Should freemium games factor in Purchasing Power Parity?

One of the biggest strengths with the games industry today is how global it is. People download and play games from all over the work. Developers who realize this already make sure their games are localized for other languages. This leads to more players, more engagement/viral growth, and ultimately more revenue.

However, but I seldom hear about game developers customizing the price of their games on a per currency basis.

That’s where Purchasing Power Parity (PPP) comes in. Continue reading Should freemium games factor in Purchasing Power Parity?

You’ve made a game, now what? Marketing and Monetization strategies

It’s finally done! Your game has taken shape, and you’re about to release it on the store!

Now all you have to do is sit back, relax, and watch as it goes viral and becomes the next Minecraft or Flappy Bird.

If only it were that easy.  Too many game developers don’t put in as much time to think about their marketing or monetization as they should. Success in the markets is not something that just happens to you. It’s an art form, just like any other skill. Continue reading You’ve made a game, now what? Marketing and Monetization strategies

Free to Play Game Design: How not to do it wrong

Free to play has become one of the most common mobile game monetization structures. Don’t mistake the “free” in “freemium” to mean you won’t make money though; free to play games are often generating millions more in revenue than some of their premium game counterparts.

That doesn’t mean every freemium game will make money. To be honest, the majority of them don’t. For every success story you hear, there are hundreds if not thousands of other games that didn’t quite get it right. Continue reading Free to Play Game Design: How not to do it wrong

Gamasutra: Make Purchasing Present

I was going through my RSS backlog and ran across this blog entry on Gamasutra. Ethan Levy, a monetization design consultant, makes an excellent point about in app purchases.

It’s not just enough to have them in the game, but you have to make them present. Let the user know about them, and why they might like to do so, without breaking the game flow or interrupting their experience.

It’s a short article, read it for yourself:
Gamasutra: Ethan Levy’s Blog – Make Purchasing Present.

-Tobiah