Rewards, Economy and Monetisation Pt.2 (Design Method 3)
Menu Flow
I thought at this point is was essential to understand the screens for the game, essentially how will the player navigate our game. Most of the time I feel this is something that is overlooked but it is essential as if the player can’t navigate the game easily then why would they even want to play the game, so I developed a flow of how the game should work when opened. The flow chart itself is pretty explanatory, but then it allows us to understand what screen will have to be made, but how can we offer monetisation opportunities within these screens.
Mainly it would be present within the Rewards and In-game Shop, this is where the player can consider these purchases.
More Rewards
So something I thought of when creating the content was how would I keep the player engaged or somewhat rewarded for playing the game, this does come under Live Ops, but something I’ve noticed with a lot of game which keeps me coming is the login bonus, now this doesn’t always work, but for those select few may even give a reason to log in, but it has to be enough for the player to come back but also not too much so the player only comes for that one thing, below I’ve made a flow of how that would work as well. This will work everyday for when the game is available.
Season Pass
Something that can be monetised is allowing players to get levels through a season pass, I’ve already mentioned how the player can manage to get this items, but to persuade players to indulge in the premium version which give them move items, I’ve organised it like so (you can click on it to get a better view):
The rarity of items will dictate what type of items the player will receive and will help us as a team organise how the player will achieve this. some of these items will be locked away from the Season Pass so in order to get those premium cosmetic items the player will have to spend real life money, but to make sure that the player doesn’t always feel like out there will be chances where any items above a Rare will able to be obtained, so the player will feel it is a optional to do so.
The layout is stated by every 10 levels to keep things easier for the player to understand so it’s not just a random amount that earns a certain amount, so there is also some predictability whether the player would like the item or not.
Next Steps
I guess for now to improve and finalise this I need to start creating the numbers that are earned during the rewards screen as once that is completed it’s easier to determine whether the player is earning just enough in-game currency and then it will also allow us the designers to understand what the cost of certain items needs to be in the store as to not keep the currency irrelevant. Trying to avoid that HyperInflation you know even though it’s fairly hard to do so in this type of economy for the game.