Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Practical Game Design

You're reading from   Practical Game Design A modern and comprehensive guide to video game design

Arrow left icon
Product type Paperback
Published in Aug 2023
Publisher Packt
ISBN-13 9781803245157
Length 446 pages
Edition 2nd Edition
Concepts
Arrow right icon
Authors (2):
Arrow left icon
Adam Kramarzewski Adam Kramarzewski
Author Profile Icon Adam Kramarzewski
Adam Kramarzewski
Ennio De Nucci Ennio De Nucci
Author Profile Icon Ennio De Nucci
Ennio De Nucci
Arrow right icon
View More author details
Toc

Table of Contents (19) Chapters Close

Preface 1. Chapter 1: Introducing the Game Production Process 2. Chapter 2: Preparing a Game Concept FREE CHAPTER 3. Chapter 3: Scoping a Game Project 4. Chapter 4: Creating Design Documentation 5. Chapter 5: Understanding Game Mechanics 6. Chapter 6: Designing Systems and Features 7. Chapter 7: Making Prototypes 8. Chapter 8: Designing Compelling Stories for Games 9. Chapter 9: The Fundamentals of Level Design 10. Chapter 10: Creating Characters 11. Chapter 11: Balancing Your Content and Systems 12. Chapter 12: Building a Great User Interface and User Experience 13. Chapter 13: Making Your Games Accessible 14. Chapter 14: Mastering Games as a Service 15. Chapter 15: Understanding Monetization Techniques 16. Chapter 16: The Final 10% 17. Index 18. Other Books You May Enjoy

Using season passes for monetization

Standard season passes are great at two things: conversion to spend (due to high EV) and engagement (play to earn rewards; once players make the investment, they have more reasons to return and get value back).

If your game has a relatively small but highly dedicated and engaged community and relies on high average revenue per DAU (ARPDAU), the season pass will likely be a retention, not monetization feature—pass sales won’t make up a meaningful chunk of sales in a game such as Star Trek Fleet Command, which relies on engaged players repeatedly purchasing $99 in-game resource and item bundles.

For games with low ARPDAU but a large player base (for example, Fortnite, League of Legends), passes can represent a meaningful chunk of the revenue. Still, at the time of writing, the seasonal item store in Fortnite made up for the majority (over 60%) of the revenue, with season pass sales comprising the remainder.

In general, skipping...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime