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Designing games for maximum monetisation

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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

  1. 0:00Monetization-focused design
  2. 1:56Games with great monetization
  3. 6:50Do’s and don’ts for launches
  4. 12:09Mobile vs PC monetization
  5. 13:54Hyper-casual tactics
  6. 19:12Emerging monetization trends
  7. 22:20Controversial monetization
  8. 28:45Q&A on battle passes
  9. 31:14Metrics for retention
  10. 33:42Regional monetization
  11. 37:09Asian market monetization
  12. 38:11Subscriptions and retention
  13. 41:45Apple/Google subscription trends
  14. 44:34Closing remarks
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