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How Revenue Models
Influence the Design of a Game
– A Critical Perspective
Patrick Prax
Uppsala University
Patrick.Prax@im.uu.se
”What is Critical Game Studies?”
What role does/should media play in a
democratic society?
Social Outcomes and Potentials
How is it influenced by existing power- and
economic structures?
Cultural Industries
Business Models and Game
Design
• “the business model is inherently
assumed as part of the game design”
(Alves and Roque ,2007, p. 662)
• I can’t stress it enough. Monetization is
part of game design. It is an inescapable
fact of the future. (Extra Creditz, Season
5, Ep. 6 - Digital Rentals and the Online
Arcade)
A Marketing Perspective
“MMO operators are able to adjust the
environment in which their products are
sold and marketed, and the rules
according to which the products are used,
not to mention their role in creating the
environment to begin with[…] business
models and service design, including game
design, could be integrated and aligned
from the start.” (Hamari and Lehdonvirtä,
2010; emphasis added)
“Arcade Operators care little for richness,
depth, and the aesthetic qualities of a
game as long as it makes a lot of money
for them. This requires some fine
balancing. If a game is too hard, people
will abandon it in disgust, but if it is too
easy, they will be able to play a long time
without outing any more money in.”
(Rollings and Adams, 2003)
Theoretical Tool
1. Revenue Generation
2. Game Design and
Business Model Integration
3. Problematic Game Design
“Despite the popularity and renown of coin-
op games like PONG and Pac-Man the
content of arcade and tavern game is
largely irrelevant. Beyond persuading
players to insert (more) coins, these types
of video games offer little in the way of
design imperatives.” (Bogost, 2007 p. 305).
Method
• Analysis of Game Economy
(Consalvo & Dutton, 2006)
• Structured Analysis of Data
from Fan Websites (Waern,
2010)
• Following of Central
Community Actors
• Blue Tracker
Economy
• Item Generation Mechanics
• Necessity of the RMAH
• Mudflation
“MMO operators are able to adjust
the environment” (Hamari and
Lehdonvirtä, 2010)
The odds
If all people on earth (6x10^9) farm 100
rares a day for their wholelife
(365x80years), the chance [to get a perfect
chest item]would be.
(6x10^9x100x365x80)/(12.4x10^21)=1.41
× 10-6 = 0.00000141% chance.
(Baboon, poster on the official Diablo 3
forums, 09/07/2012)
“… it's Blizzard's vested interest in the success of the real
money auction house that undermines confidence in the
design of the game itself. Blizzard enthusiastically deny that
loot drop rates (which many players complain are too
miserly) are tailored to suit a healthy auction house, but it's
clear that a scarcity of decent loot - deliberate or otherwise -
drives more players to the auction house and so more
revenue into Blizzard's coffers. If this is the case, players
who don't use the auction house are losing out. “
(PCGamesN, a games news website, in an article titled
Diablo 3 gold prices continue to fall in auction houses while
gold farmers undercut Blizzard, 16/07/2012)
But the fact that it is in our face now
and the fact that it feels, not that it is,
but it feels necessary to progress, the
fact that it feels that way as a player, just
kills the desire for me to actually play the
game.” (Force, Why I stopped playing
Diablo 3, 149,522 views when accessed
11/09/2012
Post-Production: Natalya’s Wrath
Natalya’s Wrath
“Without set bonus: […] Result: 12s of
(near) immunity.
With set bonus: […] Result: 20s of (near)
immunity. […] .
this is WAY more overpowered than SS
pre-nerf, come on guys.”
(Waggon, poster on Blizzards official
forums for Diablo 3, 22/6/2012)
Smoke Screen Duration reduced to half
(Hotfixes to Diablo 3 on 22/5/2012)
We're a bit apprehensive because we
really don't want to keep fiddling with
people's items, even though this makes
the set quite good. (Bashiok, Blizzard
Community Manager, 23/06/2012)
More data, pics of SS, nerg
argumention and WW
argumentation
”For a small fee in America”
• 1 USD/EUR or 15% of the final sales
price
• 15% cashing-out fee
• Maximum price: 250 US Dollars.
• Blizzard earns up to 38,50 Dollars from
the sales of one item, 1 Dollar trade fee
and 37,50 Dollars cash-out fee.
• This is more than 60% of the retail price
of the game, 60 Dollars.
39
Change
• Diablo is not doing
to well
• Design Changes
that de-emphasize
the RMAH
• EA revoked ”all
games will have
DLC” announcement
How Revenue Models
Influence the Design of a Game
– A Critical Perspective
Patrick Prax
Uppsala University
Patrick.Prax@im.uu.se
Thank You!

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The Influence of Revenue Models on Game Design - ICA2013

  • 1. How Revenue Models Influence the Design of a Game – A Critical Perspective Patrick Prax Uppsala University Patrick.Prax@im.uu.se
  • 2. ”What is Critical Game Studies?” What role does/should media play in a democratic society? Social Outcomes and Potentials How is it influenced by existing power- and economic structures? Cultural Industries
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10. Business Models and Game Design • “the business model is inherently assumed as part of the game design” (Alves and Roque ,2007, p. 662) • I can’t stress it enough. Monetization is part of game design. It is an inescapable fact of the future. (Extra Creditz, Season 5, Ep. 6 - Digital Rentals and the Online Arcade)
  • 11. A Marketing Perspective “MMO operators are able to adjust the environment in which their products are sold and marketed, and the rules according to which the products are used, not to mention their role in creating the environment to begin with[…] business models and service design, including game design, could be integrated and aligned from the start.” (Hamari and Lehdonvirtä, 2010; emphasis added)
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17. “Arcade Operators care little for richness, depth, and the aesthetic qualities of a game as long as it makes a lot of money for them. This requires some fine balancing. If a game is too hard, people will abandon it in disgust, but if it is too easy, they will be able to play a long time without outing any more money in.” (Rollings and Adams, 2003)
  • 18.
  • 19.
  • 20.
  • 21.
  • 22. Theoretical Tool 1. Revenue Generation 2. Game Design and Business Model Integration 3. Problematic Game Design
  • 23.
  • 24. “Despite the popularity and renown of coin- op games like PONG and Pac-Man the content of arcade and tavern game is largely irrelevant. Beyond persuading players to insert (more) coins, these types of video games offer little in the way of design imperatives.” (Bogost, 2007 p. 305).
  • 25. Method • Analysis of Game Economy (Consalvo & Dutton, 2006) • Structured Analysis of Data from Fan Websites (Waern, 2010) • Following of Central Community Actors • Blue Tracker
  • 26. Economy • Item Generation Mechanics • Necessity of the RMAH • Mudflation “MMO operators are able to adjust the environment” (Hamari and Lehdonvirtä, 2010)
  • 27.
  • 28. The odds If all people on earth (6x10^9) farm 100 rares a day for their wholelife (365x80years), the chance [to get a perfect chest item]would be. (6x10^9x100x365x80)/(12.4x10^21)=1.41 × 10-6 = 0.00000141% chance. (Baboon, poster on the official Diablo 3 forums, 09/07/2012)
  • 29. “… it's Blizzard's vested interest in the success of the real money auction house that undermines confidence in the design of the game itself. Blizzard enthusiastically deny that loot drop rates (which many players complain are too miserly) are tailored to suit a healthy auction house, but it's clear that a scarcity of decent loot - deliberate or otherwise - drives more players to the auction house and so more revenue into Blizzard's coffers. If this is the case, players who don't use the auction house are losing out. “ (PCGamesN, a games news website, in an article titled Diablo 3 gold prices continue to fall in auction houses while gold farmers undercut Blizzard, 16/07/2012)
  • 30. But the fact that it is in our face now and the fact that it feels, not that it is, but it feels necessary to progress, the fact that it feels that way as a player, just kills the desire for me to actually play the game.” (Force, Why I stopped playing Diablo 3, 149,522 views when accessed 11/09/2012
  • 32. Natalya’s Wrath “Without set bonus: […] Result: 12s of (near) immunity. With set bonus: […] Result: 20s of (near) immunity. […] . this is WAY more overpowered than SS pre-nerf, come on guys.” (Waggon, poster on Blizzards official forums for Diablo 3, 22/6/2012)
  • 33. Smoke Screen Duration reduced to half (Hotfixes to Diablo 3 on 22/5/2012)
  • 34. We're a bit apprehensive because we really don't want to keep fiddling with people's items, even though this makes the set quite good. (Bashiok, Blizzard Community Manager, 23/06/2012)
  • 35. More data, pics of SS, nerg argumention and WW argumentation
  • 36. ”For a small fee in America” • 1 USD/EUR or 15% of the final sales price • 15% cashing-out fee • Maximum price: 250 US Dollars. • Blizzard earns up to 38,50 Dollars from the sales of one item, 1 Dollar trade fee and 37,50 Dollars cash-out fee. • This is more than 60% of the retail price of the game, 60 Dollars.
  • 37.
  • 38.
  • 39. 39
  • 40. Change • Diablo is not doing to well • Design Changes that de-emphasize the RMAH • EA revoked ”all games will have DLC” announcement
  • 41.
  • 42. How Revenue Models Influence the Design of a Game – A Critical Perspective Patrick Prax Uppsala University Patrick.Prax@im.uu.se Thank You!