For the last couple of years, the Russian digital goods market could be defined as something seen straight out of the wild west as legislators paid little to no attention.
Xsolla’s in-client integration provides Assassin’s Creed gamers worldwide with a non-disruptive and convenient method of purchasing virtual currency while playing the game. Along with this integration, Xsolla will be providing users with an arsenal of supported payment methods including: credit cards, prepaid cards, Paypal as well as 700+ alternative methods of payment worldwide.
The $1.1 billion total was achieved as customers frantically purchased all they could afford from the massive digital games sales towards the end of 2014. Easy-access gaming platforms such as Steam only aided in the prosperity of the US digital games market as the platform laid out the industry's best games for the lowest costs you could find, all in one convenient location.
“Many developers aren’t approaching the business design early enough in the cycle.” – Ethan Levy
(Indie Game Developer/Monetization Design Consultant)
Ethan Levy, Indie Game Developer & Monetization Design Consultant at FamousAspect, recently shared insightful information with Xsolla about some painful patterns he’s seen in game development from the past 3 years consulting on game monetization. His findings come nothing short of astonishingly accurate and critical to the long-term success of a game developer and their free-to-play games.
Leading Question: Why is it important to focus on your business model early on?
In today's digital market, there is a serious issue with cloning and misusing assets which can become a big problem for fledgling studios entering the Indie space.
For this post we are going to examine some basic rules of public assets and what a new developer needs to understand.
Minecraft is famously known as the game that broke through the Indie bubble, becoming a massive hit across almost every platform and getting worldwide recognition. It has subsequently left many developers and publishers trying to figure out everything Markus Persson did right.
For today's post we're going to talk about the funding model behind Minecraft and how it combined pre-ordering and crowd-funding into an attractive offer for consumers that developers can use.
Last week, we talked about the development model of “games as a service" and the pros and cons related to it. Being able to continue working on one title is great when everything works out but it also means that not everyone in your studio can work on the game by sheer nature of game development.
Being a studio that can create multiple games at once is becoming more popular as developers are spending longer development cycles on games, but having too many balls to juggle is one of the riskiest parts of designing games and running a studio.
Double fine’s announcement of being unable to finish Space Base DF-9 has caused an increased in people's distrust of Early Access. And while we've talked about Early Access recently in another piece, there is more here to look at from Double fine.
In a post explaining the situation, Double fine owner Tim Schafer said that they were using an "open ended production" to create the game or in other words, working on the game for as long as there was money coming in. This type of development model may be popular in the days of crowd-funding and Early Access, but is not the best for creating a video game.
Nexon America has teamed up with Xsolla to provide the best user experience possible worldwide.
Nexon has decided to go with Xsolla over Playspan starting October 1st in order to provide better coverage worldwide. Whenever a Nexon gamer desires to purchase NX Points, Xsolla’s services will be implemented throughout the procedure to ensure maximum protection, localized payment options, and over 600 alternative payment methods.