The secrets of MZ’s success part three – Monetisation and the future of 4X games | Pocket

The secrets of MZ’s success part three – Monetisation and the future of 4X games | Pocket

Anil Das-Gupta is a Product Owner at Wargaming.

This article was originally published on Deconstructor of Fun.

This multi-part series will deconstruct Machine Zone’s super successful games and look into the particular midcore genre dominated by the company. You can read part one here and part two here.

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

Spending in Game of War is handled almost in the same way that a casino would. The game is always looking to move you up to the next tier of spending, and will give you better and better offers until you get there!

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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