of Fair 2) Once they used the store once, they are likely to use it again 3) soon they realize their time is worth more than a few paid dollar 4) if you don't do this, you are cutting out anyone without a credit cards (TEENAGERS!).
  • Never sell power (quickest path for money; and make player feel like being taken advantage). Sell convenience only (more storage space, perhaps short term leveling boost).
  • Don't split your players (don't do special area or level for paying players)
  • Market research about how much to charge for
  • Build from the design from ground ups (not something to think about at the end)

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