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Create free accounthello and welcome to pocketgamer.busy's monetizer feature this is where we look at free to play mobile games and have a look at the monetization techniques they're using and kind of the user experience flow so what we've previously been doing is kind of starting games up from from scratch really so downloading them and starting them up and seeing what the initial experience is which can be interesting but for some of these games i've been playing them for a while now so so we can go a bit more in depth um because i have a bit of experience in the game so a bit of a bit of a different technique i suppose but the game we're going to look at um now is um dark district from kabam let's fire it up so um this came out um say just for christmas about a month ago now i've been playing it pretty regularly um it's kind of a game in the in the uh in the theme of kind of clash of clans so it's a city building game you should build up your city and also build up your army and then you go out
and attack people in both sea there's a single player mode where you're effectively kind of practicing i suppose um and then there's a a multiplayer mode and also alliances so um let's give it time to load up so there we go so you can see i've been playing for a while back doesn't look that impressive um kind of part of the point of this game probably it's got like a science fiction type um theme to it that's kind of one of the things they've tried to be a bit different rather than going fantasy um let me see it's quite rich as these are all these things flying around i mean they're just a fear or they don't really do anything but they're um they're going to my resource um units so you can see as many games you have two i've got two um soft resources so we've got these kind of um iron ore things here and we've got this kind of elixir type stuff here so that's kind of um showing you how much of that i've got
single hard currency credits so you buy credits um basically use them for speeding things up first thing to note i guess and it's something um that probably is the most standout thing in the game it's a very clean interface so it's quite obvious kind of what's going on we've got ranking here this is um my achievement so i not really a request but i researched the unit to level nine so i get some rewards i just claim those these are other things i haven't done yet other come on it says quests so down here we've got the these are the basic kind of actions you can carry out in the game so we've got building so this is very clean competitor everything else so i've got i can build some wall i've only got two wall units i can build i can build another missile launcher so all these other ones a lot until i upgrade my command center to a higher level so it's building so here this is how
this is building my training my unit so the effect of these are the armies that i kind of used up when you're attacking so at the moment i've got three units i can build so like a basic armored tank thing a flying thing and a mecca thing um as ever they kind of do have different stats and kind of do slightly different things um and then we have this um is the research kind of tree so so for each unit um you have you can you so i'm just gonna it's gonna spend 2 200 and take seven minutes 40 seconds to research or i can do it immediately for three credits so so now obviously i can't do um this this action is now kind of can't be used because it's gonna just probably just see it's just gonna um kind of show how much time is left so similar thing here i could if i'm gonna build a missile launcher it doesn't matter where i chunk it just chuck it there so we can see
um so that's kind of interesting in the sense particularly the building side of things where lots of other kind of free to play games like clash of clans have a builder system so you kind of unlock more builders so you can have things going on in parallel this is trying to kind of um kind of optimize much more around if you want to do something you can do one thing at a time if i want to build something else i'm going to have to finish now and speed it up so it's a kind of i guess a scarcity monetization technique that you can't expand the amount of things you do in parallel at least in terms of building um so it's kind of forcing people um to go through the the hard currency route faster whether it's whether it's had an effect yet it's kind of difficult to tell i think i wouldn't say the game has been a massive success so far but obviously it's only been out reasonably short period of time no typical um credit system here so six a six band in that purchase system ranging from four uh five dollars so it's two pound ninety nine in english money it's four dollars um this is very kind of typical um system this is slightly different
this is 21 pounds or everything what's that is 20 30 dollars so that's a bit they have a bit more so you have a 30 dollar in-app purchase and a fifty dollar in-app purchase so there's kabam slightly and it kind of moved from kind of cheaper in that purchase options to higher kind of mid-range in that purchase options so but that's all pretty pretty similar um another kind of interesting thing um it's a bit of a halfway house really so the the as you can see the kind of the the game models are all in 3d but it's not a 3d camera so we can kind of zoom in it's kind of like you know cool yeah it's like a 2.5 i mean you can't rotate the camera at all so you basically you're kind of going in from a pretty much a top down thing to help normally that don't um so it's kind of it kind of gives you a bit more um
immersion you can see all these kind of ships coming to land and stuff so let's but i think kind of for 2014 the big thing will be 3d um and there are games already doing um with proper 3d um kind of cameras and it just gives you much more immersion in the game um so attack is kind of pretty kind of straightforward um so the moment this is just um so i can do multiplayer it's not gonna do the moment or i can do these are just a single player levels so this one i've kind of attacked already so with each with each um mission you can you do it five you basically do it once to unlock the next mission in the series or you can do it five times i do it five times to kind of gain master of it um so i mean i won't do a very good job here really just drop some of my guys down here and then they go so you can kind of see what they're up to and get them to fight this one so you see this is not particularly advanced space
so even though i'm going to deploy nine at any one time so i've still got six um that i've built that i can't deploy that so can't wait for anyone else to die it looks like we're gonna win i thought there's no speed up button that would be a nice thing to have almost done and now they're going to go and shoot the water a bit
here we go so a pretty easy battle that one but i want so there's nothing i've done you haven't joined an alliance um i guess that's the next thing for these for these kind of games is get you into an alliance where you're kind of drawn in a bit more retention i'm not quite got that far yet um still kind of building up my stuff so um anyway yeah so that's dr strick from kabam i guess pretty much everyone's now releasing clash of clan type games and has been for pretty much 2013 so everyone's having a go at that genre it's kind of quite um how much you kind of stick to the kind of the what are now gameplay norms and how much you can kind of innovate so um some innovation here um not the most innovative thing but uh maybe
the combined thing is a decent mix of kind of innovation and what people expect um so anyway so that's a dark district
Dark District, a mobile strategy title developed by Kabam, serves as a case study in the evolution of the city-building genre popularized by Clash of Clans. Released in late 2013, the game utilizes a science-fiction aesthetic to differentiate itself from the fantasy themes prevalent in the market. The core gameplay loop involves managing two soft resources—iron ore and elixir—to construct bases, train units, and engage in both single-player missions and multiplayer combat.
A primary monetization strategy employed by the game is the restriction of construction capacity. Unlike competitors that allow players to unlock multiple builders to work in parallel, Dark District limits the player to a single construction unit. This design choice creates artificial scarcity, effectively forcing players to either wait for tasks to complete or utilize the game’s hard currency, credits, to accelerate progress. This approach represents a deliberate attempt to drive in-app purchases by limiting the efficiency of base development.
The game features a 2.5D visual style, utilizing 3D models within a fixed-camera, top-down perspective. While this provides a degree of visual polish, it lacks the full 3D camera rotation found in more advanced contemporary titles. The monetization structure follows standard industry patterns, offering a tiered range of in-app purchases starting at approximately four dollars and scaling up to mid-range options around fifty dollars.
Ultimately, Dark District functions as a representative example of the genre’s saturation during the 2013–2014 period. While it incorporates standard retention mechanics such as quest systems and alliance structures, its reliance on established gameplay norms suggests a conservative approach to innovation. The game prioritizes a clean, accessible user interface and a familiar progression loop, aiming to balance player expectations with aggressive monetization of construction time.