Triple Bottom Line IAPs
I bought this item yesterday in Dungeon Boss. On the surface, a pretty great IAP from a developer and player perspective. The player gets a great deal on gems, provided he or she logs in daily. The developer gets both Monetization and Retention. A double bottom line result.
But why stop there? Couldn’t this item also throw off a few gems for the player to gift to friends, to create some Virality?
That would be a triple bottom line result!
Can we modify your title’s IAPs to generate triple bottom line results?
Speed Guess – Something
Why Play? Zynga’s latest “with friends” style game deviates greatly from its predecessors. Think SongPop with drawings. The matchmaking mechanic let’s you play against random opponents rather than inviting friends. This is presumably to hedge against Facebook’s recent changes to their terms of service that prevent mass friend invites. Check it out for its new user flow.
Why Play? Reskin of Game of War:Fire Age with the same cluttered UI and build, upgrade, unlock cycle while pushing players to boost, skip timers, and purchase currency. The game cleverly gives the player over a dozen buildings and upgrades to get the player invested right away. Epic War (Machine Zone) strikes again with another military monetization monster and adds the Governator for UA.
CompulsionLoop is AC+A’s (adriancrook.com) weekly pursuit of providing a Featured List for those in the games industry. A look at the latest must-play apps, along with short, useful takeaways from our team of game design and product experts. If you have a game that you think your industry colleagues should try, we’d love to hear about it at email@example.com. Don’t forget to tell us why industry insiders should be compelled to try out the game (see what we did there?).
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Have a great week!- Adrian Crook www.adriancrook.com