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As someone who has worked in F2P games: you're quite wrong that cosmetics are "easy to monetize". Good god, it's HARD. Because the only way it works, at a scal
by telchior 5y ago
As someone who has worked in F2P games: you're quite wrong that cosmetics are "easy to monetize". Good god, it's HARD.
Because the only way it works, at a scale that can support a studio, is if people really, really love the game. Even something that can capture attention for dozens of hours may not be good enough.
As a gamer, you're looking at something like Rocket League and going "oh yeah, it's so easy! They just make a skin and it sells!" But, uh, no. It's the 0.001% elite of all games. And they only have an "easy" time selling cosmetics in the sense that they already did the much harder work of making something amazing. Kinda like it's easy for Google to make money from ads; you need the killer product first.
- tsimionescu 5y agoThey said "easiest to monetize and normalize", not "easy to monetize". Also, your argument seems irrelevant. Making a successful anything is hard. The fact that you may make money off of a mediocre shrink wrapped clone of a clone of a clone when you hook a few suckers selling time crystals for hundreds of dollars is not an achievement, and not something that anyone should feel entitled to. And yet, it's 99.99% of the mobile "gaming" market...