When founders use language like “we haven’t quite figured out our monetization strategy,’ this is usually a clear signal that we’ve a problem on our hands. ๐
Failing to use a proven economy model, capable of producing $25k (casual) / $200k (core) spend depth is one of the most common points of failure I’ve seen when working with F2P game teams and products.
What makes these models special, and advantaged?
The key is how each model’s economy geometry scales to efficiently provide $25k (casual) or $200k (core) of spend depth within 6-8 months of launch. ๐
For example, a “Sprawling Tech Tree” economy might have:
โข 25 Upgradeable buildings โข 25 Upgradeable tech trees โข 50 Levels of upgrade per building or tree, $1000 ea. to max (top levels are pricey)
= $50k spend depth
These days, games increasingly combine 2+ models:
โข modern 4X games go deep on both #3 and #4. โข casual puzzle and casino games leverage #3 in their album collection features
That’s all for today, but I’ll write a more detailed article soon! ๐ซก