How to Design In-Game Purchases
Video Statistics and Information
Channel: GDC
Views: 48,317
Rating: undefined out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design
Id: vc2oNgRPTR0
Channel Id: undefined
Length: 57min 10sec (3430 seconds)
Published: Tue Dec 27 2016
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Cool video, very informative. Also, very sad that the state of mobile gaming is more or less manipulating the playerbase to encourage spending and taking advantage of the sunk cost fallacy. Why can't we just set out to make great games? (Oh ya, $$$$$$$)
Note that this talk is from 2013; CG obviously listened.
Very informative, thank you.
He is absolutely right. People who really hate the game quit. People who love to hate the game spend.
Thanks, I hate it.
A lot has evolved with mobile games since this. On top of that, the guy in the video has only worked with mildly successful mobile games, not the big hits that domniate the market today. The problem with CG is that they haven't adopted methods that other successful games have introduced.
Although this game does make a decent amount of money, I believe SWGoH could have done better if they had introduced tactics that Asian game companies use to avoid user fatigue (which results in extremely loyal players quitting).
Holy shit. I just started watching this, but I think this is probably a resource that everyone that comes on this board should take the time to watch. I think....But right off the bat before he even starts he pretty much just shuts down any of the opinions on most of the people in this sub. And basically like your title says, just ignore them and watch the money flow.
EDIT: This guy is so boring and also not funny, but at the very least this video should make 2 things clear. 1. Games are created to make money and 2. Most of the people that complain are in the minority and probably spend the most money.