Microtransactions - What Does Good Monetization Look Like? - Extra Credits - YouTube

Channel: Extra Credits

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Hello once again, I'd like to welcome back our good buddy Aaron Siegel who's here to help us do some talking about
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Microtransactions, let me begin by saying
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CCP, why are you doing this to me?
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I'm trying to come in here and talk about the potential and positives for microtransaction game models and you got to go and just
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alright, for those of you who don't know already a little while back EVE Online adopted a micro payment system where you can buy clothes
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And accessories to make your avatar look cooler like this monocle here as of the time of this recording that monocle costs $70
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I wish I was making that up. I'm sorry. I know we're always trying to be the calmer voice
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It just kills my soul. Every time I see a major company screw-up microtransactions this badly a it's not rocket science
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James has been called into the monetization design on a few projects. And yeah, it's tough
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It's real work, but I mean to bomb it this badly takes some real effort and be microtransactions aren't going anywhere
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They're probably the way of the future for our industry steam recently implemented broad free-to-play support
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we've already seen the online gaming world embrace the power of micro transactions and I guarantee you the next generation of PSN and XBLA will
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support in-game micro payments as well many people may rail against the emerging micro transaction trend but in and of itself
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I don't actually think it's a bad thing when done well
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I think micro transactions are better for the consumer and for the industry
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They let the consumer try out titles before they invest set their own payment scale and potentially acquire assets
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That'll go up in price
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And they also let the industry avoid a lot of problems with piracy without having to resort to terrible DRM
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additionally a micro transaction model allows developers to cater both to the consumer who wants to spend five dollars and the consumer who wants to
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Spend 500 rather than just trying to sell everything regardless of value to the consumer who wants to spend
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$60 and this is all great
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But only if we do it right but right now we seem to be heading in the other direction
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Companies seem to be interpreting micro transaction to mean free-for-all gouge fest
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And if we don't cut it out that green is gonna get the better of us
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Games that could make money in the current market will sink under the weight of untenable prices and player backlash
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Granted if we players keep proving that we're willing to buy $70 monocles
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The industry is going to keep trying to sell them to us. That's our fault, but that's a much harder problem to fix
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So let's just keep this focused on the industry for now
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So what do we need to do to make micro transactions work in games first? Let's handle the perceptual shift
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I feel like I've been saying this a lately but the industry needs to see players as something other than the enemy
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Somebody a TA once asked James how many players who are not paying me?
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Do you expect me to buy bandwidth for James?
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His answer was as many as you can get here's why in a multiplayer game players are content
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we all know that no matter how good the mechanics of a game are it's no fun to play if it's a ghost town if
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You can't get a game or find players to group with the experience withers on the vine
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So if you're gonna make free-to-play games
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you're gonna have to actually be ok with people playing it for free after all ask a world of warcraft players why they pay to
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Keep playing or don't switch to a competing MMO and the answer is often because my friends play
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We have to make playing for free actually viable in our games and just accept some of the associated costs
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Because you know some of those free players may eventually decide to buy some stuff
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But without them around no one will be monetizing your game. Which brings me to my second point
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Let players earn every type of currency in your game
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Even the ones they can also pay for the Koreans have this down and to my mind that this seems mind-blowing ly straightforward
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But it's something we have an almost universal revulsion to in the US for some reason
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There's actually no good business reason to stop free players from earning pay currency in games
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You need to have it be a remarkably slow process
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But there's no business
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Justification for preventing someone from gaining access to all the items in your game if they're actually willing to put in the time and dedication
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To earn it in-game now
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Usually when James first tells game companies that they always
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Recoil in horror and tell them that no user is gonna pay for their game if they can just earn currency while playing
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That is strictly not true giving away currency has four major
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advantages
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one players feel as though the game is fair and it's not gonna make them pay at any point many players are turned off by
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the idea of free to pay
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microtransaction games because of that nagging feeling that the whole model is just a scam to weasel more money out of you but if players
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Know they have the option to earn all the stores items and no one's forcing them to pay anything
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They're a lot more likely to begin playing in the first place
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- using the in-game store and free-to-play titles is sort of a magic barrier for many players
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It's something that seems difficult and foreign and unnecessary to many people until they actually use it across the board
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Microtransaction games report that as soon as a player uses the store once they're way more likely to monetize again
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Many of you may have had this experience with steam or XBLA
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Think about how much inertia it took to get you to download steam and make your first purchase or buy your first pack of DLC
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second time came a lot easier
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Didn't it number three if you've balanced earning pay currency in your game anywhere in the ballpark of well?
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Many players will eventually decide that their time is more valuable than the small amount of money
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It takes to purchase currency BAM
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You just converted some of your players into paying users and the best part is that they feel more comfortable giving over money at that
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Point either because they're already deeply invested in the game or simply because they feel the games giving them a fair shake
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Again the choice to make these purchases is theirs the game never forced it upon them
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For if you don't do this you effectively exclude everyone without a credit card or without
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disposable income and that means you're often cutting out a big chunk of the 14 to 21 year old players who make up such an
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avid part of gaming communities often
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These are the guys who provide ancillary services to games such as maintaining wiki's and putting out YouTube videos losing
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These players has a big cost next never sell power
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This is seriously micro trans 101
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But we still seem to have this temptation to try to squeeze the maximum amount of money out of our players by selling them things
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Which alter the balance of gameplay?
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this is the
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Absolute quickest way to make players feel like you're taking advantage of them because selling power really does force players to pay to play after
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All when you're balancing your game
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Which players you're gonna cater to the people who are monetizing or the people who aren't what you want to sell is
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Convenience things like extra bank space and character loadout save slots. Those are great. They're utterly unnecessary
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And at first every player feels like the default amount is gonna be plenty but sooner or later
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Anybody who's dedicated to the game is gonna find it totally worth a few dollars to have some of those extra features
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Even things like selling leveling speed is okay
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It's not as good as selling more supplementary perks, but it just means that players blaze through the content faster
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It doesn't unbalance your game or affect any of the other players
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All it does is make it more convenient for some of your players to see the later stages of your game if they choose
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Just never sell power
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Next always keep your monetization plan in mind as you build the game
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You can use monetization to incentivize the type of player behavior. You think will create the best overall experience
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There are several Korean mmo's out there that only allow players a limited number of lives each day
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Once they're out of lives they have to pay to refill them or they can't play until their lives refresh the following day this ends
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Up forcing the player base to get better at the game which in turn at least in the developers Minds creates a better gaming experience
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likewise xanga usually offers the player the option of paying or
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Getting their friends to help which encourages the player to bring in more of their social network
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Expand the community rather than paying though arguably. That one is a wee bit more evil
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If you think about how you're gonna monetize as you build you can use it to make the game more enjoyable
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make paying more palatable and make the whole experience feel less disjointed and tacked on rather than figuring out how you're gonna monetize near the
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End of production you should also never ever ever
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Split your community say you've got a multiplayer game and you only allow paying players to partake in certain Maps or specific zones
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You've not only effectively decreased the size of your community, but you've also cordoned off paying players from the non paying players
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Which is a terrible idea
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because one of the best ways to get non paying players to eventually pay for in-game goods is to have them hanging out with the
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Paying guys finally market test your prices for God's sakes. We market tests everything else
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We market test the background color for our box art not thoroughly market testing a make or break feature like how much your items should?
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Cost is downright criminal. And yes CCP
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I'm staring at you through my monocle die right now and to everybody out there in industry land no matter how good this business model
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Looks both in terms of earnings or even potentially better player service
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Just remember this it isn't the right business model all the time
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You wouldn't build an entire game and wait until the last minute to choose the input device
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So don't do that with your monetization scheme either
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Microtransaction games will be better if the micro transaction elements are built into the design from the ground up rather than just being layered on
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Top that's the only way it's gonna be better for the consumer the developer and the distributor
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But even if this is the way that most games end up going in the future
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it's still important to make sure that it's the right tool for the job because some games are just always gonna make more sense as
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Subscription or pay up front style games and that's never gonna change
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Anyway Thank You Erin for helping us out and thanks for watching. See you next week