Here are the core monetisation loops for some games.
In farming model you plant the seeds, wait to harvest. When you harvest, you get the money to buy new and better seeds. And the loop goes on.
Unlockables are restrictions to this loop.
Here are the core monetisation loops for some games.
In farming model you plant the seeds, wait to harvest. When you harvest, you get the money to buy new and better seeds. And the loop goes on.
Unlockables are restrictions to this loop.
Energy model is pretty much the same. Here you are limited with the amount of energy. Doing things will cost you some energy. And you can buy packs of energy drink!
Energy model is pretty much the same. Here you are limited with the amount of energy. Doing things will cost you some energy. And you can buy packs of energy drink!
Lives model is basically the same as the energy one. The unit is just different.
To get a new life you need to wait like 5 mins, but you can of course also buy new ones.
Lives model is basically the same as the energy one. The unit is just different.
To get a new life you need to wait like 5 mins, but you can of course also buy new ones.
In Candy Crush Saga you can get more moves when you run into trouble. This solution is something different to monetisation.
The ”beauty” of this is that you might not think of this as monetisation, but as help. In many successful games, this might be the case. You don't think of it as "their trying to take my money and nothing else", but more as help.
In Candy Crush Saga you can get more moves when you run into trouble. This solution is something different to monetisation.
The ”beauty” of this is that you might not think of this as monetisation, but as help. In many successful games, this might be the case. You don't think of it as "their trying to take my money and nothing else", but more as help.