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The practice of earning money for games, often on a continuing or advance basis past the initial sale.

7
votes
2answers
258 views

Revenue model for an open-source multiplayer game

I've had an idea for a multiplayer game, and ideally, I'd absolutely love for it to be open source. However, I also want to make a profit from it so I can make more games and maybe even have a dev ...
2
votes
4answers
270 views

Is “reverse season pass” a thing?

"Reverse Season Pass" is a name I just made up and I want to know if something like this already exists with a better name. We all know regular season passes: you buy a pass for a game you already ...
81
votes
3answers
16k views

Should I worry about Youtube Let's Plays when I'm creating a story-heavy game?

A few years ago, I watched a full playthrough of the first three Phoenix Wright games on Youtube. I enjoyed the story and characters a lot, hence why I pretty much binge-watched what is a series of ...
2
votes
2answers
357 views

What are good alternatives to microtransactions? [closed]

Recently, this question popped up on here, and it made me wonder if there was a better way to earn money from one's game without using microtransactions. So, What are good alternatives to ...
50
votes
19answers
12k views

Why are microtransactions more or less universally hated? [closed]

In many games nowadays we see micro-transactions in the form of in-game purchases. The benefits of these purchases can be anything from disabling ads, cosmetic unlocks, or in-game currency. Here's an ...
2
votes
1answer
163 views

Could you create a game for an older system (say, SNES) and sell it with an emulator as well as the game?

I was looking into development for the SNES in assembly, as programming in assembly is my hobby. I then had the thought: what if I could sell my native SNES games for modern use (on steam, bundled ...
1
vote
0answers
81 views

Selling merchandise inside game? [closed]

I am developing my first iOS game on Unity. I spent a lot of time creating beautiful artwork for the game (characters and scenery). I gave testflight access to my friends and advisors, and they loved ...
1
vote
2answers
437 views

How do I successfully implement Google Mobile Ads and Google Play Services into my Unity arcade game?

I have been trying for like a month now to properly implement Google Play Services and Google Mobile Ads into my Unity Android Game. I have had success in getting Google Play Services to work but when ...
1
vote
1answer
432 views

Mobile Game: Google Play no supported dev country and capitalization alternatives (no policies violation or suspicious behavior)?

If my country is listed as not supported as a developer country (for payments), this mean developer can upload app but no make any money with it. If I understood correctly, not even in app ads are ...
18
votes
2answers
7k views

How can I implement a “disable ads” purchase in my game?

I would like to add a "no ads" service to my game such that ads can be removed with a single payment. How can I implement this correctly? If I just save the fact that the service was paid for locally ...
0
votes
2answers
209 views

Is localisation important for a mobile game with little text?

Let's say it's a physics puzzle (Cut the Rope, Angry Birds) or a runner (Crossy Road, Subway Surfers) clone with some gameplay twists. Assume it puts text on some of the few controls: 'Play', 'Sound ...
37
votes
7answers
9k views

What makes MMOs with real-money economies legal?

I beieve most MMOs with an in-game currency tied to a real-world currency (e.g. Guild Wars 2's gems or Eve's PLEX) do not allow in-game items to be traded back into real cash for a bunch of reasons—...
9
votes
1answer
591 views

Load ads in splash screen?

I have some ads that take a very long time to load. I was wondering it it is possible to have them load while the use was in the splash screen. I have looked at this answer: https://stackoverflow.com/...
3
votes
0answers
106 views

Monetize solitaire game [closed]

I recently released my first game - solitaire for ios. What the best way to monetize game? Options I have in mind: In-app purchase themes (cards, backgrounds etc...) Ads subscription (remove ads) ...
2
votes
3answers
684 views

Why do mobile games have delays for certain actions? [closed]

Many phone games restrict the number of actions you can take in a given amount of time. I don't get what is the purpose of this limitation. Is it only to force the player to buy additional turns? Some ...
1
vote
0answers
229 views

Integrate MoPub native ads in unity

I want to add MoPub native ads in one of my unity project.So,is there any way to achieve this.Cause I found that it works with web and Android or iOS native apps. Is there any way around to make it ...
0
votes
2answers
87 views

Android appstore developer account, to not charge then change

The idea of charging for my early releases doesn't sit well with me, but at some stage, I will want to devote more time to games dev activities, when I will need it to be rewarding. On the Play Store ...
3
votes
3answers
384 views

Ethical F2P monetisation methods [closed]

I am just starting out in indie game development and one thing that seems clear to me is that in the mobile space at least, unless you are already a famous developer, have a well known brand/franchise ...
14
votes
10answers
735 views

Grow first, Ads later for mobile games?

Facebook's strategy has been to Grow First, include Ads Later. For mobile games, is there any evidence that ads hinder popularity, or that people are more likely to share games without ads? Or as ...
2
votes
2answers
732 views

demographics of paying mobile gamer

I was googling for this now for a while but didn't find any relevant data. Does someone know any statistics of the demographics of mobile gamers that actually spend money on their games? It's clear ...
-4
votes
1answer
564 views

Why are payments for a game sometimes called “donations”?

Why are money payments (by SMS, or VISA) sometimes called "donations", and not "payments" or "purchases"? Is it a legal part of monetization (some details will be appreciated in this case), or just a ...
0
votes
1answer
233 views

Is there a way to earn money from non-mobile HTML5 game? [closed]

I'm just a hobbyist, who has some ideas, that would not fit on a mobile screen. I have searched for some method, to make a bit of money from them, but I've found just for mobile-optimized games. So ...
0
votes
2answers
502 views

What timeframe is used to compute ARPDAU for monetization purposes?

I search this for a while now but could't find the answer. ARPDAU - the 'average revenue per daily active user' is a metric for the financial performance of a game/app. But what timeframe is the value ...
2
votes
2answers
108 views

How does one go about offering a mobile game, or offering all in-app purchases to backers?

I am planning on trying to get my android game kickstarted. Of course, it's too early in development, and I will wait on until 60% done to do the kickstarter. Some of the rewards I am hoping to give ...
16
votes
1answer
3k views

How can I mock Google Play purchases?

I would like to know what best practices should I do for testing the functionality when a user buy an item/power-ups via Google Play and purchased with real money? For example, basically, creating a ...
3
votes
1answer
180 views

MMO: In-App vs. Website Purchase

Im currently writing a turn based start game, which will be played in an MMO style (players download clients, central server handling the game logic etc.) and now I need to decide how I charge my ...
9
votes
0answers
788 views

How do you fully publish a game under your name, under 18? [closed]

This has been a week of stress in trying to get things done correctly. It's all tied with keeping things legal and making sure I don't lose out on benefits of any kid. I have just recently finished up ...
0
votes
3answers
916 views

First Mobile Indie Game - Monetization Model. Ad based or in app purchases? [closed]

We are a team of 3 (1 graphics designer, 2 developers). We're almost done with our first Android based indie game. Which monetization model will be suitable for us? We don't want to disturb users with ...
17
votes
7answers
2k views

Crowdfunding an indie game. What should I offer back?

I have seen many indie games making money for development using crowd funding (Kickstarter, IndieGoGo, et cetera). Some of the games will offer something back. For example, in an RPG game, you might ...
5
votes
1answer
3k views

How do I set up in-app purchasing in iOS?

I am using Unity and I developing an app for iOS. How do I implement in-app purchases that work world-wide?
-5
votes
1answer
134 views

MMO market (subscribe model, not play for free) [closed]

What mmo games do you know (play) with WoW-like monetization-subscribing (not play 4 free)? And how many active gamers playing them and what cost of each of them? Thank you!
6
votes
2answers
1k views

Virtual Economy Setup - Virtual currencies advice

I'm trying to figure out how to build my virtual economy. It seems like some games have one currency and some of them have up to 3 and 4 different ones. The game is an action game which is currently ...
12
votes
2answers
679 views

$0.99 or Free with Virtual goods - Revenue Model for mobile games

I'm trying to decide between a paid game and a free to play game. Is there research on the pros and cons of each one. I would really appreciate some concrete data on this and not just opinions. This ...
5
votes
4answers
758 views

Saving virtual goods balance in Android Game

I'm looking for a good way to store virtual goods and virtual currency balance in an Android game. Since these are "consumable" or "unmanaged" goods the balance is not backed up by Google and so there ...
5
votes
3answers
783 views

Is an in-app purchase required to unlock game in order to bypass pirating acceptable?

I'm considering writing a mobile game and looking at distribution. The game will have a server requirement, which means I will have to pay for bandwidth, hosting, processor time, etc. Because of ...
2
votes
1answer
239 views

Making large scale changes to an economy in a social game

Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old ...
0
votes
1answer
212 views

How to prevent one account from unlocking products on other devices using Apple StoreKit?

We are currently wrapping up a free-to-play game on iOS in which you can purchase non-consumable products. We have been discussing this case internally and are not quite sure what the best practices ...
1
vote
1answer
379 views

Free vs. Paid: Picking a Financial Model

I finally embarked upon my first "paid" game. What this means is that I will incorporate some sort of monetization strategy in my game. This may mean making the app pay-to-download, making it "...
11
votes
3answers
4k views

Selling Android apps from Android-Market-unsupported countries

I am in Latvia (which the Android market doesn't support as a country for selling apps from), and I am thinking about the best way of monetizing my app. So far I've come up with these options: ...
2
votes
1answer
182 views

What income models are available for Xbox games?

There are number of income models available for different games on various platforms - income from ads, paid games, paid DLCs, microtransactions and so forth. What sources of income are available for ...
22
votes
4answers
1k views

Looking for articles/books on: How do games make money? What models do they use?

I'm trying to research the ways in which games make money. I want to know more about the models they use (free/premium, trial/subscription, free-to-play with micro-transactions, etc.). In addition, I ...
5
votes
2answers
167 views

Balancing agressive invites

I am designing a trading card game for mobiles, with the possibility to add cards to your collection using Gems, aquired through victories and inapp purchases. I am thinking to increase the spread of ...
12
votes
4answers
5k views

Dual Currency vs. One Currency in social games economics and monetization

Not a programming question but game development related. I am creating an iPhone online game which I wish to be free-to-play where in-app purchase is used for monetization. The important point is to ...
3
votes
1answer
1k views

How should we approach publishing our game from India? [closed]

Me and my friends are developing a game using Java for Windows operating system. We have nearly completed our game. As we feel that the game can make money, we wish to sell it. But in India we don't ...
-4
votes
3answers
2k views

App Store: Profitability for Game Developers

Recent days, I've been spending significant time in discovering chances of profitability of AppStore for developers. I have found many articles. Some of them are highly optimistic, while other are ...
4
votes
4answers
1k views

What revenue models can I use for a non-commercial game [closed]

I don't have any budget to buy commercial licenses but the libraries I use offer non-commercial free licenses. How far can I go in regard to monetizing my game without it being considered commercial ?...
6
votes
3answers
715 views

Game Publishing & Income : Quality vs Quantity

As a casual flash gamer, I see lots of "games" released that are ... terrible. And that's an overstatement. But I'm wondering, are these developers onto something? Is this a comparatively good source ...
12
votes
7answers
6k views

How do you make money from html5 games (i.e sponsorships)?

I make games with flash and I am interested in making games in html but I haven't seen any companies or websites which are willing to buy these games (i.e game sponsorships). I was hoping somebody ...
3
votes
1answer
476 views

What I need to do to integrate in game micro payments for virtual goods in desktop games?

Does anyone here have experience in implementing in game payments , does such thing is possible ? Where should I look in to?
6
votes
4answers
2k views

Mobile game monetization idea - pay to remove ads?

Has anyone tried a free app/game with Apple's iAds with an in-app-purchase to remove the ads? Just wondering if this works. A friend mentioned that some apps do this... is this a common and/or "user-...