- The PocketGamer.biz MasterClass Summer 2024 Programme is now underway
- Fundamentally Games CEO Oscar Clark talked in-game experiences, social capital, value and more
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“Monetisation is a story. People don’t just buy – you have to take them on a journey,” says Fundamentally Games CEO and industry veteran Oscar Clark.
Speaking during the first session of the Game Monetisation Design series in the PocketGamer.biz MasterClass Summer 2024 Programme, Clark’s webinar broke down the three core pillars of monetisation: player value, exchange, and packaging.
And his tips weren’t only inspiring, but insightful too, with plenty of advice shared.
A good game comes first
Focusing on money at the start of the game-making process is the wrong approach, Clark shared, advising instead to look at why people play games.
“The sense of accomplishment and escape from normality are emotionally driving factors that apply to almost any game,” he said. “The ability to show off is absolutely vital too. And social capital – ‘I care if I’m part of a tribal group with belonging, and that’s reflected in this game’.”
Making a game a valuable experience for the player will in turn make them more likely to spend, and will make them feel good about doing so, said Clark.
“Pricing is an art. Try to make it so nothing bought is ever useless.”
Oscar Clark
Manipulating people into spending is the wrong approach, therefore, since it “doesn’t pay off in the long-term” and a game is more sustainable with repeat spenders than one-off purchasers who feel swindled by devs’ “trickery”.
To stand the best chance of providing that value, Clark suggested spending the early stages of development focused on this and “not just the money”.
“Pricing is art”
“We need to be better and smarter with resource imbalance,” said Clark, in reference to the broader games industry.
“Pricing is an art. Try to make it so nothing bought is ever useless, so as to make players feel good about the fact they invested in your game.
“And don’t make things linear. A ‘+1 Sword’ is no good if upgrades are too expensive, but a ‘Fire Sword’? Do something that matters enough in the gameplay, like an elemental weapon, and it should make playing more interesting.”
Elsewhere, Clark went in-depth on consumable items versus desirable items, as well as battle passes, what makes a “premium game” (it’s not just paying up front), and a whole host of ad strategies.
For even more insights and an interactive workshop, be sure to check out Clark’s next session in the PocketGamer.biz MasterClass Summer 2024 Programme on August 7th.