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.
A common marketing tactic used by game developers for the last two decades includes giving consumers the opportunity to upgrade their copy of a game to a "collector's edition:" Featuring more content at a higher price.
While the practice is still around today, it has declined in popularity thanks to the rise of digital content. For today's post we're going to look at where collector's editions are now and how developers can leverage their use for additional sales.
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.
For every carry player out there littering the glorified battlefield with heaps of slain enemies, there is a partner, no, a support player not too far behind paving the way for their carry’s success.
Much like in games such as Dota2 and World of Warcraft, cooperation and partnerships are one of the key sources of attaining victory and success. This also applies to the gaming industry with companies constantly finding new ways to generate and maintain partnerships in order to expand the presence of both partners at hand. That is why Xsolla is pleased to announce that we are taking a step further together with ESTsoft (creators of CABAL Online) to provide the devoted gamers and fans with, essentially, an expansion in payment method coverage offered.
Xsolla shows the importance of timely payment integration into online games on the example of large and successful projects. According to the analysts it’s necessary to implement a chosen billing system as early as possible.
Developers have to spend many hundred thousand dollars to produce even indie games (Braid’s budget is $180 000, the budget of Broken Age is $3 000 000). Far from everyone copes to get so much money. It makes developers look for alternative funding sources and experiment with monetization system.
What is your opinion on this issue?
Blizzard has integrated a shop interface into World of Warcraft, allowing the real-money purchase of mounts and pets without leaving the game. At this moment, all items are sold with a 50% discount.
Players are offered to buy 9 pets (Alterac Brew Pup, Blossoming Ancient, Cenarion Hatchling, Cinder Kitten, Lil’KT, Lil’Ragnaros, Lil’XT, Pandaren Monk, Soul of the Aspects) and 6 mounts (Armored Bloodwing, Celestial Steed, Enchanted Fey Dragon, Heart of the Aspects, Swift Windsteed, Winged Guardian).
Pets are priced starting at $10, and mounts are available at $25 and higher. Reasonable, right?