Ethan Levy's Blog
Ethan Levy is an 15 year veteran game designer and producer. Starting as an intern at Pandemic Studios on Star Wars: Battlefront, he has contributed to over 50 shipped games across every genre and platform. He has worked at companies including EA/BioWare, PlayFirst and iWin. In 2012, Levy founded FamousAspect to serve as a monetization design consultant with a focus on free-to-play games for mobile, tablet, PC, web and console. In 2015, he joined N3TWORK where he does game design and monetization work on hit mobile game Legendary: Game Of Heroes.
For the latest thoughts on free-to-play games and monetization design, follow Levy on Twitter.
A look at South Park's free-to-play mobile game - currently in soft launch - reveals a missed opportunity in the gacha store design that can impact its monetization.
A recent report from Bloomberg claims that Apple is investigating adding paid search to the App Store. Here, I react with some fears for how paid search will affect rank and file game devs and the mobile game ecosystem.
This post analyzes the much hyped, self characterized "anti-monetizer" of a game, Vainglory and identifies 5 ways it could optimize its game monetization without sacrificing respect for their community.
In this thought experiment, I make some predictions about the game market on virtual reality platforms, how it will change over time and whether developers should make their games free-to-play or premium based on the state of consumers' VR adoption.
Peggle Blast is just as fun, whimsical and addictive as the original game. It also employs one of my most hated free-to-play monetization tactics.
In this post, I analyze the checkout flow when buying in-game currency in Assassin's Creed Unity on Steam. The messy interplay between Steam and Unity introduces significant friction into the experience, likely reducing IAP revenue for both parties.
Ethan Levy's Comments
[Blog - 06/29/2017 - 10:32]
Thank you for the thoughtful ...
Thank you for the thoughtful reply. Funnily enough, some of my teammates and colleagues at N3TWORK were the core of the Hellfire team. Working alongside them on Legendary, I have learned a tremendous amount about monetization design.
[Blog - 01/06/2015 - 01:35]
[Blog - 12/11/2014 - 01:46]
I agree. This tactic of ...
I agree. This tactic of hiding the price is a short term optimization that I suspect loses players and thus revenue over the long term. r n r nI remember once clicking a button to unlock a cart in Angry Birds Go and experiencing extreme sticker shock. If memory serves ...
[Blog - 12/08/2014 - 01:44]
To EA 's credit, Origin ...
To EA 's credit, Origin really does get better every time I log in. I wish I had the ease of managing my whole PC game library from a single client, but know that will never happen. But as it stands today, I 'm pretty happy with Origin as a ...
[Blog - 10/07/2014 - 06:30]
Yes, if your goal was ...
Yes, if your goal was player engagement and not retention, I see no reason an event system without pay-to-participate mechanics couldn 't be successful. In fact, it could open up the design to incorporate more skill into your event score, which could make the event more fun and further increase ...
[Blog - 09/30/2014 - 01:46]
I am also working hard ...
I am also working hard to do that thing I said I 'd do... which was to write a different article and not this one, or the next one I 've already started working on.