Early access to the game (alpha, beta, guaranteed launch access, etc).Access to the game or live service (including subscriptions, access to members-only regions, etc).The game itself (including expansions, DLC, etc.).This list is not exhaustive, but covers many of the more popular things to monetize. Let’s start by listing some of the commonly monetized aspects of games (i.e. It’s absolutely critical to get it right to have a long running game that players love. Additionally, monetization is inseparable from game design it’s impossible to change one without affecting the other. When you monetize a given aspect of a game it will have both positive and negative impacts on not only the gameplay, but also the company and community. That is to say, what are the things that game companies are selling and what are the gameplay impacts of selling those things? However, rather than just categorizing games into these broad monetization schemes, I’d like to instead try to arrive at a deeper understanding of game monetization by taking a look into *what* has historically been monetized in games. We usually talk about monetization in games through terms like “Buy-to-Play”, “Subscription”, “Free-to-Play”, “Pay-to-Win”, “Pay-to-Progress”, etc. Because it’s such a complex topic and is sometimes associated with strong emotions, I wanted to share with you our analysis of the current state of monetization in games and our philosophy on monetization. Monetization for a game is one of the most important things to get right, not only for the company and the success of the game, but also for the community. In the days since the announcement we’ve understandably gotten quite a few questions regarding how we plan to monetize BitCraft. Disclaimer: This is going to be long, but I think it’s worth a read.
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