Xsolla Blog

Interview with Juvty Worlds on the Creation of Online Game - Wild Terra

Posted by Ernest Chung on May 4, 2015 4:42:36 PM

Denis Poprykin of Juvty Worlds spoke with us in an interview about the process and creation of their new online indie project, Wild Terra

(FYI: The company and game are primarily in Russian.)

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Astra Studio: "Our games are particularly popular in the Caucasus. They have a special love for cars"

Posted by Ernest Chung on Mar 18, 2015 6:00:59 PM

First off, tell us more about your studio.

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Game Monetization Advice from Consultant: FamousAspect

Posted by Ernest Chung on Feb 11, 2015 3:51:58 PM

“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?

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The Changed State of Subscriptions in Online Games

Posted by Justin Llewellyn on Aug 26, 2014 10:05:58 PM

The last decade was popularized by MMOs thanks to the breakout success of World of Warcraft and the numerous titles all aimed at knocking it from the number one spot. And a major element of MMO design was the subscription based model of charging players both for the retail use and monthly access to the game.

Today's market however paints a different picture with the majority of MMOs either cancelled or moved to a F2P format. This in turn has also meant a change in what a subscription option means either removing it out right or changing the benefits and is required reading for people working on either F2P or MMOs today.

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The MOBA Market Expansion

Posted by Justin Llewellyn on Jul 21, 2014 5:54:50 PM

The Game Industry like all product driven markets is prone to having market trends dictate popular games. During the 00s we had MMOs and FPS titles being popular and numerous developers creating games from them.

 

The new trend that we're seeing is an increase in the MOBA genre and for today's post we're going to talk about some things you need to be aware of with it.

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Gameplay Incentives for a Digital Market

Posted by Justin Llewellyn on Jul 11, 2014 3:37:57 PM

For many older game designers, one of the more unusual changes that have impacted the Game Industry is having content to motivate someone to play your game separate from the game itself. 

Achievements, trading cards, items and more don't seem all that important. Yet these seemingly unusual sales tactics can mean big bucks for developers if used properly.

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Multiple Methods of Microtransactions in Game Design

Posted by Justin Llewellyn on Jun 30, 2014 4:45:40 PM

The growth of free to play and monetization have altered how games are being designed and have created a debate between the old and new guard when it comes to designing your title. Monetization whether it's in a free to play or retail game comes with specific design considerations and preconceived notions to deal with. 

Understanding the limits of what you can monetize is a big deal as it affects the marketability and perception of your game from casual and core gamers.

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Making Sense of Premium Currency

Posted by Justin Llewellyn on Jun 23, 2014 1:34:58 PM

A major component of monetization in F2P games is the use of premium currency: A resource that can only be bought with real money. It's a system that consumers hate and developers love. 

Understanding why and how to best approach it is vital for anyone going into the F2P business and using monetization tactics.

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Selling the Store for F2P Games

Posted by Justin Llewellyn on Jun 18, 2014 5:51:21 PM

Monetization has become a huge part of selling video games regardless of platform: DLC, F2P, boosts and more. This makes having an easily understandable payment page vital for anyone looking to receive profits from these purchases. All it takes is one confusing purchase to turn a fan into a disgruntled former customer. And we at Xsolla can help you out with designing a great UI. 

 

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Burst vs. Sustained Game Design

Posted by Justin Llewellyn on Jun 16, 2014 1:40:55 PM

With the rise of mobile and social games came a huge increase in consumers of video games. And with them gave birth to two different types of play styles that have become very important when developing any kind of game.

Being able to understand how your game is played is critical to figuring out the potential consumer base as this is not a case where you can make a game for everyone.

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