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EduardoMed

Freemium Lives System: Alternative Model

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I am developing a freemium mobile game and I didn't want to apply a direct "can't play without lives" system. I was thinking on having some power ups that expends energy, which recharges over time. A player can have 5000 max energy and expends 1000 energy each game (even without using power ups). 1000 energy is fully recharged in 15 minutes (or maybe 30 min as the standard time)

Is this model worth it?

 

Does anyone knows any similar alternatives for the Lives System?

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Something similar was used in Bejeweled Blitz a few years back. It worked for a time, but the application was not generating sufficient profits it seems.

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Something similar was used in Bejeweled Blitz a few years back. It worked for a time, but the application was not generating sufficient profits it seems.

Do you know how it works there ? This game is not supported by my devices and I can't download =/

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I lot of games use the variable rate recharge model, even empire building games let you build things faster (which is similar).  It's all about trading time for money, and this model has seen some success.

 

How do you want the energy expended exactly, and what kinds of games are these?

 

I can tell you if, as a player, it would irritate me - and that's really the most important point you need to avoid with freemium models.  Just don't make too many people angry, encourage them to buy, and you should be good.

Edited by StarMire

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How do you want the energy expended exactly, and what kinds of games are these?

 

The game would be a Defender Archetype. (Enemies comes in waves and you touch to shoot them). Since the game has a Evolution system that can be used even if you failed to complete a level, I don't think that's a system that doesn't you allow you to play would fit well into the game. The thing is I never saw in another game, despite the building ones, a system that I could go with. 

 

Do you think that in my case, this can work? If you think in another perspective, this can be considered a "Reward Removal" system, since I am giving "free power ups" to the player and removing after 5 game sessions. The player would be able to still play, and even win, but he will certainly miss the power ups.

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Do you think that in my case, this can work? If you think in another perspective, this can be considered a "Reward Removal" system, since I am giving "free power ups" to the player and removing after 5 game sessions. The player would be able to still play, and even win, but he will certainly miss the power ups.

 

Well, when you take something away it can irritate people.  It's like raising taxes- it's always a lot easier to lower them.

 

It's better to dangle something good in exchange for payment rather than taking it away.

 

Slowing things down (which I thought you may have meant) probably wouldn't work in tower defense like it works in empire building games.

 

Here's a better option:  Maybe give them the ability to rewind, so if they are premium, they don't have to repeat the full level if they fail.  That's something that saves the player time, but doesn't keep them out of your game.

You could give them a small taste of it by trickling in occasional items that allow it (in a limited sense).

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I know that you are right... Usually defenders don't go with Lives System. But my mind has changed after seeing this app with 10kk downloads

https://play.google.com/store/apps/details?id=com.outfit7.movingeye.swampattack

Well, they are the developers from Tom Cat, so they have a very strong base of users. Maybe that's because they didn't care about inserting this monetization technique.

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One form of freemium payment I think can be non-exploitative are inventory cap expansions.  Every so often you get a new X for some reason, but you can only hold a certain number X, so you either have to part with one you got previously or forgo the new one.  UNLESS you buy an inventory upgrade, in which case you can keep everything (until you fill it up again!)  When the default inventory is large enough to play -- that is, when it's not so artificially small the game becomes impossible -- then the system is neither pay-to-win nor pay-to-play.  It just monetizes people's packrat tendencies: "I better keep this X around just in case it comes in handy later."

 

Assuming for a moment you're talking about evolving "towers" (or whatever) in between levels, that's a perfect candidate for inventory monetization.  Say you only are allowed 10 different "towers", but after the latest level two new ones evolved and you're already full.  You can throw out two old ones... but if you really don't want to, there's that option to pay a dollar and get 5 more inventory slots.

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