When players in my game are prompted to or try to purchase an item they don’t have enough in-game currency for, they’ll receive a feedback message. I’m curious to as which of the methods is most effective for the average game, where the shop can be accessed at any time. I feel as if A is the choice I should go with, but I’d be happy to hear more perspectives on this!
Option A:
Tell the user they don’t have enough currency, with a button leading to the shop.
I like this option the most because it can give the opportunity for the user to purchase enough currency and finish the transaction. To prevent the user from having to do any sort of math, I could highlight the options which provide enough currency, or only the options equal to and higher than the amount needed to purchase the item.
Option B:
Tell the user they don’t have enough currency and open the currency shop.
I like this option because it doesn’t have much click friction, however I feel immediately prompting the user is slightly too pushy and can result in manipulation I’m not fond of.
Option C:
Prompt the purchase of the closest amount product of currency available in the shop.
I like this option because it allows for the least friction and can allow the player to get what they want faster than the rest of the options by a significant margin.
My biggest issue with this option is that it can pressure the user into purchasing the product, which isn’t something I want to do. This could also lead to them not purchasing a higher option because they weren’t presented with it.
- Tell the user they don’t have enough currency, with a button leading to the shop.
- Tell the user they don’t have enough currency and open the currency shop.
- Prompt the purchase of the closest amount product of currency available in the shop.
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