Xsolla Blog

The Pros and Cons of Season Passes

Posted by Justin Llewellyn on Dec 1, 2014 12:14:41 PM

In today's digital market, the use of season passes has become popular to get additional profits from a consumer through a game's shelf life.

But recent news regarding Ubisoft's cancellation of their pass for Assassin's Creed Unity shows some of the concerns over the model and is the subject of today's post.

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Concerns about the Mobile Market

Posted by Justin Llewellyn on Nov 26, 2014 1:29:50 PM

Recently the developers behind the popular mobile game Monument Valley were faced with a PR nightmare. Following the release of their paid expansion to the game, the title was hit by negative reviews from people calling the developers greedy. 

As of this time we still haven't seen the full fallout and what this means for the title. But this is a showcase of some of the big issues that have developed in the mobile market.

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Translating the Bartle Test to the F2P Market

Posted by Justin Llewellyn on Nov 24, 2014 4:16:55 PM

The Bartle Test was a psychological test to determine how people played MMOs and categorized them based on four mindsets -- Killers, Achievers, Socializers and Explorers. Understanding how your audience plays your game is very important when it comes to designing a game for them. 

For today's post we're going to examine these four groups and see how they can fit into the F2P/social market.

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The Evolution of the Video Game Market -- F2P

Posted by Justin Llewellyn on Nov 17, 2014 12:59:12 PM

Finally for this look at the video game market we turn to the F2P market. While it's considered the "youngest" compared to the other topics for this series, the impact F2P design has had cannot be understated. 

The F2P market includes everything from browser based titles, to mobile and social games and the market has caused a lot of developers to rethink how they design and sell games.

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The Evolution of the Video Game Market -- Trading

Posted by Justin Llewellyn on Nov 10, 2014 12:32:42 PM

For our next subject on how the video game market has changed over the years, we turn to a common practice seen in any physical goods market -- trading. The trading in of video games is what transformed GameStop into the juggernaut of the retail market despite the wishes of the Game Industry. 

Even though trading games have been a part of the industry for so long, it is similar to the rental market in how it's declining due to the rise of digital.

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Steam's Workshop and the Power of Consumer Creativity

Posted by Justin Llewellyn on Oct 16, 2014 1:23:11 PM

Steam has over the years been a major force in changing how games are being bought and sold. And for today's post we're going to look at what they've done to improve the modding community.

As a developer, mods aren't exactly high on the importance list for your game, but the value they can add to consumers can be huge for improving your game's shelf life.

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Understanding "Games as a Service" for Game Development

Posted by Justin Llewellyn on Oct 10, 2014 12:33:59 PM

A recent trend among AAA developers in the Game Industry has been approaching video games as a service as opposed to being a product. While this may not sound different at first, it marks a major shift in selling and developing your title which can mean a big success or a big failure depending on how you approach it. 

“Games as a service” is a concept that doesn't just apply to multiplayer games anymore and is something that developers of all genres should know about in today's market.

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Cross Platform Considerations for Designers

Posted by Justin Llewellyn on Sep 3, 2014 5:14:29 PM

Cross platform development is becoming more important as the divide between platforms lessens as console and mobile devices are becoming more powerful by the year.

 

Releasing your game on multiple platforms allows you to build a greater audience and hopefully see more profit from a single game. But there are some important factors that you need to consider when developing cross platform games.

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Understanding Micro Transaction Pricing

Posted by Justin Llewellyn on Jul 18, 2014 8:38:31 PM

Micro transactions have become a major point in both F2P and traditional games. But one area that many designers wonder about is how to price content in these titles. 

While coming up with a standard for F2P content is not possible, we can set up some guidelines that any designer can make use of when determining pricing for their game.

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How to Turn a Profit from Microtransactions

Posted by Justin Llewellyn on Apr 18, 2014 1:57:24 PM

Credit cards and their usage in mobile technology is an ever-evolving topic, which has revolutionized and shaped how users consume content. This is part 4 of a 12-part series discussing credit cards' evolution in regards to their mobile usage and customer base, how people around the globe are utilizing them, and where they are going in the future. 

Microtransactions and how to make these little purchases add up.

We've already discussed the advantages of in-game purchases truly being in-game to increase conversion rates and keep users engaged. Credit cards factor into this when they are linked up to a user's account or third party payment system. With an active credit card on file and an effort to keep users in-game while they make purchases, let's take a look at how you can profit from microtransactions.

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