This lecture is best enjoyed with audio. Full slide and audio at http://youtu.be/nNlPFcynu8c -------- This talk was originally presented by game monetization consultancy FamousAspect at GDC Next 2014. Find more articles, tools and talks at www.famousaspect.com. -------- Too often, a game team chooses the free-to-play business model without truly considering the design of monetization elements early in the project. Only when it is too late into the development cycle do they learn that there is not a clear or compelling reason for players to spend money within a game. This talk goes in-depth on four concrete tools for designing a game’s monetization from day one. Using the design methods in this talk, a game team can ensure that they are building a F2P game that has both a sound business foundation and proven fun factor. -------- Articles referenced: * Paying to win: http://famousaspect.com/?p=851 * Paying to win - guild vs guild events: http://famousaspect.com/?p=985 * Should I F2P tool (work in progress): http://famousaspect30.github.io/should_i_f2p/