![]() ![]() Not only do you have to pay, but you have to convince your friends that they should pay too if you want to play together with them. The biggest and most obvious downside is that it immediately reduces the size of the game’s community. Unfortunately, it has several significant downsides for players, the community, and the company. This is a huge win because it’s very easy to design a balanced game around this assumption. Assuming this is the only monetization for the game, that puts everyone on a level playing field (as long as you can get onto the field in the first place). Monetizing the game itself has one major upside which is that everyone who plays the game gets exactly the same thing: the game. Let’s go through a few of these to see some examples of the pros and cons of monetizing certain aspects of a game. There’s a lot to be said on monetization schemes, but they deserve their own blog post.Īt the end of the day, as a developer, monetization always comes down to exchanging things in your game that players want for money. The company is still selling game access in the end. For example, in the case of subscription tokens, the company is selling “game access” in a way that is transferable to other players. premium currencies, subscription token schemes, loot boxes etc). We define monetization schemes as clever ways to more efficiently monetize the things listed above (e.g. It’s important to distinguish these “things” from “monetization schemes”. Ability to run organizations like guilds (including guild buildings, guild privileges, etc).Items which otherwise are earned through time, effort, or skill (gear, resources, etc.).Ability to progress faster (including speedups, experience boosts, etc).Convenience features (including better UI, minor advantages like extra storage, removing tedium, etc).Cosmetics (including collectable items, skins, etc.).Early access to the game (alpha, beta, guaranteed launch access, etc).Access to the game or live service (including subscriptions, access to members-only regions, etc).The game itself (including expansions, DLC, etc.).This list is not exhaustive, but covers many of the more popular things to monetize. Let’s start by listing some of the commonly monetized aspects of games (i.e. It’s absolutely critical to get it right to have a long running game that players love. Additionally, monetization is inseparable from game design it’s impossible to change one without affecting the other. When you monetize a given aspect of a game it will have both positive and negative impacts on not only the gameplay, but also the company and community. That is to say, what are the things that game companies are selling and what are the gameplay impacts of selling those things? However, rather than just categorizing games into these broad monetization schemes, I’d like to instead try to arrive at a deeper understanding of game monetization by taking a look into *what* has historically been monetized in games. We usually talk about monetization in games through terms like “Buy-to-Play”, “Subscription”, “Free-to-Play”, “Pay-to-Win”, “Pay-to-Progress”, etc. Because it’s such a complex topic and is sometimes associated with strong emotions, I wanted to share with you our analysis of the current state of monetization in games and our philosophy on monetization. Monetization for a game is one of the most important things to get right, not only for the company and the success of the game, but also for the community. ![]() In the days since the announcement we’ve understandably gotten quite a few questions regarding how we plan to monetize BitCraft. Because of such low resolution, you’ll surely get a lot better performance for the gameplay if you ever think of trying on this pack.Disclaimer: This is going to be long, but I think it’s worth a read. The resource pack is available with 8×8 texture resolution which gets toned down and is also compared to quite lower 16×16 resolution which is default resolution value for most of the other packs. A great feature that you can find in the 8-bitCraft 2 texture pack is that it would revamp all the important Minecraft visual aspects that range from different mobs to all the items and blocks and combination of such stunning lifelike visual features add up to a highly perfect immersive experience. The resource pack complements well with smoother textures and availability of lively color palettes and this would help in bringing almost all types of lifelike colors and textures. Unlike any other conventional pack, the 8-bitCraft 2 doesn’t pick on a lot of details and textures but this opts for the smoother appearance instead, that doesn’t make it quite difficult for your eyes. ![]()
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