Anil Das-Gupta is a Product Owner at Wargaming.
This article was originally published on Deconstructor of Fun.
In part two of this series, we looked at the core design of Machine Zone’s 4X games. We delved into the infrastructure they put into place that allows for emergent social gameplay atop a near infinitely scalable game economy and permanent losses that pushes people into spending to catch up.
But Machine Zone and their 4X games are notorious for having some of the best LTV’s of any games in the mobile industry. This article looks at how they achieve that and what the future for 4X and midcore games could be.
Moving You Up the Ladder
You can’t talk about Game of War without talking about its monetisation. Quite simply put there is no other game in the world that monetises better on a per user basis.
In fact, I would be shocked if the ARPDAU of the game is less than $1. Just look at this quote taken from an interview between Game of War Real Tips and Stayalive77, one of the top players in the game:
There is no doubt Stayalive spends a TON of money on Game of War. I asked if he has spent over a half a million, “ya ya, ya ya. It’s a very expensive game.”
Half a Million of Dollars! Into a single mobile game….
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