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Monetization reports and market data

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Cover of Monetizer: Sandstorm: Pirate Wars
15 min
PocketGamer.biz15 min

Monetizer: Sandstorm: Pirate Wars

Sandstorm: Pirate Wars, a mobile title developed by Ubisoft, functions as a free-to-play combat game set in a post-apocalyptic, Mad Max-inspired universe.

  • Ubisoft's Sandstorm: Pirate Wars utilizes a resource-heavy, grind-focused progression loop that prioritizes meta-game management over active, high-intensity combat.
  • The game employs a standard free-to-play monetization model featuring a dual-currency system of soft 'bolts' and hard 'power cells' to gate progression through energy systems and repair timers.
  • Core combat mechanics are modeled after drag-racing titles, requiring players to manage power distribution between shields and weapons within a fixed-camera environment.
PocketGamer.bizFeb 2016
Cover of FTUE: Sandstorm: Pirate Wars
10 min
PocketGamer.biz10 min

FTUE: Sandstorm: Pirate Wars

Sandstorm: Pirate Wars functions as a free-to-play mobile title developed by Ubisoft, characterized by a post-apocalyptic, Mad Max-inspired aesthetic.

  • Ubisoft’s Sandstorm: Pirate Wars is a free-to-play mobile title featuring a post-apocalyptic, Mad Max-inspired aesthetic and a core loop of tactical ship-to-ship combat.
  • The game employs a restrictive energy-based resource system that forces players to balance energy consumption between offensive weapon systems and defensive shield boosts.
  • Progression is driven by a cycle of combat, loot collection, and the acquisition of 'bolts' currency to upgrade ship equipment for increasingly difficult encounters.
PocketGamer.bizFeb 2016
Cover of Free to Play Laws - Can We Stop Predatory Practices? - Extra Credits
5 min
Extra Credits5 min

Free to Play Laws - Can We Stop Predatory Practices? - Extra Credits

Current regulatory efforts regarding free-to-play (F2P) games, particularly those implemented within the European Union, focus disproportionately on protecting children.

  • Current regulatory efforts, particularly in the EU, disproportionately focus on protecting children, which serves as a political mechanism that avoids impacting the core business models of F2P games.
  • The primary targets of predatory monetization are vulnerable adults—such as those with compulsive spending habits or social isolation—rather than children, who lack independent access to credit.
  • F2P companies actively identify and cultivate high-spending 'whales' through personalized incentives, leading to severe outcomes like financial ruin and significant psychological distress for these individuals.
Extra CreditsJan 2016
Cover of Monetizer: Downtown Showdown
11 min
PocketGamer.biz11 min

Monetizer: Downtown Showdown

Downtown Showdown, a mobile free-to-play title developed by COLOPL’s North American division, functions as a hybrid experience that blends city-building mechanics with competitive strategy elements.

  • Downtown Showdown by COLOPL’s North American division is a hybrid mobile title that merges traditional city-building resource management with competitive raiding and defensive mechanics.
  • The game’s core progression is gated by population milestones, which force players to engage with city-building and quest systems to unlock new content.
  • The title employs a three-tier currency model consisting of gold (soft currency), specialized metal (earned via competitive showdowns), and premium gems.
PocketGamer.bizJan 2016
Cover of Monetizer: Wonder Tactics
13 min
PocketGamer.biz13 min

Monetizer: Wonder Tactics

Wonder Tactics, a free-to-play mobile RPG developed by Com2uS, utilizes a super-deformed, cutesy art style to target a specific niche within the mobile gaming market.

  • Wonder Tactics by Com2uS utilizes a standard mobile RPG loop centered on hero collection, squad management, and progression through turn-based combat on a three-by-three grid.
  • The monetization model relies on randomized hero acquisition via premium currency and tiered scrolls, supplemented by daily login bonuses and starter support kits.
  • The game employs a character enhancement system where lower-level heroes are consumed as upgrade materials, a mechanic that includes a risk of failure common in Asian markets.
PocketGamer.bizJan 2016
Cover of Zemeho's Kimmo Kuusipalo explains music streaming plug-in Valinta
3 min
PocketGamer.biz3 min

Zemeho's Kimmo Kuusipalo explains music streaming plug-in Valinta

Valinta functions as a specialized Unity plug-in designed to integrate customizable music streaming directly into mobile game environments.

  • Valinta is a free Unity plug-in that enables developers to integrate interactive, user-driven music streaming from a library of indie artists into mobile games.
  • The tool allows players to select specific genres and tracks, shifting game audio from static soundtracks to personalized, interactive experiences.
  • The mobile game Pale Harder, available on the Google Play store, serves as the primary live proof of concept for the plug-in's functionality.
PocketGamer.bizJan 2016
Cover of Oscar Clark's Rocky Horror Show Mobile Game Dev Pecha Kucha
7 min
PocketGamer.biz7 min

Oscar Clark's Rocky Horror Show Mobile Game Dev Pecha Kucha

The development of free-to-play mobile games is a complex, often unpredictable process that mirrors the chaotic creative journey depicted in The Rocky Horror Picture Show.

  • Long-term mobile game success depends on shifting focus from user acquisition to nurturing player engagement and building a loyal community.
  • Developers must balance creative passion with disciplined, data-informed decision-making to navigate the unpredictable nature of the mobile market.
  • Aggressive monetization tactics that prioritize short-term revenue over player enjoyment risk alienating the audience and cannibalizing the game's long-term experience.
PocketGamer.bizJan 2016
Cover of IAP Inspector: BattleHand
10 min
PocketGamer.biz10 min

IAP Inspector: BattleHand

BattleHand, a fantasy-themed card battler developed by Another Place Productions and published by Kongregate, utilizes a monetization model that blends standard industry practices with unique narrative-driven engagement strategies.

  • BattleHand prioritizes manual gameplay by requiring players to complete dungeons before unlocking auto-battle features, contrasting with the automated progression models of competitors like Star Wars: Galaxy of Heroes.
  • The game utilizes a multi-currency system comprising keys for energy, gold as soft currency, and gems as hard currency.
  • A daily gem subscription service is offered for approximately $13.99, a price point that may hinder its effectiveness as an entry-level conversion tool compared to lower-priced market alternatives.
PocketGamer.bizJan 2016
Cover of How to get the most soft currency in SW: Galaxy of Heroes
8 min
PocketGamer.biz8 min

How to get the most soft currency in SW: Galaxy of Heroes

Managing soft currency, or credits, is a critical bottleneck for progression in Star Wars: Galaxy of Heroes, particularly for players leveling up multiple characters.

  • The primary method for resolving credit shortages is the liquidation of Mining Droids, which serve no functional purpose other than to be sold for soft currency.
  • Players can generate nearly a million credits in a single transaction by navigating to the inventory sell menu to convert accumulated Mining Droids.
  • Mining Droids are acquired consistently through participation in Cantina Battles and various event challenges.
PocketGamer.bizJan 2016
Cover of Games as Travel Guides: A Look at Meaningful Downloadable Content and Its Connection to Locational Context
Whitepaper9 pages

Games as Travel Guides: A Look at Meaningful Downloadable Content and Its Connection to Locational Context

This paper examines how video game developers and publishers increasingly ground their games in real-world locations, using location-specific downloadable content (DLC), promotional events, and partnerships with local businesses to draw players into travel and local commerce.

  • The paper argues that location-based game content can simultaneously benefit the gaming industry, tourism, and local economies, and proposes two design approaches: tying the game environment to a specific real place, or tying game content to a real-world culture that local businesses elsewhere can reinterpret.
  • The Monster Hunter Festival at Shibu Onsen drew more than 10,000 visitors during a low season, illustrating how game-linked events can drive tourism outside peak periods.
  • Collaborations extended the Monster Hunter brand across businesses, including the "Monster Hunter the Real" attraction at Universal Studios Japan and DLC distributed through 7-Eleven stores.
DiGRAJan 2016
Cover of Dark Game Design Patterns in Online Games: Exploitation, Loyalty and Engagement
Whitepaper2 pages

Dark Game Design Patterns in Online Games: Exploitation, Loyalty and Engagement

This paper by Faltin Karlsen examines how "dark game design patterns," a concept introduced by Zagal, Björk, and Lewis, are used to stimulate increased time investment and loyalty in online games.

  • Dark game design patterns are intentional design choices that create negative experiences for players against their own interests; this paper focuses on their temporal dimension, the category most directly linked to excessive play.
  • The study is a qualitative, conceptual close reading of two titles, World of Warcraft (2004, subscription MMORPG) and FarmVille 2 (2012, social game with micro-transactions), rather than based on player surveys or a large sample.
  • The author does not claim these patterns cause severe detrimental effects on players; the aim is to describe how they encourage greater and more routine play across the player base.
DiGRAJan 2016
Cover of Design Paradigms and Principles for Free-to-Play Games: A Developer Interview Study
Whitepaper2 pages

Design Paradigms and Principles for Free-to-Play Games: A Developer Interview Study

This study examines the design paradigms and principles that game developers consider important when creating free-to-play (F2P) games, a revenue model in which the core game is free while premium content is sold through in-game purchases.

  • The study is a qualitative interview study of 14 game developers from six Finnish companies (interviews of 50–100 minutes each), with experience ranging from one to twenty years; ten had worked on free-to-play games and six on gambling games.
  • Transcripts were analyzed with a Grounded Theory approach and organized into five themes: generic paradigms, F2P paradigms, generic principles, F2P principles, and poor F2P design.
  • The report distinguishes abstract design paradigms (e.g., a game must be fun) from concrete principles (e.g., chokedown levels), and separates generic design approaches from those specific to free-to-play.
DiGRAJan 2016

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