In the year 2014 the gaming market was worth about 84MLD dollars. Estimates say that this year
Its value exceeds about 91MLD $. Where did these coinss come from? I will try to bring you closer to the main methods of generating profits through games, how they can look at them players and how they can influence the design of the game.
The classic model of game monetization is its sale. A few years ago, it only took place through physical media such as CDs. Nowadays, more and more popularity is gaining platforms such as Steam or Origin. This is a widely accepted monetization model for games that gives you full freedom in designing games.
Another method of earning is to sell game add-ons. Usually no one complains when there are full-size extras giving us a few, or dozens of extra hours of fun. The issue is complicated when we are dealing with DLC (DownLoadable Content). DLC is usually a small part of the game, such as weapons, missions, quests, vehicles, additional appearance options. Players are often inclined to pay for some interesting things when they consider them to be valuable. However, sometimes manufacturers seem to exaggerate, the example can be used Train Simulator, where the value of all the DLC is about 2.5 thousand pounds. The price can and is cosmic, but no one forces to buy, and subsequent additions were added over time. According to me this is OK, not like in the case of controversial DLC-Zero-day, that is, additions already available on the first day of the release, or content locked in the game. This means that the manufacturer has already created some things at the time of the game, but specifically blocks them so that we can set additional coins to his product. This is an unfair behavior against players. However, there are some gems that stand out on the DLC issue. For example, you might want to give your native Wiedźmina3. For this game all future DLC are included in the cost of the game and are available for free! The ideal method to prolong the life of the game. But how does it all to design games? Usually the DLC does not have a big impaktu on the game itself, if nobody comes to mind cut out its important elements. You have to remember only some mechanism to manage the extras and to make future DLC Komponowały with our game.
By the way, the game was created Parodiująca everything described above. We have to buy things like the ability to walk left (sic), thankfully for the virtual currency we gain in the game. Her title is Quest DLC.
An interesting method of selling your game is to pre-order it. Usually we see such a practice on the occasion of large productions, already having a great brand or very well promoted. Often, publishers lure players into different forms of bonuses when they choose to buy them.
Early access is an interesting and more common phenomenon associated with presales. So make your game available to people before the release of its full version. I've already written about this phenomenon earlier, so as not to repeat I invite you to read this article:
In this case, the designer must ensure that the early access game is playable. Must already have some interesting content for the player.
Now the theme of the river, which is a game based on the Free-to-Play scheme. I will not describe here real games F2P, because these are only a small fraction of games in a wide circulation. Most games based on this model should be called Freemium games, that is, we play for free, but we are tempted making deposits using the micropayment system. This mechanism is most often introduced in MMO games. Sell in this way you can everything from additional levels, through boosters, cars, characters, to victory. This earning model allows manufacturers to squeeze out huge sums of money and it's not one time! People are encouraged to buy mainly by other people. They want to stand out, or be better. This involves a Pay2Win problem. The game, which allows the player to buy a real advantage over others, will often be passed for unfair, which does not count the player's skills, but only his wallet. As a designer, you may not be able to do so, as non-paying people will quickly discourage to your product. Strangely enough even people who do not pay are very important! That they represent a large part of the gaming community, without them paying for the game will lose meaning, because it won't be before Kim Poszpanować. According to the principle: if everyone is the best, then no one is. For you as a designer the safest way of doing this may be to provide players with additional form skins, models, and changes in appearance. These are elements that usually do not affect the gameplay in any way, and in addition, execution of them can be continued by the graphic team as a complement to the project, after the completion of their main work. A frequently used option is the so-called Pay 2 Skip, which consists in paying for the omission of certain fragments of the game or accelerating the development. This is often an option harmless and perceived as fair, but with some exceptions. Sharing this option in games where players at a higher level can clash with those at a lower speed may end up falling in interest. As an acceptable example of such a solution, WoT can be used where tanks that are (in the assumption) are clashing at a similar level. At the other end of the set logs, where the purchase of options to accelerate our development gives an immediate advantage over others. Somewhere in the middle of the WoW Act, where we can buy an instant promotion of our character to the maximum (I think) level. In this game, PVP is not a major issue, and achieving this problem is not a big problem, but in my opinion the game loses a lot.
There is still a question of forcing payment on players in exchange for the normal use of the game. It's a nice way to do this with the TVGRYPL channel on the Angry Birds 2 example.
Large market share is advertising, especially on mobile platforms, where the revenue from this source is probably most. This is a fairly acceptable method for monetizing games. Of course, if you do not przesadzimy. Ads in the game can not be namolne, nor appear too often, because they simply intimidate the player and they will smash him from the world of the game. On the other hand, they may not be unnoticeable, because no one has clicked.
A lot of interesting things about advertising in mobile games can be found in the book Peter Stalewskiego "How to make money on applications and mobile games". His book refers to a world dating back several years, however I believe it is worth reading.
The form of advertising that has already been welcomed in the gaming world is Product Placement. Only the largest productions can count on this source of earnings. There are also many companies that have themselves produced (or have) games in which have their productions.
More information about locating products can be found under the following links:
Other ways of monetizing games, which I will not elaborate:
Subscriptions (e.g. Wow)
Sale of licenses and gadgets (eg. Tomb Raider movie licenses, Angry birds gadgets)