Analysis of the monetization system.

GreenVamGreenVam ✭✭✭✭✭
edited May 2022 in General

Let those who are against investing in the game read to the end and then give me a dislike, perhaps after reading my message they will change their mind.

I really love this game. And I paid for goods in order to support the developers.

But now I have nothing to pay for my honestly earned money. I'm not interested in spending money on something that is already in the store.


 I look at other online games that I play. Despite the donation, you can play there without it! Take Crossout Mobile as an example.

The essence of this game is that you can make a unique vehicle from different parts and fight in arenas with a variety of weapons. Here you can buy any part or even a car for premium game currency, the choice of both parts and cars is huge. But if you do not want to donate to the game, you can always spend time and make any part by spending the resources collected in the game on it. People have a choice, and despite the donation, everyone has equal access to technology. except for a few premium parts from the last season, which can then also be crafted, but a little later. Perfect? Yes! Interesting? Of course! The variety of everything you need to fight is simply pleasing to the eye. Little of! There are game seasons here and new content is released every 70-90 days! New guns, new types of wheels, new parts and car bodies.


Now let's get back to our game. Is it possible to produce a keylocker after spending half a year, for example? No, you can only buy it. Are there any types of keylockers? No, this is just one type of box in which keys are stored. Are there products similar to keylockers in the store? No. This is misery. The technologies presented in the game are the absolute minimum, and they have already become boring for many players. I reached level 12 and I have nowhere to grow, nowhere to develop my game character, I, and not only I, get bored playing. Friends from my local team are not interested in the subscription, or what is sold in the ingress store. But many of them donate to crossout mobile because they are interested in trying out new items that have not yet been in the game.


The second game I play is pubg. The battle of players on a huge map, a bunch of weapons and so on. Interesting? Highly. Is the gameplay addictive? Definitely yes. How does monetization work here? This game sells skins for characters, weapons, cars and so on. Here, the donation does not affect the gameplay in any way. Hundreds of new skins appear here every year.


What do we have? We have an advantage in the direction of donation. You paid to expand your inventory, you paid to have leveling boosters, or for an item that can only be obtained with real money.


Is there a rich assortment of goods in our store? No, he's bad. Can I buy skin packs for portals or map? No. Is it possible to buy new skins for the arrow? also not possible.


Unlike many other games, we have to pay to get an advantage. This applies to the subscription and pumping accelerators, and keylockers.


Comrades, how would you like to change the monetization in the game?

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Comments

  • I've no time to spend in other game.


    This games sounds cool but... 2 jobs, 3 kids , a wife I've no time... Really

  • edited June 2022

    Firstly, if there becomes any kind of "We've added an arbitrary delay but you can pay to skip it" mechanics in Ingress, we may as well just all quit. The worst type of monetization is the "Create a problem, sell the solution" predatory methods that most mobile games employ.

    Secondly, Niantic has begun some of the monetization process with CORE and selling things like Apex.

    But when it comes to "What should they make to sell?" the issue comes in that the Ingress player base is not big enough to support significant single purchase artwork, like Avatars, and is rabidly against anything that even smells of player power (despite Frackers and Apex and misused Beacons).

    So the goal needs to be items or features that provide:

    • Repeat purchases without more work - If they have to do new artwork on every purchase, the value may not outweigh the cost. That's why the purchased badges are often so 'logo' like. Easy to make, sell a bunch, move on. Apex is a good example, where once it's made, it can be sold over and over without more effort on the part of the Ingress development team.
    • Worthwhile elements - Spending development time on an item no-one wants and no-one will buy, is worse than not creating it in the first place. Rare Battle Beacons are a good example of this. VR Battle Beacons are repurposed for fast refielding exercises, because of their flip, but RBBs only get bought when there's a Beaconomaly on, which is an orchestrated event to sell beacons.
    • Minimal backlash against people who use 'the thing' - Anyone using the feature should not be looked on as 'weak' or 'pay to win' etc by the community. A player mod that gives extra range to bursters or deploys would be bad. However CORE is a good example of something that gives extra 'power' in the form of inventory space, without negative connotations from the community.

    -----------------------

    My first suggestion is simple and oft-repeated. Put R8s back in the store. 10 R8s for 1000 CMU. They don't provide significant player power, because they aren't usable more than one per portal, but they provide an important 'first step' to teamwork for a group. Especially for rural players who rarely see higher level portals they don't make themselves, having an R8 on a portal can be the difference between being able to hack X7s/X8s, or being stuck with far weaker and shorter range X5/sX6s (from a P5). Higher level portals give better powercubes, more glyph chances for more gear etc. However, all this requires teamwork and people to coordinate still, so it's not an overwhelming 'paid advantage'. It's also an existing item that people can obtain in sufficient numbers by other means, if they're willing to put a bit more effort in, so there's no real backlash from the community for having them.

    The second suggestion would be: Provide single use Kinetic Capsules for sale. The code is already in PoGo and Pikmin, so it should be simple to adapt. Sell extra KC's to allow a maximum of say 4 extra capsules running at once which can either be the same 8kms or a shortened program. Maybe remove the limit on use for the paid capsules, so even if you finish your 5 free capsules on the day, you can continue with paid options.

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