You are wondering why this is at the top of the category? Well, I just edited it to add another part to Phase 1!
Hey developers, welcome to my first tutorial! I hope this is good!
So what is monetization? Monetization is the action of earning revenue through an asset, business, or in Roblox’s case, a game!
Now let’s go into the phases.
Phase 1 - How to generate revenue
Part 1: p2p or f2p?
Part one is basically all about whether you should have players need to pay to play your game or if it should be free to play.
You should make your game free to play if you want a lot of players playing your game. Not a lot of players have robux and if they really want to play the game but don’t have the robux, that’s one less player you have.
You should make your game pay to play if you want to generate revenue. I discourage this, as not a lot of players will play your game because as I said, not a lot of players have robux.
Part 2: Gamepasses
So let’s talk gamepasses. We’re gonna go over how much you should price your gamepasses, and what gamepasses you should have.
What kind of gamepasses should you have? Well, let’s say you have two currencies, cash, and gems. A lot of people make multiplier gamepasses, so you could do that with your currencies. 2x Cash, and 2x Gems. Let’s say you have 3 multiplier gamepasses (For example: cash, gems, exp). You can make a 2x Stat Bundle which gives you all of the multipliers but instead for less robux. You don’t have to have just have multiplier gamepasses though. You can have VIP, Sprint, and more!
How should I price my gamepasses? Let’s stick with our last example, where you have cash and gem gamepasses. Let’s say cash is easy to get, and gems are hard to get. You should then make your cash gamepass priced lower than the gems gamepass. A good example of pricing would be: 80 robux for the cash gamepass, and 115 robux for the gems gamepass. There must be limits to how high or low your gamepasses can be priced. A cash gamepass can’t cost 250 robux when you get cash every second. A gems gamepass can’t be priced at 40 robux when you get 1 gem every day.
Part 3: Developer Products
Now we talk about the opposite of gamepasses, developer products. Developer products can be purchases infinite amount of times, where as gamepasses are a one time purchase.
What should my developer products be? A lot of people do buying currency, or boosts. Buying currencies usually go in tiers. Here is an example from my game how you would make the tiers:
Tier | Robux | Cash | Extra Percentage Earned |
---|---|---|---|
1 | 10 | 750 | 0% |
2 | 25 | 1970 | 5% |
3 | 75 | 6190 | 10% |
4 | 150 | 12940 | 15% |
5 | 500 | 45000 | 20% |
6 | 1000 | 97350 | 25% |
7 | 2400 | 243000 | 35% |
8 | 4000 | 450000 | 50% |
Let’s talk about Money to In-Game currency now, or in our case, Robux to Cash. What should the value be? Should it be 10 Robux to 5,000 Cash? The value will depend on how fast you earn that currency. If you earn 10 cash per second, the value would probably be high, like 10 Robux to 10,000 cash.
Now about boosts. You could do a 2x Cash boost for 15 minutes, and then tier 2 would be 30 minutes, and tier 3 would be 1 hour. You can make the boost go down even when you’re offline, or the boosts save when you leave. It doesn’t really matter though.
Part 4: p2w?
Let’s talk about pay-to-win, or p2w.
Let’s say your game is a simulator and you use a tool to gain currency. Let’s say to get the last tool, you need to pay robux. That there is an example of pay-to-win. Pay-to-win means exactly what it says. You need to pay in order to win the game.
You should never, ever. EVER EVER EVER have a p2w game. It’s probably gonna get a few more dislikes than usual, and because of that, your player count could decrease.
Part 5: Will players buy your products?
Will they though? You need to make sure if your players will NEED your products. For example, a game where you get cash easily and progress easily, shouldn’t have a 2x Cash gamepass. People won’t need it? Another example, a game where you don’t necessarily get cash easily and progress at a steady pace, can have a 2x Cash gamepass.
And that’s phase 1 wrapped up!
Phase 2 - What to do with your revenue
Phase 2 is about what you can do with your revenue. The things we will go over are advertisements, badges, and splitting the revenue.
Advertisements: You can advertise your game by using advertisements or sponsoring. I highly recommend using sponsoring more, but you can still use advertisements. With your revenue you can advertise your game, get more players and more revenue!
Badges: You can create badges with 100 robux. Maybe you have a donation product and you get a badge for buying it. You can use badges for many things, like when you first play the game, or when you get a certain level, stuff like that.
Splitting the revenue: You can split the revenue you earn with your developers. Let’s say Developer A gets 20%, Developer B gets 15%, Developer C gets 10%, and you get 35%. The rest goes to funds. You can then buy some limiteds that you want, or you can use the devEx and convert robux into money!
And that’s it! I really hope this helped you, and I might add more parts later.
Was this topic helpful?
- Yes
- No
0 voters
Rate this tutorial 1 out of 10:
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
0 voters