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Are mobile games killing consoles, why I don’t believe in “freemium” and other questions

By on April 8, 2014
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I was recently interviewed at the FT Digital Media Conference about many topics ranging from the Hollywoodisation of games to the nature of the Curve and why I don’t believe in freemium (spoiler: freemium typically has a price cap).

The full interview can be viewed below.

About Nicholas Lovell

Nicholas is the founder of Gamesbrief, a blog dedicated to the business of games. It aims to be informative, authoritative and above all helpful to developers grappling with business strategy. He is the author of a growing list of books about making money in the games industry and other digital media, including How to Publish a Game and Design Rules for Free-to-Play Games, and Penguin-published title The Curve: thecurveonline.com
  • Is there a transcript of this interview?

  • AustinK

    Yes. You should always cater to the whales. It’s easier to get 1 person to spend 100 dollars than it is to get 100 people to spend 1 dollar.

    But, like I said, I personally disagree with the way some companies go about monetizing – addiction vs entertainment.

  • You are obviously entitled to your opinion, although I disagree with much of it ( for example, the idea that you should not be able to buy power is a personal preference not a universal truth)

    But broadly, you are not disagreeing with my thesis, just with this specific execution.

  • AustinK

    I’m not sure you can say all big spenders are “super fans”. Large companies that use IAP as their monetization strategy are starting to design games around addiction. They are hiring people who understand how the human brain works and how to get it to come back to the game because they are addicted, not because they truly enjoy it.

    Personally, I think this way of making games is disgusting. I’ve recently uninstalled all games that go about this type of monetization. Waiting 5 days for a building to upgrade so I will have an urge to speed up this process by spending real money is gross. Dropping certain virtual candies down from the top of the screen in a non-random order, but a pre-computer order, deciding when you fail or succeed to get you to spend real money is gross.

    The mobile market is going in a bad direction. This type of F2P is not right. Other companies do F2P better though (Riot’s League of Legends and Blizzard’s Hearthstone). You get the whole game for free. You buy packages that suite your wants, but don’t sway the game in your favor. You don’t pay for power/skill, you still have to earn it by playing like everyone else.

    Again, personal opinion. I wouldn’t call all big spender “super fans”. Maybe some should be called “super addicted”.