In the last couple of weeks my game got me much less revenue than on average. This doesnt depend on the CCU’s since they are stable. I wanna know whats the best way to monetize Passes and Products and make them look attractive!
I dont know if those game revenues depend on the current summer season, but im pretty sure im doing something wrong with marketing these Products.
actually clueless on how to perfectly monetize my game’s product
like @astraIboy said, different games need different monetization strategies. However there are some general guidelines to give -
Players get sick of seeing pay prompts shoved in their face. This causes them to get frustrated and only see the game as a cash grab.
One solution to this is an overall “Shop”, where players can buy things in game.
When implementing a shop you also want players to be able to earn the items in the shop without having to pay Robux for them, this is where in-game currency begins.
For example - my game Octane Rally is a Kart Racing game, so naturally the monetization model I have uses an in game currency that you earn by racing players, battling, or completing time-trials. This currency can be used to purchase vehicles in game. However you can also expedite this process by simply purchasing these coins in bulk, my advice for doing something like this is that higher tiers of coins should be cheaper than buying a bunch of smaller tiers. So if 100 coins is 50 robux, maybe 5000 coins is only 1250 Robux.
Another thing you can do is incentivize players to have Premium while playing your game. Premium payouts mean that the longer a player is in the game with a Premium membership the more you earn. You can give these players a boost in game like a 1.5x XP boost while playing, or a discount on items in the store.
The last contemporary option is Private Servers, giving players the ability to have more control over the game-state as a private server gives them reason to buy a private server.
Your best option to maximize monetization is to blend monetization options together - For example in a round-based game like Murder Mystery your monetization model may look something like this:
Players earn coins they can use to buy loot in game, such as knife skins or victory animations, they can buy these from crates and Premium players gain more coins than non-premium players
Players can buy coins for Robux, with the higher cost bundles having a better deal on coins
Players can also pay for in-game boosts, such as increased odds of being the murderer, or paying to select the map yourself
If a player buys a private server they do not have to vote for a map, the server owner can just select the map manually without having to pay Robux.