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> So I prefer to rely on gamers buying my game. So why use "monetize" in the beginning of your post then? The term brings up IAPs, ads and deceptive subscripti
by nottorp 2y ago
> So I prefer to rely on gamers buying my game.
So why use "monetize" in the beginning of your post then? The term brings up IAPs, ads and deceptive subscriptions, not selling games.
- jb_briant 2y agoFirst, I use Cambridge definition, which makes the usage of monetization correct. "to make money from something" Second, not all IAP are abusive, I didn't said nor meant that. https://dictionary.cambridge.org/dictionary/english/monetize https://dictionary.cambridge.org/dictionary/english/monetize
- nottorp 2y agoI don't know about that. As an old school gamer, I notice that the second IAPs show up the design of the game changes to accomodate them, and that is always hostile to the player's time if not wallet. I don't have any recent examples because I'm simply avoiding anything with IAPs but look at Guild Wars 2 and Path of Exile. Even if you sell "extra content" (not game expansions) as IAPs you end up with 20 extra leaders at $5 each for Civilization, or whatever Paradox is adding to all their games.
- yurishimo 2y agoThis is true to a certain extent but like anything, the industry also has differing opinions on it. Indie developers in the "idle" gaming space have been slowly abandoning the idea of locking progression behind IAP which has been nice to see. These "games" are very unique though in that part of the entire appeal is that you don't need to do much. Rushing through an idle game as fast as possible kind of defeats the purpose. Sure, the devs will gladly sell you some in-game currency so you can unlock everything in a week instead of 4 months, but those players are the minority. My "favorite" way to interact with a mobile game developer is an IAP that replaces optional ads. If your game has forced ads, I will not play it. I also will not play games with "optional" ads that aren't really optional in practice. For the few developers who respect my time, I'm content to throw them $5 or whatever to disable the ads when I interact with an optional part of the game, or as a thank you for not over monetizing their game when I reach the end.
- nottorp 2y agoThat's a form of sale, if it's only one IAP.
- diggan 2y agoSelling your game for money is one way of monetizing your game, out of many. Parent says they want to monetize the game, and then outlines in what ways they find it acceptable to do so. "Monetization" isn't strictly about IAPs, ads and deceptive subscriptions, although many developers seem to default to monetizing games in those ways.
- drivingmenuts 2y agoTo, the term 'monetization' is associated with all shady practices, except for selling the game. I can't recall the last time I heard or saw someone mention it in a that sounded positive to me.
- diggan 2y agoI dunno, I've heard it in the "How the thing makes money" context for both games and startups, where a common question to someone who just built a MVP could be "How are you planning to monetize it?", even thought shady ads/practices isn't on anyones mind.
- remram 2y ago"IAPs" = in-app purchases, I think