Xsolla Blog

Bottomless IAPs -- Balancing Profit with Consumer Value

Posted by Justin Llewellyn on Nov 21, 2014 1:30:00 PM

There are plenty of types of IAPs or microtransactions that can be used in F2P titles. But one that may be the most cost effective is also the best at driving away customers.

For today's post we're going to talk about bottomless IAPs and why there are only a few examples of them being used that can actually bring in customers instead of repel them.

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Steam's Workshop and the Power of Consumer Creativity

Posted by Justin Llewellyn on Oct 16, 2014 1:23:11 PM

Steam has over the years been a major force in changing how games are being bought and sold. And for today's post we're going to look at what they've done to improve the modding community.

As a developer, mods aren't exactly high on the importance list for your game, but the value they can add to consumers can be huge for improving your game's shelf life.

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Exploring Steam's Digital Item Economy

Posted by Justin Llewellyn on Oct 8, 2014 2:56:17 PM

As we've talked about plenty of times on the Xsolla blog, the digital market has become one of the biggest changes to how we buy, sell and design video games. And at the heart of this restructure is how digital items are now a part of an economy thanks to Valve and Steam.

For today's post, we're going to talk about what these items are and why they are meaning big bucks to both the developers and the consumers.

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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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