Faceless Mike
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Hi everyone, since it has been talked about a bit, I was going to throw out there a few ideas for Monetization. There are just a few thoughts I have had so feel free to add your own also.
Ideas for Monetization concepts:
Players will usually fall into four categories.
Player Categories:
New players usually are not the focus of direct monetization as they are rewarded as a means to make them “invested” in the game. Once players move into category two then they are most valuable for monetization.
Players in category three, like category one are not as viable for monetization as they will have most things collected or completed most challenges in the game. So with new expansions or content the idea would be to slide players from category three into either category two or four.
Category four is for those completionists or those who will always either complete every goal in the game or feel compelled to have every item available in the game / item shop.
Monetization item concepts:
Player housing:
Elder Scrolls online has a model whereby a player is introduced to the housing concept by completing a quest and being given a free home which is a small single room in a Tavern.
Other housing is then available through a tedious grind of massive amounts of in game currency or with real world money.
This model has merit but could easily be modified to remove the in game currency.
EG: give the player a small “crypt” for completing a main story objective then having larger castles / strongholds etc available for real world money {plat}.
This also opens the gate for purchasable household items to decorate. These items can be classes specific items and also general items.
Guild Housing:
Similar to player housing but on a larger scale where the instance can hold more players. Once one person has purchased the “guild castle” they can give permissions for all guild members to enter at any time. Also selecting permission for other guild members to edit/add to the “guild castle” so other players can buy additional cosmetic decorations for the guild and place them.
The standard expectations would also be Class, item and weapon skins. Idle animations and character customization options {EG: Hair, Claws, eye’s ETC…}
Concept ideas:
Custom transformation animations for the vampire transformations : EG turns into a pillar of ice and breaks out of it as a werewolf. This could be expanded into all classes especially for transformations between states { EG: trinary arc system}
Dye packs for weapons / armor and hair etc…
Tennogen: Warframe has a community based system where players submit concept art for skins and weapons which once selected are then created and put on the item shop at a premium with profit sharing with the community member who originally designed the skin.
Arrival animations when a mission begins. Similar to Dauntless / Destiny 2.
Completion animations when finishing a level / mission.
Custom loading screens, themed towards classes or characters. Similar to Warframe where the outside of the orbiter visible in the loading screens is customizable.
Customizable “finisher” animations for when slaying a foe, {EG: Mortal Kombat / the Witcher}
Customizable ephemera / Aura {similar to Warframe} where there might be a magical mist or so following a player. These can be vastly different per class also.
Non combat companions: most games have a non combat companion/familiar/pet to accompany them on missions. The options for this are almost endless and can be kept lore specific.
Like I said, if you have any ideas feel free to add them here.
Ideas for Monetization concepts:
Players will usually fall into four categories.
Player Categories:
- New players
- Veteran Players
- End game/ experienced players
- Whales.
New players usually are not the focus of direct monetization as they are rewarded as a means to make them “invested” in the game. Once players move into category two then they are most valuable for monetization.
Players in category three, like category one are not as viable for monetization as they will have most things collected or completed most challenges in the game. So with new expansions or content the idea would be to slide players from category three into either category two or four.
Category four is for those completionists or those who will always either complete every goal in the game or feel compelled to have every item available in the game / item shop.
Monetization item concepts:
Player housing:
Elder Scrolls online has a model whereby a player is introduced to the housing concept by completing a quest and being given a free home which is a small single room in a Tavern.
Other housing is then available through a tedious grind of massive amounts of in game currency or with real world money.
This model has merit but could easily be modified to remove the in game currency.
EG: give the player a small “crypt” for completing a main story objective then having larger castles / strongholds etc available for real world money {plat}.
This also opens the gate for purchasable household items to decorate. These items can be classes specific items and also general items.
Guild Housing:
Similar to player housing but on a larger scale where the instance can hold more players. Once one person has purchased the “guild castle” they can give permissions for all guild members to enter at any time. Also selecting permission for other guild members to edit/add to the “guild castle” so other players can buy additional cosmetic decorations for the guild and place them.
The standard expectations would also be Class, item and weapon skins. Idle animations and character customization options {EG: Hair, Claws, eye’s ETC…}
Concept ideas:
Custom transformation animations for the vampire transformations : EG turns into a pillar of ice and breaks out of it as a werewolf. This could be expanded into all classes especially for transformations between states { EG: trinary arc system}
Dye packs for weapons / armor and hair etc…
Tennogen: Warframe has a community based system where players submit concept art for skins and weapons which once selected are then created and put on the item shop at a premium with profit sharing with the community member who originally designed the skin.
Arrival animations when a mission begins. Similar to Dauntless / Destiny 2.
Completion animations when finishing a level / mission.
Custom loading screens, themed towards classes or characters. Similar to Warframe where the outside of the orbiter visible in the loading screens is customizable.
Customizable “finisher” animations for when slaying a foe, {EG: Mortal Kombat / the Witcher}
Customizable ephemera / Aura {similar to Warframe} where there might be a magical mist or so following a player. These can be vastly different per class also.
Non combat companions: most games have a non combat companion/familiar/pet to accompany them on missions. The options for this are almost endless and can be kept lore specific.
Like I said, if you have any ideas feel free to add them here.