Monetization as a Core Design
Ziv Kitaro
- Hall:
- Business Track
What the talk is about
Ziv Kitaro argues that monetization should be a core part of design, and that earning in free-to-play comes from respecting the game and its audience. He urges dropping the "whale" mindset, which means squeezing players and then losing them, and instead treating players as fans, as the music industry does: fans buy everything, bring friends and bring far more value over time. He advises choosing mechanics that fit your own game rather than copying energy systems or loot boxes, and mentions season passes and the risk of regulation. Daily bonuses should require a short activity, and the game should offer mechanics for sessions of different lengths. He closes with Bartle's player types: killers, achievers, explorers and socializers. Useful for product managers and designers of free-to-play games.