Adjusting Fundamental flaws in F2P monetization design
A passionate game designer with over 12 years of experience in
the industry, During his career Fawzi has shipped over 20 games
(PC, Xbox360, XBLA, GBA, Facebook, iOS and Android), many of
them went to become big successes worldwide in many game
development companies such as enish, Gameloft, Atlus and
Aranim to name a few. Recent releases include: Mira Mira (kim
Kardashian Hollywood Japanese Release), Ice Age Adventures,
My little pony Friendship is magic, Littlest Petshop, Wonder Zoo
and Persona 3 Social all multimillion player hits. One of the
projects he was involved with – Minion Rush – is on the top 10
most downloaded iOS games of all time, while my little pony is
among the top grossing games in NZ history.
Currently the Creative Director at enish inc in Tokyo, Japan.Fawzi Mesmar
GAME DESIGN IS ABOUT
What is wrong with modern trends in F2P
monetization design then?
MONETIZING IS NOT PART
OF THE GAMEPLAY
• F2P games make 90% of their
revenue from 5% of their install base
•For the game to be profitable the
amount spent per user increases
•Average life span of a F2P title is 1-2
Successful at first, but fail to have long term sustainability
And how those trends are responsible for supporting
those design flaws.
PAY TO WIN
- Games that force the player to
spend to get the full experience
- Instantly segments the community
- Games that demand other forms of
spending to get full experience
such as getting friends to play
- The hook phase
- Multiple layers of pay walls
NOT SPENDING MONEY IS
- The act of defeating the game by
not spending money
- Monetized elements are
considered cheating, it’s more fun
not to buy them
- Trying to Grind your way around
- Considering NPUs not to be
- Providing content to paying users
- VIP areas
- Depriving users from Premium
F2P should be a frame work in which users are
happy to spend money.
1 - MECHANICS THAT PRESENT SOMETHING
NEW EVERY TIME THEY’RE USED
The interaction between the players, the game and amongst themselves is
enough to create infinite interesting scenarios that content updates aren’t needed
frequently, also applies to real life in sports.
► MECHANICS DRIVEN VS CONTENT DRIVEN
2 - SHOWING SKILL
- Vanity items is not really an
- Think about what they mean to the
player not how much they cost you
- The sense of identity is vastly
important, but only if the game is
3 - MONETIZATION IS PART OF THE GAME
It is very important to consider the experience from a paying user’s side; the act of
spending money in the game should provide the player with excitement and
validation for their purchases.
► WHAT IS THE EXPERIENCE OF PAYING CUSTOMERS
4 - GAME CONTENT THAT ENGAGES USERS,
AND MOTIVATE THEM TO ENGAGE WITH EACH
There are items in many popular F2P games that not only enhances their
experiences but also that of all the other players around them. Creating a sense of
appreciation and gratitude to paying users.
► PROVIDE CONTENT THAT MAKE THE BEST USE OF THE
MECHANICS AND CREATES A SOCIAL LANDSCAPE FOR THE USERS
EXAMPLE: XP BOOSTS
IN DOTA 2
You buy items that increase the
amount of XP you get for each match
by a certain multiplier.
It also gives an XP boost to all other
players in the game.
XP system in that game is also
completely isolated from Match
making thus the item is fair for all.
5 - MONETIZED CONTENT THAT ADDS TO THE
Feature updates can be free, but there are users that are willing to pay for
► NEW CHAPTERS, GAME MODES, CAMPAIGNS ...ETC
EXAMPLE: LOL FREE
Play the game for free and play
available champions, or pay to have
instant access to all of them.
6 - MAKE PEACE WITH NPUS AND CATER FOR
But that is not true, it’s just as important to have NPUs in the game for paying
users to interact with. It is vital for the game’s success to make sure that players
can get a meaningful experience even if they never paid anything.
► A LOT OF DEVELOPERS FEEL THAT NPUS ARE TAKING
ADVANTAGE OF THEIR GAME BEING FREE
EXAMPLE: CLASH OF
- All players of CoC are vital to the
- For the game to be truly engaging
it needs a thriving active
7 - BE HONEST AND DIRECT
Impulse purchases can generate revenue, but those aren’t sustainable revenue
and they create resentment towards the game.
Always give the players what you advertise!
► THERE’S NO NEED TO RESORT TO TRICKERY TO CONVERT
USERS, THEY SHOULD HEAD TO THE IAP SHOP WILLINGLY
8 - HAVE SOMETHING FOR PLAYERS OF ALL
Don’t reserve your best content to PAU only, how would someone desire to
purchase something if they never got to try it themselves? Give out premium
currency, give access to locked content for a period of time.
► EVEN DISTRIBUTION OF CONTENT AND ALLOW
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