Buying Triggers in F2P
1) Loss Aversion: Protecting what players believe they’ve earned.
E.g. Lose progress in game: "Out of lives, pay to continue with 3 extra lives"
E.g. Loss of value: "Tinder charging for UNDO of swipe left"
2) Endowed Progress: If people have made progress, they want to get to the end.
E.g. Level progress bar shows you that you're ALMOSt at level 3.
E.g. Progress bar to tell you you're almost at the end of the story.
- IF progress bar offers MILESTONES, then user has more reasons to reach end goal
-Also great so users would get attached to the game and NOT want to leave for a competitor!
3) Envy/Embarrassment: Showing off to other players in the game OR being jealous of something
E.g. Episodes: Do you want to show up at the party in this rag or this hot dress?
4) Reciprocity: Responding to a positive action with a positive action. If someone GIFTS you, you want to give back.
E.g. Get a gift (make sure users KNOW it's a gift)
- Might work better IF in a social environment
5) Scarcity: Wanting things that are RARE
E.g. Limited time offers (false scarcity)
E.g. Scarcity + loss aversion: One time offer, but if you close you won't be able to get this offer again! Are you sure you want to skip it?
E.g. You only have 2h to read this story!
E.g. HQ Trivia
6) Competitiveness: Wanting to dominate the game or other players
4) Impatience: Wanting to make progress quickly
5) Investment: Investing a small amount early which reaps greater rewards in the future
6) Social: Spending for the benefit of others
2) Balancing soft/hard currency
Soft currency: players earn through gameplay
Hard currency: purchase through IAP
Allow ONE soft currency and ONE hard currency for dual. Ask user to pay in both soft and hard currency.
3) Balance sinks and sources:
- How do users EARN currency? Sources
- How do users SPEND currency? Sinks
4) Let users have MANY ways to earn currency, so that we can increase engagement and increase user loyalty.
5) Let users be collection hungry and spend savvy in the beginning.
- Users hoarding gems? That's good! Users will then want to earn more.
- Let users be spending savvy, make sure they know what they're paying for and what they can buy.
- How many is 20 gems worth? what can I buy with it?
6) Make sure your store is DYNAMIC
- Add new items from time to time
- Store content progress as the user progresses
Types of Gacha:
Effective in capturing whales.
1. How long would your gacha last? How long is it no longer valuable to the user?
- (Max gacha drops)/drops per day = how long gacha would last
- How many individual content in your app do you actually have to offer in Gacha?
- Do you have rare content? What are the chances of getting that?
- Pool changes: How do you add/remove content in the Gacha?
- Calculate on Excel to see -> What is the max drop/progress curve?
Make every content HELPFUL. Don't let users have buyers remorse.
How do you get user to come back every day?
What happens AFTER user gets that thing they want in Gacha? Then why would they come back?
We must make sure that ALL the gachas actually help user progress in the game. If they got Messi or Darth, it's still worth it to come back and play the Gacha because the other drops can also benefit the user in the grand scheme of the game.
-Gacha incorporation must be casual, feel natural as well.