How free games are designed to make money - YouTube

Channel: Vox

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After Pokemon Go was released in the US, it took less than a day before it was making
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more money than all the other apps in both Apple’s and Google’s app stores.
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“It’s already earned $14 million in revenue since launching last Wednesday — not even
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a full week.” But users didn’t have to pay a cent for
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the game. All that money was coming from optional purchases people were making as they played.
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This is the world of Freemium apps — a business model that, in the past few years, has largely
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wiped out the market for paid games. Now game designers have to monetize the gameplay
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and one way to do that is by applying some fundamental lessons of behavioral psychology.
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The first thing these games do is set up a virtual currency so that it doesn’t feel
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like you’re spending real currency, even though you are.
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This is a variation on something we’ve known for decades - which is that people find it
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harder to spend money when they’re paying in cash than if they’re using a card.
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“So when you pay cash for something, you see it leave your hands and you get a very immediate
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sense of how much your cash reserves have dropped, how much your wealth has dropped.”
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Games add yet another layer. You pay for lollipop boosters with gold bars and you pay for gold
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bars with your credit card, which is already distanced from actual payment.
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And then on top of that, they don’t make the exchange rate simple. It’s not 50 gems
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for 50 cents. “They’re always something weird like 1
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dollar will get you 12 purple diamonds, and that sort of off kilter exchange rate is the
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same thing you see with people spending — tourists spending money that they’re not familiar
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with in foreign countries.” If incense costs 80 pokecoins and a batch
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of 550 pokecoins costs $4.99, how much real money does incense cost? Yeah i don’t know
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either. So you’re spending money that doesn’t
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seem real and it only takes a second because the app store already has your credit card.
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The whole payment process is designed to be painless.
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Other parts of the game, however, are designed to be painful.
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A key finding of behavioral research is that people tend to experience unexpected losses
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more intensely than comparable gains. That can inform the timing of purchase prompts.
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In Puzzle & Dragons, players progress through a dungeon before facing a boss, and if they
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die, they stand to lose all the rewards they just earned. That’s when they’re presented
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with the option to save their coins and their points by spending magic stones, which you
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can by in the store with real money. Other developers actively embed inconvenience
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into the games, so that you can purchase convenience. In Clash of Clans and Game of War, everything
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you try to build has wait times that get progressively longer but are skippable, for a price.
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“So they build incentives to remove pain points into the games and then if they want
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that, then they have the incentives to insert pain points into the game.”
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Ultimately though, only a tiny percentage of players actually become payers. And a small
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percentage of payers are those so-called “whales” — people who will pay hundreds, sometimes
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thousands of dollars in the app. The marketing firm Swrve estimates that about
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half of the revenue for mobile games is coming from less than a half of a percent of all
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players. Which means that for some of these games,
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non-paying users, which is most people, are essentially pouring time into a game designed
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to hit the pain points of a small, susceptible group of players. If you’re really having
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fun, that’s fine. But it might be worth rewarding games that
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find another way. As of now, the monetization in Pokemon Go is unobtrusive, it’s kind
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of tucked away. And that lack of manipulation is a pretty good reason to buy some lure modules
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and some incense.
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One argument in favor of free-to-play games and in-app purchases is that they give developers
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a reason to keep updating the games. And they’re collecting tons of data in order to inform
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those updates — things like where you get stuck, where you close the game, which features
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are most popular. All that data can help them keep making a game that you want to keep playing.
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But it also means that they can tweak the prices based on individual profiles and behavior.
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If it seems like you’re about to quit, hey here’s a discount. Or if you’re the type
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of person who will spend a lot of money, maybe they bump up the prices a bit. They can even
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look at how fancy your phone is and what country you live in and set the prices accordingly.
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According to one survey, 40% of game developers said they were setting different prices for
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different players. But the survey was anonymous and it’s pretty hard to tell which games those are.