You there. Yeah, you, the dev with the plan. Put it down for a second. Considering going F2P, like all the other cool kids are doing? Well it won’t be successful until you learn how to properly #$*! your players. What’s that you say? The game? No, you got it wrong. This isn’t about games anymore. If you wanna make games then quit, start your own indie house and do it there for art’s sake. This industry is about making “interactive entertainment experiences with large potential to be monetized”, not “games”. Don’t be archaic.
If you’re still with me, some pointers on how to make sure you’re #$*!ing your players the right way:
– Is your virtual world very, very large and requires extensive travel? Make sure you #$*! your players by charging them to make this travel fast. Limit and sell, honeybear.
– Do your game and loot mechanics award gobs and gobs of items to players, both useless and useful? Do their bags get full easily? Then #$*! your players properly by reducing their bag space, and selling them unlocks. Limit and sell. Are you getting this?
– Use psychology! Remember, the more complicated and layered you make your F2P system, the more players will say “Aw, #$*! it” and just subscribe as usual. Throw mud into those waters! #$*! them all Freud-like!
– Your game virtual world thingie has tons of achievements? And lists, to make sure you’re constantly fingering that itch on OCD players? Great start! Awesome! Extreme! However, if your players complain that some of those feel way too long and grindy, then you have to do the right thing: Don’t adjust that length! #$*! them by leaving things inhumanely long and selling them stuff they can use to accelerate completion for a little while! Think outside the box and into the wallet.
– Every time you manage to squelch a little bit of fun it makes Bobby smile. #$*! ’em.