Balance (Pay To Win)
Finding the right monetization balance is crucial for ensuring your game's commercial success while maintaining player enjoyment and a sense of fairness. Playtesting specifically for this aspect helps identify potential pain points and ensure your monetization strategy doesn't undermine the core gameplay experience.
Key Points to Evaluate
Progression vs. Paywalls: Can players progress at a satisfying pace without spending money? Do they feel pressured or forced into spending to overcome difficulty spikes or artificial time gates?
Reward Frequency and Value: Are free in-game rewards (currency, items) engaging enough to keep players invested, without making paid options feel vastly superior?
Grind vs. Purchase: Does the game encourage excessive grinding of repetitive tasks to incentivize spending? Or does it strike a balance?
Non-Intrusive Advertisements (if applicable): Do ads appear at disruptive moments, break immersion, or become annoyingly frequent?
Pay-to-Win?: In competitive games, can spending players gain a significant gameplay advantage that feels unfair to non-spending players?
Buyer's Remorse: Do in-game purchases feel like a good value? Pay attention to any feedback regarding feeling ripped off after a purchase.
Types of Feedback to Gather
"Wallet Moment" Test: Ask players to note when they felt tempted to spend real money, AND when they felt actively discouraged from doing so.
The Alternative Path: Have some players try to progress without spending any money. Do they still have fun, even if progression is slightly slower?
Long-Term Sustainability: Consider how your monetization model impacts player retention. Do players burn out from the grind, or feel consistently rewarded enough to keep playing?
Genre Norms: Analyze how your closest competitors monetize. Are you significantly more or less aggressive in your approach?
Ethical Considerations: Gather feedback on whether your monetization feels fair and transparent, or veers into exploitative territory (especially when children might be playing).
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