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To LootBox OR No LootBox, that is the question?

Revisiting the monetization again. We initially wanted to monetize our Alien Invasion | Kaiju Survival Terror with Lootboxes. We acknowledge that Lootboxes in the popular format would be met with great hostility. Players dont like them, Politicians dont like them, even some Game Developers dont like them.

So, after reviewing many different ways to monetize our game we elected to use more than one monetization strategy. Its my belief that multiple strategies are needed to generate any sort of decent revenue with all the competition.

We’re firstly going with the traditional per unit Sales model with Initial price point =< $20 incorporating an Affiliate Program to boost marketing and sales simultaneously. This is our primary monetization model with all others being 100% optional with 0 impact on game play ( No Pay 2 Win )…

To support In App Purchases for upgrades to customize cosmetic aspects of modular Characters, Creatures, Armor, Weapons, Vehicles, Structures and Props were developing the HyperBasher Construction System. The HyperBasher is the core of our game. In fact, we’re developing it firstly, building game mechanics around it. Think of it as an Advanced Spore Creature Creator used for in-game assembly and customization.

For Customized Entities, we’re also offering 3D Digital Download & 3D Prints.The goal is to extend the game beyond itself and boost marketing. Digital Downloads can be used in other game dev, media, etc. 3D Prints can be collected and used in table top gaming.

We had planned to use a Dynamic Billboards, Posters, Decals, Book/Magazine Covers to manage graphic arts content in the game in the beginning. We’re now planning to expand on the system to generate Advertisement revenue or participate in an advertising coop.

Lastly we’re offering Cash-driven Scavenger / Treasure Hunt (Loot Box Hunt) & Skilled-based PvE / PvP Tournaments Game Modes. These are legacy monetization models I had planned for my first UE4 Game Dragons Gold (cancelled). All Monetization will be supported via custom Online Subsystem WoOSAH WordPress Online Services API via HTTP (WoOSAH).

To LootBox OR No LootBox, that is the question?

Loot boxes are on the kill list of politicians / regulators. So its more likely they’ll burn you in the end. How many Indies have made them work anyway… Are there any stats on this??? The overused route of Kickstarter still works, or does for some… Its a lot of work building-up a community on social media. But people are still paying for games if you can convince them to, despite the pressure to give stuff away… :wink:

I believe Big Game Publishers will Lobby to keep in LootBoxes and other similar monetization methods, Some legislation has been mandated in which Game Companies must disclose the odds. I consider Kickstarter to be funding generation, not for profit generation. I personally feel any dev that takes and uses donations for any purpose other than the project is committing an act of fraud.

Traditional per-unit sales are typically one-time transactions and can be tough to generate without proper marketing. We’re firstly going with the traditional per unit Sales model with Initial price point =< $20 incorporating an Affiliate Program to boost marketing and sales simultaneously. We’ll gradually decrement the price to 0 overtime to transform into a Free2Play.dependent on customer response.

We’re seeking multiple monetization strategies that regenerate revenue long term after our game is published. LootBoxes can regenerate revenue. I personally favor Monetization Strategies that can boost Marketing, support a bi-directional monetary exchange, Add Value to customers beyond the game, and are Ethical. Doing LootBoxes ethically is our goal.

I believe Big Game Publishers will Lobby to keep in LootBoxes and other similar monetization methods, Some legislation has been mandated in which Game Companies must disclose the odds. I consider Kickstarter to be funding generation, not for profit generation. I personally feel any dev that takes and uses donations for any purpose other than the project is committing an act of fraud.

Traditional per-unit sales are typically one-time transactions and can be tough to generate without proper marketing. We’re firstly going with the traditional per unit Sales model with Initial price point =< $20 incorporating an Affiliate Program to boost marketing and sales simultaneously. We’ll gradually decrement the price to 0 overtime to transition into a Free2Play, dependent on customer response.

We’re seeking multiple monetization strategies that regenerate revenue long term after our game is published. LootBoxes can regenerate revenue. I personally favor Monetization Strategies that can boost Marketing, support a bi-directional monetary exchange, Add Value to customers beyond the game, and are Ethical. Doing LootBoxes ethically is our goal.