Sunday, January 6, 2013

Free-To-Play buisness model

Free-To-Play business model

 

When to use it?

  1. If the platform you are using requires high number of downloads for easy discovery, like Android/iOS app-stores , chrome-store , browser plugins/extensions.
  2. If your audience is a "first-time" gamer, which never payed for a game - as this is a great barrier for download.
  3.  


What part of the game will cost?

  1. For single-player games:
    1. [strong]  some levels are free. You need to buy the game to unlock a bulk of additional levels.
    2. [medium] some levels are free. You need to buy levels , one by one. It`s a bit weak as if the user need to buy 0.5$ level two times in an hour, s/he will think again whether to buy the next one.
    3. [weak]  customization

  2. For multi-player games:
    1. [strong]  unlock hero-type
    2. [medium] customizations which are apparent to other users.
    3. [weak ]  experience-boost / weapon-boost.


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