A large part of the Game Connect Asia-Pacific conference, held days before PAX Australia as part of Melbourne International Games Week, is developers sharing their wisdom with other developers. Some of that wisdom comes in the form of monetization strategies, because most Aussie developers are small studios working on mobile platforms or free-to-play titles, and at the end of the day, everyone needs to pay rent.
So there's often quite a few talks about making money, what strategies work for what games, and at what parts that should factor in the design process. Henry Fong, the CEO from mobile publisher and developer Yodo1, and Featherweight Games co-founder Dylan Bevis, spoke about how free-to-play games needed to consider the monetisation process from the design stage, instead of factoring it in afterwards.
Given the concern and outrage over microtransactions already, like the player who spent $62,000 on Runescape purchases, it's hard not to imagine this capturing the attention of regulators. The authors of the recent Entertaiment and Media Outlook told the Australian games industry only last week that regulator attention on loot boxes and microtransactions was likely to intensify.
...Fong explained that it was even technically possible to build in logic that would target different players with different monetisation packages.
But such a model would ultimately backfire. When asked to clarify the capabilities of the tech that, Fong explained it would be a net loss for the studio, since the backlash from players would be disastrous. "We don't want to create a situation whereby different people pay different prices for the same thing," he said.
For additional context:
Please get help and don't get trapped in this. Think of your future and of those around you.
Monetize me if old.