Looking for ideas on how to monitize some games

I'm trying to figure out way of monitizing some different kinds of games on the OUYA platform. I'd love to hear what other devs are thinking.

*** How would you go about monitizing games like Solitaire or Chess (where you play a single, self-contained game each session) in the OUYA world?

- Maybe you can play 3 games total or maybe 1 game per day, before needing to pay to unlock unlimited plays? How do you think players would respond to that?

- Maybe you can pay to unlock different card backs, backgrounds, themed boards, etc? Do you think that would be enough incentive to get people to pay?

*** What about classic arcade games like Space Invaders or Pac Man (where you play many, similar levels over and over as long as you can) in the OUYA world?

- Again, play for 3 games total or some set ammount of time before needing to pay to unlock unlimited plays?

What about buying virtual coins at say 100 virtual coins for $0.99 where playing a game costs you a virtual coin? Maybe you start with 10 free virtual coins when you download the game. Would that be allowed by OUYA standards, and how do you think players would respond?

If anyone can point out existing discussions about this (on this or other discussion boards), that would be great.

I'd love to hear your thoughts!

P.S. These are just examples of a couple classes of games that I'm trying to figure out how to best monitize.

Comments

  • rocketbunnyrocketbunny Posts: 46Member
    Unlocking new "levels" is the hardest way to monetize. I suggest adding something like hints for helping the player. You can sell packs of hints. Powerups and avatars are two other good ways. As long as the player can see value for money.
    Robert Crane
    CEO, Rocket Bunny Games
  • alsuttonalsutton Posts: 69Member, Team OUYA
    You could always monetize by AI difficulty, so the more challenging AIs cost to unlock. You could also think about charging for customisations and novel features (e.g. 30s per move game type).
    Al Sutton
    Android Specialist
    OUYA
  • BalbiBalbi Posts: 198Member
    Here are some ideas:

    1) Maximum number of plays per day. Charge $1 per week for unlimited play (averaging about $4.50 per active person per month), but also have larger unlocks at cheaper "per week" prices (ie: $4 for a whole month)

    2) Feature unlock, ie: In Chess, unlock the ability to choose a side or in Solitaire unlock the ability to undo last move etc.

    I highly recommend option 1. Having worked in the social games industry for 2 years (up until Sept 1st) it became very clear to me how important it is to have people who are able to play for free and are able to come back later and continue to play for free. It's essentially the "Energy" mechanic that facebook games love to use. The more someone is able to play for free the easier it is to justify a $1 or $5 purchase. People love to weigh time vs. money. An example would be someone with 20+ hours of play can very easily justify $5 because $0.25/hour is a steal for entertainment.
    Lead Developer of Leroux
  • sodafountansodafountan Posts: 38Member
    You could put a timed trial on any game and then ask the player to pay for unlimited access to it. Many other channels have used this (even going back to the AOL on a disk days)

    But be creative, feel free to mix things up a bit from tried and true methods. I think creativity is what OUYA's all about.
  • bennygoldbennygold Posts: 18Member
    Sorry but a lot of the suggestions are boring ways to nickel and dime folks.

    It would be nicer to the player to give them a way to access everything for free by playing your game a lot. If they want to take a shortcut to unlocking the games modes / features then give them a way to unlock it instantly with money.

    A lot of people seem to think small games can be a constant revenue stream. Think to yourself, how many little games are you paying $1-$2 a week to. Personally none, but I have bought many (full) small games for reasonable prices.
  • SardtokSardtok Posts: 11Member
    I watched the video below a few weeks ago, and found it interesting. It addresses some of the points that have been made here. Aesthetic goods, shortcuts, etc. For social games it is quite important to have some way of monetizing over time, like a subscription to get unlimited play time.

    http://www.edery.org/2012/08/your-first-f2p-game-where-you-will-go-wrong/

    Personally I really like the DLC model which is often used on Steam, but I can see how there might be more money in subscription-like services for small games/developers.
  • mjoynermjoyner Posts: 168Member
    very good video
  • akebulanakebulan Posts: 7Member
    I agree. A very informative video.
  • ClowenClowen Posts: 46Member
    How about this, approach these games as advertisements themselves. If you're the first to put out a Chess game and it's good quality, put your name on it. Instead of monetizing the game, consider the cost of development a direct investment into advertising.

    If you are the first and it's a good quality chess game, chances are every search from now until forever will land you marketing.

    This is a completely unique position we are in, make a great game even if it is a remake, and use it as a spring board.
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