During a recent ban, I have been looking into what monetization experts themselves have to say about game monetization. The writing by monetization expert Ramin Shokrizade caught my eye. The discussion will be centered on the piece The Top F2P Monetization Tricks. When it was written in 2012, these monetization tricks were virtually exclusive to F2P games, but I will try to provide specific examples about how they are today also used in full prized games. The piece is interesting, because it identifies specific tricks, and explains the rationale and motivations for using them. Since the writer is a professional monetization consultant and expert, his writing provides insights about how developers think about their audience and how it can be manipulated to spend more money. So it's straight from the horse's mouth, so to speak, and not just baseless speculation by gamers (rise up). I leave it up to the readers to determine themselves whether these tricks are exploitative/deceptive/predatory
Generalities: Coercive Monetization
Premium currencies are deliberately used to mislead the player to make them spend more
Games are deliberately designed to make the player feel bad (experience "fun pain") to entice them to spend money to ease said fun pain
These systems are especially effective on consumers under the age of 25 whose pre-frontal cortex is not fully developed.
Now onto more details for the specific tricks of coercive monetization.
Premium currencies
Skill Games vs. Money Games
The writer makes a distinction between skill games, which are primarily dependent on player skill, and money games, where the amount of money is the primary factor that determines player success. For money games to be effective at making players spend money, they need to successfully disguise themselves as skill games, while successively ramping up the money aspect. Candy Crush Saga is cited as a successful example.
I feel like this monetization trick is not as common in full price games as some of the other tricks described. Many games allow you to pay money for (a chance at) gameplay advantages, but in most cases I would say the advantages are not great enough to turn the game from one where skill is the primary factor of success to one where money is the primary factor of success. EA's FIFA Ultimate Team is arguably a money game. Feel free, y'all, to list some more games that could be considered to be disguised money games.
Reward Removal
The writer uses dungeon rewards in Puzzle and Dragons as an example of this. The dungeons are designed to kill you most of the time, specifically the bosses, and unless you pay up, you'll lose all your cool loot on death.
I feel like the best potential for this trick in full price games is inventory limitations, that generously allow you to pay to expand your inventory. If you don't pay to expand your inventory, you'll have to leave loot/materials behind periodically, which would be an example of reward removal. So far, this kind of inventory limitation reward removal is most common in F2P games, but Ubisoft's Division 2 is an example of a game that will allow you to pay extra for expanded inventory DLC by buying premium editions, and most likely will offer it as DLC down the line
Progress Gates
Soft and Hard Boosts
Examples of full price games with hard boosts are games that offer improved equipment for real money directly or in loot boxes. Special guns in Sony's The Last of Us multiplayer mode and special armors with unique abilities in Activision's Destiny 2 loot boxes come to mind. Another example would be permanent XP boosts, as in Ubisoft's Assassin's Creed Odyssey.
Ante games
Games that are just a battle of who will spend the most seem quite rare among full-priced games. Arguably EA's FIFA Ultimate Team belongs here, but I can't think of any others
-
-
-
-
-
-
-
-
So, I hope this article and this thread will help us all identify the specific mechanisms used by game designers to make you spend more on games. Feel free to discuss what specific games (full price or mid-price or F2P) contain the specific tricks outlined here. Feel free to discuss the implications of these tricks being used for the reasons they are used (according to a monetization expert himself). Is it deceptive and/or exploitative and/or predatory? Or nah? An interesting point is the admission (from someone in the business himself) that these games are specifically suitable at targeting people yet too young to have fully developed brains. Another thing that strikes me is how many of these monetization tricks that in 2012 were considered strictly for F2P games have been lifted whole-sale to AAA titles. I don't think many of us expected it back then, but maybe we should have?
Generalities: Coercive Monetization
Highlights:A coercive monetization model depends on the ability to "trick" a person into making a purchase with incomplete information, or by hiding that information such that while it is technically available, the brain of the consumer does not access that information. Hiding a purchase can be as simple as disguising the relationship between the action and the cost as I describe in my Systems of Control in F2P paper.
Research has shown that putting even one intermediate currency between the consumer and real money, such as a "game gem" (premium currency), makes the consumer much less adept at assessing the value of the transaction. Additional intermediary objects, what I call "layering", makes it even harder for the brain to accurately assess the situation, especially if there is some additional stress applied.
This additional stress is often in the form of what Roger Dickey from Zynga calls "fun pain". I describe this in my Two Contrasting Views of Monetization paper from 2011. This involves putting the consumer in a very uncomfortable or undesirable position in the game and then offering to remove this "pain" in return for spending money. This money is always layered in coercive monetization models, because if confronted with a "real" purchase the consumer would be less likely to fall for the trick.
As discussed in my Monetizing Children paper, the ability to weigh this short term "pain relief" vs. the long term opportunity costs of spending money is a brain activity shown by research to be handled in the pre-frontal cortex. This area of the brain typically completes its development at the age of 25. Thus consumers under the age of 25 will have increased vulnerability to fun pain and layering effects, with younger consumers increasingly vulnerable. While those older than 25 can fall for very well constructed coercive monetization models, especially if they are unfamiliar with them (first generation Facebook gamers), the target audience for these products is those under the age of 25
Premium currencies are deliberately used to mislead the player to make them spend more
Games are deliberately designed to make the player feel bad (experience "fun pain") to entice them to spend money to ease said fun pain
These systems are especially effective on consumers under the age of 25 whose pre-frontal cortex is not fully developed.
Now onto more details for the specific tricks of coercive monetization.
Premium currencies
To maximize the efficacy of a coercive monetization model, you must use a premium currency, ideally with the ability to purchase said currency in-app. Making the consumer exit the game to make a purchase gives the target's brain more time to figure out what you are up to, lowering your chances of a sale. If you can set up your game to allow "one button conversion", such as in many iOS games, then obviously this is ideal.
Premium currencies are used not only in 2012 F2P games, but also in today's $60 dollar games. Everyone does it, from EA' FIFA Ultimate Team coins, to Ubisoft's Helix Credits to Activision's CoD points, to 2K's 2K19 Virtual Currency all the major publishers use them. And as described above, mainly to keep the user unaware of how much money they are actually spending, and to prevent them from the anxiety they would feel if they actually knew the number.Having the user see their amount of premium currency in the interface is also much less anxiety generating, compared to seeing a real money balance. If real money was used (no successful game developer does this) then the consumer would see their money going down as they play and become apprehensive. This gives the consumer more opportunities to think and will reduce revenues.
Skill Games vs. Money Games
The writer makes a distinction between skill games, which are primarily dependent on player skill, and money games, where the amount of money is the primary factor that determines player success. For money games to be effective at making players spend money, they need to successfully disguise themselves as skill games, while successively ramping up the money aspect. Candy Crush Saga is cited as a successful example.
King.com's Candy Crush Saga is designed masterfully in this regard. Early game play maps can be completed by almost anyone without spending money, and they slowly increase in difficulty. This presents a challenge to the skills of the player, making them feel good when they advance due to their abilities. Once the consumer has been marked as a spender (more on this later) the game difficulty ramps up massively, shifting the game from a skill game to a money game as progression becomes more dependent on the use of premium boosts than on player skills.
If the shift from skill game to money game is done in a subtle enough manner, the brain of the consumer has a hard time realizing that the rules of the game have changed. If done artfully, the consumer will increasingly spend under the assumption that they are still playing a skill game and "just need a bit of help". This ends up also being a form of discriminatory pricing as the costs just keep going up until the consumer realizes they are playing a money game.
I feel like this monetization trick is not as common in full price games as some of the other tricks described. Many games allow you to pay money for (a chance at) gameplay advantages, but in most cases I would say the advantages are not great enough to turn the game from one where skill is the primary factor of success to one where money is the primary factor of success. EA's FIFA Ultimate Team is arguably a money game. Feel free, y'all, to list some more games that could be considered to be disguised money games.
Reward Removal
This is my favorite coercive monetization technique, because it is just so powerful. The technique involves giving the player some really huge reward, that makes them really happy, and then threatening to take it away if they do not spend. Research has shown that humans like getting rewards, but they hate losing what they already have much more than they value the same item as a reward. To be effective with this technique, you have to tell the player they have earned something, and then later tell them that they did not. The longer you allow the player to have the reward before you take it away, the more powerful is the effect.
The writer uses dungeon rewards in Puzzle and Dragons as an example of this. The dungeons are designed to kill you most of the time, specifically the bosses, and unless you pay up, you'll lose all your cool loot on death.
I feel like the best potential for this trick in full price games is inventory limitations, that generously allow you to pay to expand your inventory. If you don't pay to expand your inventory, you'll have to leave loot/materials behind periodically, which would be an example of reward removal. So far, this kind of inventory limitation reward removal is most common in F2P games, but Ubisoft's Division 2 is an example of a game that will allow you to pay extra for expanded inventory DLC by buying premium editions, and most likely will offer it as DLC down the line
Progress Gates
I think progress gates are still very rare in full-price games. I can't think of many such games with hard progress gates (some games from last generation that hid the true ending behind DLC may count, something like Ubisoft's Prince of Persia). Some games do have soft gates in the forms of timers that players can spend to skip. MGSV comes to mind.Progress gates can be used to tell a consumer that they will need to spend some amount of money if they want to go further in the game. If done transparently, this is not coercive. For the purposes of this paper, the focus will just be on how this can be layered to trick the consumer into spending on something they may not have if they had been provided with complete information.
Now let's break progress gates into "hard" and "soft" types. A hard gate is one where you cannot advance if you do not pay up. The central buildings in Zynga builder type games are a good example. All other buildings in a town/city/base are capped by the level of the central building, forcing a hard progress gate. What makes this coercive is that the player is not told that if they pay through that gate they will just be presented with another hard gate soon that will cost even more money. Thus the consumer may assume they are getting more pain relief for their money than they are.
A soft gate is one where the player can get past the gate, eventually. Clash of Clans uses this type in making building times ever longer and allowing the user to spend to complete them. This is a method presumably borrowed from games made by Zynga, Kabam, Kixeye, and others since it is a common Facebook game convention. In order to improve the efficacy of the soft gate, these games also make it so that resource generation in-game increases faster than the player's ability to spend these resources (because building/spending takes so long). Thus these "earned" resources are lost (taken away) if real money is not spent. This is a method of combining reward removal with a soft gate to increase the pain level while at the same time layering, as the consumer may be gullible enough to assume these effects are coincidental or due to some strategic misstep they took earlier.
Another novel way to use a progress gate is to make it look transparent, but to use it as the partition between the skill game and the money game. Candy Crush Saga employs this technique artfully. In that game there is a "river" that costs a very small amount of money to cross. The skill game comes before the river. A player may spend to cross the river, believing that the previous skill game was enjoyable (it was for me) and looking to pay to extend the skill game. No such guarantee is given of course, King just presents a river and does not tell you what is on the other side. The money game is on the other side, and as the first payment is always the hardest, those that cross the river are already prequalified as spenders. Thus the difficulty ramps up to punishing levels on the far side of the river, necessitating boosts for all but the most pain tolerant players.
Soft and Hard Boosts
Soft and hard boosts are quite common even in full priced games. Examples of games with soft boosts are any games that offer XP boosts, either by selling them directly to the player or through loot boxes purchased with real money (Activision's Destiny 2 and EA's Battlefield games come to mind). Resource packs a la Ubisoft's Assassin's Creed games is another example. The beauty of soft boosts is that theoretically you can just keep buying them forever, meaning that the upper limit of how much you can spend on a game is infinite.The purpose of a money game is to promote Boost sales. Boosts that have an instant one-time effect are "soft" Boosts. Those that stick around either forever or until they are converted to something else are "hard" Boosts. The $1 "un-defeat" button in PaD is a soft Boost, as are all of the power-ups sold in Candy Crush Saga. The obvious advantage of soft boosts is that you can keep selling them as long as the player stays in the money game.
"Hard" Boosts include things like the random rare creatures that are sold in PaD for $5 each. Having these in your stable effectively lowers the difficulty of the game enough to allow you to get a little bit further with each purchase. A technique that is very popular in Asian games with hard Boosts (PaD included) is to allow hard Boosts to be "merged" to allow for even bigger hard Boosts. This makes the math involved in figuring out exactly how expensive a very high quality hard Boost will be, daunting. It may even be completely invisible to the consumer due to the various drop %s being hidden. Thus the best hard Boosts in these games typically cost thousands of dollars, a fact that is hidden to the user until they are already invested for at least a few hundred dollars. This puts the consumer in the difficult position of giving up and losing the equity already purchased, or going "all the way" and spending some unknown large amount to get the top Boost. Some of these techniques, sometimes called "kompu gacha", are already facing regulation in Asia due to their excessive layering and lack of transparency. [In early 2017 China made it illegal to charge for any gacha drop unless the odds of winning each and all items in the gacha are clearly posted]
Examples of full price games with hard boosts are games that offer improved equipment for real money directly or in loot boxes. Special guns in Sony's The Last of Us multiplayer mode and special armors with unique abilities in Activision's Destiny 2 loot boxes come to mind. Another example would be permanent XP boosts, as in Ubisoft's Assassin's Creed Odyssey.
Ante games
As described in detail in my How "Pay to Win" Works paper, the key to these games is to start off with the appearance of a skill game and then shift to a multiplayer money game that I call an "Ante" game. The game could proceed as a skill game but never does since once one player spends enough money it becomes a money game. At some point players keep raising their antes, hoping that the other players will fold. The "winner" (and loser) is the player that puts in the largest ante. It is not unusual for winning antes to be over $5000
The target audience here tends to be non-hardcore competitive gamers who need the self esteem boost that comes with winning a skill game, and who for whatever reason never recognize the game as a money game
Games that are just a battle of who will spend the most seem quite rare among full-priced games. Arguably EA's FIFA Ultimate Team belongs here, but I can't think of any others
-
-
-
-
-
-
-
-
So, I hope this article and this thread will help us all identify the specific mechanisms used by game designers to make you spend more on games. Feel free to discuss what specific games (full price or mid-price or F2P) contain the specific tricks outlined here. Feel free to discuss the implications of these tricks being used for the reasons they are used (according to a monetization expert himself). Is it deceptive and/or exploitative and/or predatory? Or nah? An interesting point is the admission (from someone in the business himself) that these games are specifically suitable at targeting people yet too young to have fully developed brains. Another thing that strikes me is how many of these monetization tricks that in 2012 were considered strictly for F2P games have been lifted whole-sale to AAA titles. I don't think many of us expected it back then, but maybe we should have?
Last edited: