Designing games for maximum monetisation
summary
Panel claims a game must already be fun and monetizable before optimization: model player behavior, run loyalty programs and country pricing, then tune offers. Concrete tactics: avoid deceptive bundles (a $6.99 pack repackaged as $1.99), don't overvalue IAP, prioritize retention over quick monetization, use opt‑in rewarded ads (wait ~1 day to show ads; integrate placements so players choose them), consider rentals / try-before-you-buy, offer walls, trade/arbitrage mechanics, personalization, and beware battle‑pass ubiquity and regional spend patterns.
AI-written summary · about
chapters (14)
- 0:00Monetization-focused design
- 1:56Games with great monetization
- 6:50Do’s and don’ts for launches
- 12:09Mobile vs PC monetization
- 13:54Hyper-casual tactics
- 19:12Emerging monetization trends
- 22:20Controversial monetization
- 28:45Q&A on battle passes
- 31:14Metrics for retention
- 33:42Regional monetization
- 37:09Asian market monetization
- 38:11Subscriptions and retention
- 41:45Apple/Google subscription trends
- 44:34Closing remarks
related talks
40mDesigning games for optimal IAP
50mPanel: How to Optimise Revenue & Retention for Your Games
37mHypercasual monetisation versus long-term retention monetisation
49mMonetisation Design - A Story of Love and Retention
29mFireside Chat: What do Game Developers Really Think About Monetisation?
26mMonetizing your games as a service
46mPanel: Alternative ways to Monetise Your Games
54mBest Practices for Keeping Your PC Game Relevant
