#Transitioning from Microtransactions to a Sales-Based Monetization Model

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lapis forge
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  1. Critique of the Current Microtransaction Model:

Frequent Charges for Essential Actions: Players are charged for each key action in the game, such as:

  • Traveling to new levels
  • Mining for essential items
  • Catching Illuvials

Constant Expense Tracking: This model forces players to keep track of numerous small payments, which disrupts the game flow and immersion.
The primary revenue streams should be fuel purchases and other in-game sales like cosmetics, and other NFT items.

  1. Proposed Sales-Based Model with DAO Revenue Generation:
    Free Access to Core Resources: Essential resources (e.g., items, crystals, and plants) are available without additional costs/energy use, allowing players to mine freely and focus on exploration.
    Revenue through Bundled NFT Sales: Instead of small, frequent charges, introduce optional bundles for in-game items (e.g., "100 Ores for $1). This provides players with affordable options, while the DAO receives a percentage of each sale. It is uncertain if this is currently feasible with NFTs, but highly necessary

Refined Energy System: Energy decreases only when catching Illuvials, eliminating costs for activities like mining resources, so players can freely explore and gather essentials without additional charges

  1. Broader Justification and Impact:
    Enhanced Player Experience: This model shifts the focus to enjoyable gameplay rather than constant financial transactions, which will likely increase player satisfaction and engagement.
    Ethical Revenue Generation: By selling bundles gaining DAO-driven revenue with each sale, the game aligns monetization with value, offering useful and enjoyable options for players rather than interruptive micro-purchases.
    Positive Industry Impact: Moving away from microtransaction-heavy models—like those seen in games such as Call of Duty: Modern Warfare 2—could set a standard for more player-focused monetization, potentially benefiting the gaming industry as a whole.
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Pros:

  1. Focus on Illuvial Utility

    • Promotes diverse Illuvials with unique abilities, enhancing player engagement through valuable discoveries.
  2. Resource-Burning Mechanics

    • Introduces mechanics allowing players to “burn” Illuvials for a chance to create new traits, adding value beyond base stats/other use cases.
  3. Bundled Sales for Value

    • Offers affordable bundles (e.g., “100 Ores for $1”), reducing small transactions and enhancing gameplay flow.
  4. Focus on Sale Royalties Revenue

    • Focuses on cosmetics, fuel, and optional NFT bundles, improving player satisfaction by not charging for core actions.
  5. Industry Standard Shift

    • A player-focused model can set a precedent against heavy microtransactions, promoting long-term engagement.

Cons:

  1. Resource Market Saturation

    • Free access to resources could flood the market, decreasing their value and disrupting balance.
  2. Bundle Feasibility Dependency

    • If bundles aren’t feasible, the model’s appeal diminishes, affecting convenience for purchasing essential items.
  3. Reduced Frequent Purchase Revenue

    • Less reliance on microtransactions may lower steady revenue, focusing instead on larger single purchases.
  4. Energy Consumption Imbalance

    • Energy depletion only from catching Illuvials could lead to excessive resource gathering, needing balance adjustments.
tiny narwhal
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Appreciate the feedback. We are looking at updates to the economic model as we speak. Not exactly in line with this, but you'll see an IIP go out soon. It fixes some mistakes that are squarely on my shoulders, while still not being a 'huge' change. However, larger scale changes such as the one you propose are being considered, but we want to see how things go first before we do anything drastic.

lapis forge
tiny narwhal
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This is where you will see the biggest set of changes.