[The GameDiscoverCo game discovery newsletter is written by ‘how people find your game’ expert & company founder Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]
With things calming down a bit from ‘not-E3’ – although Steam Next Fest is still in full swing, and there’s more info on that later in this missive – it seems like a good time to send out another GameDiscoverCo newsletter.
This time, we’re venturing boldly into the sector of the industry that grosses the most revenue (that’d be mobile games!) to ask what methods the top free to play games in the space are using to monetize. (There’s relevance for PC/console game creators here.)
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We’ve recently been talking about looking more at mobile games, as supply/demand in the PC and console space changes – and it becomes more important for games to potentially get additional money from their biggest players over time.
One of the issues has been that mobile game creators are often less transparent on what works, design and monetization-wise. (When I helped run GDC, there were almost no non-sponsored talks on monetization, with one or two notable exceptions.)
This is because it’s commercially sensitive information which can materially affect your game’s CPA – unlike the PC/console space, which is more ‘alchemical’. But as we’ve seen with the recent furore over ‘immoral design’ in Diablo Immortal, it can also be super-divisive for the core fanbase – another reason to talk way less.
But there are third-parties in mobile gaming like GameRefinery keeping an eye on trends. They gave me an early copy of their Innovative Monetization Features Snapshot report, which is downloadable for free (reg. required!) via their website. Grab the whole thing for 35 pages of slides on this. But here’s my top takeaways:
So obviously, if applying this to the PC and console space, we quickly get into the ‘how dare these people rip me off?’ space. Or, indeed the ‘these are Skinner boxes that are essentially legalized gambling, even for minors?’ space. I imagine some readers may be mad at me for even leading a newsletter with monetization tactics like this.
But also, quick gut check: do you really want your biggest players – if you have a replayable game – spending $15 to play for 1,000 hours, if the overall volume of purchases is such that you can’t afford to make new games afterwards? And when they might happily and optionally pay more to support you?
I don’t always agree with how aggressive the mobile space can be. But I think we have to learn, understand them, and work out what post-launch $ we can apply to the PC/console space that players will be fine with. And I’d start with the following three:
So I guess this is just me trying to gently poke everyone on exploring the space in between ‘you pay for my game once and that’s it forever’ and ‘Skinner Box-ish pseudogambling hell’. (Differences between both sides exaggerated here.) Heck – there’s probably some room in there for your game, somewhere?
So the latest Steam Next Fest demo showcase has been running since Monday, and it’s been an interesting, jampacked time. Here’s some things that we noticed from the results so far:
Even just mentioning these titles, we’re not focusing on some of the biggest obvious hits of Next Fest so far – Cult Of The Lamb, which is even pre-orderable, Metal Hellsinger, Midnight Fight Express and more. So go and poke around yourselves…
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