3. Fail to Guide Users to Payment

This goes back to your conversion rate. It's easy to forget, after working on your labor of love for a year or so, that the average user will probably miss all of the things you think are obvious. For instance, if the only method of spending cash in your app is through a "store" button in your menu (and not implanted somewhere in the main play cycle) then the truth is, many players will never see it because they're going straight to "Play."
There is a reason that games like Triple Town integrate virtual item purchases right into their tutorial -- you want everyone to know it's there, and to know how (and why) they would want to use it.
It also goes without saying that the companies that succeed at F2P almost universally use analytics (such as Google Analytics or Flurry) to determine exactly how many of their users are landing in the store -- and they're tuning this flow continually. Something like the placement and color of your buttons in the menu can have a surprisingly large effect on user behavior.
I understand that these things feel so minor when you're focused on the gameplay. And don't interpret what I'm saying to mean that you shouldn't focus on gameplay (see my plea here.) But if you're making a F2P game, you need to care about how well you're guiding users into purchases, if you hope to be financially successful.
4. Give Your Game an End
Again, this goes back to lifetime value and conversion rate. Most paying users aren't going to give you money the first time they play your app, or even the second time. And remember that of those users who do invest -- the most valuable are those who come back and make repeat payments.
If your app has a fixed amount of content -- for example, a puzzle game with 30 levels -- then you're essentially cutting off your most valuable users, and your LTV will suffer. There are, of course, exceptions. But take a look at any F2P top-grossing chart, and you're going to find mostly games with evergreen mechanics, and the top IAPs will mostly be virtual currency to fuel this play over a long period of time.
5. Make a Mediocre Game
This one should go without saying, and probably should have come first in my list, since it's the most important. In the "bad old days" of retail packaged goods, you could get away with a mediocre product to a certain degree, as long as the box was pretty. And in the paid app marketplace, this is still true (but to a much lesser extent, since users tend to be more savvy and the user reviews are right there to read).
But mediocre free-to-play games do not succeed financially. Oh sure, there are exceptions -- and since quality is so subjective, it's a hard thing to prove. But you absolutely need to create a game that has a set of users who love it. If few people love it, few will talk about it, and even fewer will stick around to pay. One of the cool things about free-to-play is that you can make a living with a niche app -- but it still needs that burning core, and that burning core needs to stay engaged for a long time. This is your first priority, and is also the hardest thing to get right!
6. Fail To Test and Iterate
It's important to realize that there are a lot more opportunities to fail with a F2P app than there are with a paid app. With a paid app, you've earned the revenue at the moment of download, even if the user never launches it. With F2P, Not only do you need to grab users with your app's concept and presentation in the app store, but you need to delight them before they spend a cent. And then you need to give them a great reason to spend money, and to guide them through this process, and then get them to repeat it. If anything in this process breaks down, it's going to kill your revenue potential.
It's not enough to test your gameplay -- you need to test the whole loop. Companies that succeed at F2P test extensively before launch, and then treat the release as the beginning of a product's life, using analytics and business experience to improve their core metrics until the product has either proven viability, or is abandoned.
With Monkey Drum, we tried here, but honestly could have done better. We learned fairly on that most users weren't finding the store, and were able to improve this significantly through some UI changes. Unfortunately, this didn't seem to be the biggest factor in Monkey Drum's failure to monetize, which leads to the next point...
7. Fail to Understand Your Audience
When we chose to make Monkey Drum free-to-play, we had this idea that the very young users would probably enjoy the free-play drum mode and interacting with the characters, and a much wider audience would get into the sequencer and music creation tools. We imagined a community of users materializing around the song creation tools, and kids and adults alike wanting to purchase additional instruments to create more expressive creations.
Only after we shipped, however, did we realize that our biggest audience was very young children -- and that their favorite activity was playing the drums, which didn't have much incentive to pay.
As I mentioned earlier, we went out of our way to not be "evil." We clearly mentioned the in-app purchases in the app description and when the app first launched. The hard truth is, educational music apps have a much smaller audience than games. And educational music apps with a specific aesthetic that appeals to young children have an even more limited audience -- and one that we suspect doesn't drive many IAPs in any situation.
Despite being an almost universally loved app, and going out of our way to guide users into our store, the downloads and LTV portions of the revenue equation just didn't make sense with this audience. We believe now that it was the wrong business model altogether.
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Is your point simply that your attempts to avoid monetizing whales impaired your ability to monetize normal customers? Or do you think that any free to play game must fundamentally be built on revenue from whales, and as a result edutainment is a poor choice for f2p? I think the second half of this point is relatively clear but the tagline for that point and the first half obscure your meaning a little.
I know I personally grapple as a developer with how to create and execute a game design that is both fun but creates reasonable incentives to spend money without my players feeling like I'm purposely "screwing" them so they have to spend in order to succeed. I personally liked the MMO subscription model from that perspective: you pay for access which keeps the game and the finances largely separated so developers can do what they want and need for love of the game and players simply pay for access to the game. Micro-transactions are ripe for contorting a game design to feel like it's tuned to force you to pay if you really want to get the full experience.
@Kirk, as you point out, a successful subscription game requires a good quality GAME, and a successful F2P game requires a good quality monetization strategy. I think this article demonstrates that F2P isn't the "win-all" its sometimes portrayed as and I think subscription is still very viable... if a game can meet the quality levels that justify a subscription.
F2P is also in its infancy - there are a lot of innovators in this space, and I think long term the methods that win will be the ones that create the most value for players ( see Dan Cook's feature on this too.) It's just not an area we're passionate about making work.
...but you specifically say in the article that you thought it was "evil" to incentivise monetization. That's just a bizarre philosophy, honestly, especially since it's pretty clear from this article that the motivation behind Monkey Drum was first and foremost to create a profitable app.
The point about these new business models that seems to be lost on so many developers is that they allow you to find new ways to provide value to your players. Listen to what Gabe Newell has been saying for a while now about 'value propositions', and take a look at Steam to realize how effective (and not "evil") this idea is.
Being "evil" is a completely separate discussion that revolves around game design and mechanics. Monkey Drum wasn't designed around anything like "pay to win" or thinly veiled compulsion loops, so how was being "evil" even part of the discussion?
I definitely wouldn't say that "being evil is a totally separate discussion" because almost by definition, the monetization *is* tied intimately together with the game design. So being ethical about it has to be part of the discussion, IMO.
http://flippfly.com/news/announcement-crowd-funding-flippfly-style/
Also - thanks for the discussion here. Hopefully this was helpful for the folks who are pursuing F2P, and inspiring for those looking for alternatives. Best of luck to you all!
"make it possible for people who love your game to spend lots of money on things they value".
I don't think that is evil.
I find it a little repulsive, personally when the "thing I value" that the game is asking me to spend money for - is my time.
As an example (from a game I'm totally addicted to, by the way,) "Super Monsters Ate My Condo" makes it impossible to earn enough coins through play to use the best list of "powers" and so if your choices are (1) grind for 3 or 4 games to earn enough to do your best, or (2) pony up a buck or two so you can play for awhile at maximum mastery. So yes, I "value" these fun powers because they give me the best chance at a high score, but in reality, what I'm paying for is the ability to not have to grind in a less fun environment.
Thankfully, they also offered a $1.99 permanent upgrade that just doubled your coin earn-rate, and I gladly paid for this (on top of the $0.99 I'd already spent.)
Again, my point with this article wasn't to say "going after whales is evil" but rather - whales are probably a necessary component of F2P, and incidentally the model as a whole is one we've decided not to pursue.
The quote Nicholas pulled is exactly the one that struck me the most. I think that's a great philosophy. It's just not what the F2P segment is known for.
Look: I spend $40-60 on a console or handheld game, pretty cheerfully in most cases. If you can extract that "LTV" from me by giving me a good game experience that's free up front, in an ethical way, I don't think I'd complain.
The problem is that very few developers create products worthy of love by a few. I'm not deriding developers - I am one myself. But think about most apps. They're worth being liked by many, but 'loved' by noone. They're not Starcraft. They're not SMB. If they are, they're the millionth iteration of that genre.
So we're not talking about using the *very old* art model of having many people view a painting freely, but a few rich patrons who love the work and are willing to pony up the dough to keep the artist in watercolors.
Moral developers realize that they're not creating a product worthy of love. These are not products that challenge the mind and hearts of their users. They're not going to have a lasting impression on anyone. Like? Yes, sure! Definitely many apps are likeable. But F2P dictates that, instead of having the many people who like your app pay something, they get it for free. A few people who like it will pay appropriately but not enough.
Which leaves use with what F2P actually does, to get by, which is target whales. It targets people who 'love' something beyond any reasonable scale of the value it could be worth. These people are not patrons of the arts, guys. They're people with poor impulse control. They're people who don't rationally evaluate the worth of something. This is why "pay for instant gratification" is the dominant IAP strategy, one way or another, in F2P. And many articles you will read will tell you that those people aren't rich people spending within their leisure budgets either, they're people spending beyond their means.
And targetting people who have a weakness like that, as your primary source of revenue? I would say that that fits most definitions of evil.
Also, spending $50 to progress in a game while for that same amount of money you could buy 1-5 large-scope games, that'll last you for weeks if not months without asking for more money, seems to me like a skewed perception of value.
From what I'm seeing on my project, the big spenders are almost exclusively busy professional or business owning middle aged women. These aren't people who would play StarCraft or SMB and are looking for an entirely different experience from interactive entertainment.
This is one thing that F2P (amongst other things) has opened up - a significantly different audience to the young male with ample time to burn.
We're also seeing that they're generally not engaging with the "pay to skip the grind" aspects of the game (which are fairly light anyway) and are generally paying for the premium cosmetic enhancements.
"Moral developers realize that they're not creating a product worthy of love"
Maybe some aren't, but perhaps this is exactly what some developers are striving for. Whether they can achieve it or not is another matter, but if the goal of your dev project is to create something that the audience genuinely loves (or at the very least highly values) is it so bad to allow people to pay as much as they want?
You can then take those rewards into future projects and contribute more value to the world. It's only evil if you don't deliver value i.e. sell a car to someone for full price, that you know is about to break down.
Even if you were able to get 1% to 3% of 80k its only 800 to 2400 customers at what 99 cents a pop its still going to be a failure (with freemium games its all about download numbers). You would need to get a million downloads in order to get 10k customers, if you dont have different levels of money you are shooting yourself in the foot.
You didn't fail at free-to-play. Free-to-play failed you.
I am thinking more and more that the only way to truly let whales pay unlimited amounts without altering the gameplay is to either sell only cosmetic items or additional real content (expansions like maps or levels, not power ups) or add a "Donate" button.
I understand why the author would feel these aspects to be "evil". Most passionate game developers would find including payment requests as a core element of gameplay to go against what we they believe in, but ultimately it's a choice which has to be done at the start of the design.
And unless the game deceives the player into what is being purchased and for what reasons there's nothing immoral or unethical. If the player doesn't like the price proposed to make the game more enjoyable they don't pay it. This applies to one-time payment or subscription-based games as much as F2P.
I met countless players who may never have played a game if not for F2P. And I have always been surprised by why they think the game is fun to them. Taking FarmVille for example, I met a player (a middle age woman) who's lived a city life all her life and she's so busy with her daily life it's very hard for her to find peace and quiet. She loved FarmVille because it gave her a chance to 'imagine' having a farm and she occasionally paid for things she liked here and there. This is a loyal fan. Your players are not like you. In fact, statistically speaking, developers are so few in percentage in the player community your players are most likely not like you if we're talking about a casual audience.
After lessens learned, second game was designed with Free 2 Play in mind. One full year after release, its still in the top 10 free games slot on the Mac App Store. Its also extremely successful on Facebook (over 1.1 million MAUs) as well as with many other portals and platforms. We are now working on our second Free 2 Play game while our first is still going strong. I am a firm believer in the Free 2 Play business model.
I wish you guys lots of luck with your games!
Cheers
-John