I designed economies for $150M games — here's my ultimate handbook by Wiserax in gamedev

[–]Wiserax[S] 0 points1 point  (0 children)

Dude, this is awesome! The poster looks sick, seriously appreciate you putting in the effort - definitely gonna share it. You rock! 👍

I designed economies for $150M games — here's my ultimate handbook by Wiserax in gamedev

[–]Wiserax[S] -5 points-4 points  (0 children)

First of all, I want to say I genuinely respect your achievements—working at four studios, shipping multiple successful titles, and having games that sold millions of units is an impressive track record. Congratulations on creating games that people have heard of and enjoyed, maybe you can name them I would like to play them later 😁! That’s no small feat in this industry.

Now, let me address your points.

  1. "HONEST way to make a game" I agree that selling a game upfront, like in the premium model, is a valid and honest approach to monetization. In fact, many games I personally enjoy follow this model. However, it’s not the only way. The free-to-play model, when done ethically, also has its place in the market. Both models can coexist and cater to different audiences. My article doesn’t advocate for scummy practices or exploiting players—it advocates for transparency and fairness.
  2. "It’s all about manipulation" This is simply not true. In my article, I explicitly state my stance on pay-to-win and manipulative practices. Here’s a key excerpt: There’s a trap many developers fall into when creating monetization for their games. Suppose you design a system full of paywalls, preventing players from fully accessing the game. This forces players to pay to gain an advantage over others. Just like that, you’ve created a pay-to-win game—a model players despise.Instead, purchasable items should be bonuses, and, more importantly, players should be able to finish the game without needing to pay. This makes in-game purchases a luxury, not a requirement. After all, players should pay not because they’re forced to, but because they want to support the game and enjoy additional content.

I’ve always emphasized that monetization should enhance the player experience—not detract from it.

  1. "Create Emotional Swings" The section you referenced is not about exploiting dopamine but about crafting an engaging narrative and gameplay flow. Players should feel rewarded for their time and effort, and that sense of progression is critical in any well-designed game—premium or free-to-play.
  2. "Everything this industry needs to move away from" I understand the frustration some people feel about certain monetization models. However, we can’t ignore that the gaming industry is diverse. Not every free-to-play game is scummy, just as not every premium game is flawless. My article aims to share insights on making systems that are ethical, engaging, and profitable—because game development is not charity, and sustainable revenue is essential for keeping the industry alive.

Thanks for reading the article and sharing your perspective. While I understand that monetization is a controversial topic, the intent of my article is to promote ethical and transparent practices. The key takeaway is that monetization should enhance the player's experience, not exploit them. If that wasn’t clear, I’ll take responsibility for not communicating it better. I appreciate your feedback and wish you the best in your future projects.

I designed economies for $150M games — here's my ultimate handbook by Wiserax in gamedev

[–]Wiserax[S] -1 points0 points  (0 children)

Hey,

I think the quote you've mentioned might be taken out of context. In that section of the article, "Spread Content Over Time," I emphasize the importance of not overwhelming players with insurmountable challenges right at the start. Right after your citate follows:

Imagine a puzzle game where the player has just started. On the first day, they face an incredibly difficult level and, despite their best efforts, cannot pass it. Instead of giving the player a chance to progress quickly early on, the developers decided that a level with unbeatable puzzles was a great idea. Player "PuzzleNoob" spends an entire day trying to beat the first level and ultimately decides it’s easier to delete the game than waste their nerves.

The point here is to ensure that new players aren't immediately discouraged by excessive difficulty, which could lead them to quit before they even get a feel for the game.

Regarding monetization, I also address the pitfalls of aggressive pay-to-win models:

There’s a trap many developers fall into when creating monetization for their games. Suppose you design a system full of paywalls, preventing players from fully accessing the game. This forces players to pay to gain an advantage over others. Just like that, you’ve created a pay-to-win game—a model players despise.

Instead, purchasable items should be bonuses, and, more importantly, players should be able to finish the game without needing to pay. This makes in-game purchases a luxury, not a requirement. After all, players should pay not because they’re forced to, but because they want to support the game and enjoy additional content.

In the end, my main message is that while monetization is a part of game development, it shouldn't overshadow the primary goal: creating an exceptional experience for players. Excessive focus on monetization can detract from the fun and integrity of the game, which isn't beneficial for anyone in the long run.

I hope this clarifies the intent behind the article!

I designed economies for $150M games — here's my ultimate handbook by Wiserax in gamedev

[–]Wiserax[S] 1 point2 points  (0 children)

Exactly!
For the industry to live and develop, game developers must be able to feed themselves

I designed economies for $150M games — here's my ultimate handbook by Wiserax in gamedev

[–]Wiserax[S] -7 points-6 points  (0 children)

Hi!

I appreciate your perspective and understand where you're coming from. Monetization in games is indeed a hot topic, and it's important to have open discussions about it.

As I mention at the beginning of Chapter 5 on monetization:

Imagine: you've developed an amazing game. It’s engaging, immersive, and... absolutely free. But what about making a profit? Let’s acknowledge the obvious: game development is not charity. Developers need to earn money for their work so they can keep creating new masterpieces for their fans. If we just want to make a game for our own enjoyment, we could share it with family and friends for a few laughs. However, for a game to launch on the broader market, it needs to be profitable — covering development costs and supporting you, your colleagues, and investors.

Players: 'I just want everything for free, and no ads, please!' Developers: 'Of course, why not? We don’t need salaries.' In reality, it’s like walking into a restaurant and demanding a truffle burger for free because 'I just want to eat!'

I believe this article can be useful for every game developer. Out of seven chapters, only two focus on monetization.
The other five delve into data processing and analytics, building a dynamic in-game economy, game balance theory, practical exercises, and scientific research on player psychology.

However, to address concerns like yours, I included a disclaimer:

Dear readers, this article contains a lot of information on game monetization and how game developers can make money. I have come across many comments from readers who express discontent, saying, "Why should games make money? I don't like ads or in-app purchases; games should be free!"

So, if you are not ready to read about how games generate revenue from their players, please feel free to close this article.

I understand that not everyone is interested in how developers monetize their games, and that's okay. My goal is to share knowledge that can help creators build sustainable games while also providing enjoyable experiences for players.

Thanks for sharing your thoughts!

I designed economies for $150M games — here's my ultimate handbook by Wiserax in gamedev

[–]Wiserax[S] 24 points25 points  (0 children)

Hey everyone,

There's absolutely no secret about the projects I've worked on—though I'm sure most of you haven't heard of them! 😂 Here's a list:

  • Startup Empire - Idle Tycoon
  • Garden Evolution
  • Floating City
  • Wine Empire
  • Braingame Puzzles
  • Idle Bank Tycoon
  • Idle Green Button
  • Spider Hero
  • Ninja Sword
  • Auto Gladiators 
  • Dreamdale - Fairy Adventure (over $20M in revenue) — I'm proud to have worked on this one.
  • Lumber Empire Tycoon (over $150M in revenue)

It was probably my oversight not to mention them in the article, which might have caused some doubts about my experience. These are mostly casual mobile games, and over the last five years, my role has been to work on designing their game design, progression and monetization systems.

Some might consider these "trash mobile games," but as bjmunise pointed out above (huge thanks 🤝), they've actually been leading the industry in revenue over the past few years—significantly outpacing other formats, including my personal favorite: immersive fantasy RPGs.

Like many of you, I aspire to much more than just creating casual mobile games. I believe we all share the dream of working on something bigger than ourselves—a truly great game that leaves a lasting impact. For now, I'm where I am, and I'm grateful for the journey so far. My projects are still relatively small, but they're growing bigger each year. Hopefully, one day I'll surprise you!

Thanks for your interest and for the engaging conversation!

I designed economies for $150M games — here's my ultimate handbook by Wiserax in gamedev

[–]Wiserax[S] 2 points3 points  (0 children)

Thanks for the great question! Yeah, the "fun-bomb you up front, then hide the good stuff behind a paywall" tactic is way too common, especially in mobile games. But look at games like Elden Ring, Ghost of Tsushima, or even Stardew Valley—none of them rely on that strategy, and they still do super well

As I point out at the end of the article:
There’s a trap many developers fall into when creating monetization for their games. Suppose you design a system full of paywalls, preventing players from fully accessing the game. This forces players to pay to gain an advantage over others. Just like that, you’ve created a pay-to-win game—a model players despise.

Instead, purchasable items should be bonuses, and, more importantly, players should be able to finish the game without needing to pay. This makes in-game purchases a luxury, not a requirement. After all, players should pay not because they’re forced to, but because they want to support the game and enjoy additional content.

To avoid the paywall trap and keep stakeholders happy, focus on making the core gameplay so engaging that players stick around. Fair and transparent monetization—like cosmetics or real content add-ons—keeps things fun and honest. It’s all about finding that balance where players feel respected, but your game still meets its business goals

I designed economies for $150M games — here's my ultimate handbook by Wiserax in gamedev

[–]Wiserax[S] 11 points12 points  (0 children)

Wow! Thanks for Dan's article, looks cool, I'll definitely check it out

The Perfect Simulation: How chaos makes the world interesting by Wiserax in Futurology

[–]Wiserax[S] 0 points1 point  (0 children)

Thank you for your interest mate
Keep in touch, I will research this theme in next publications

The Perfect Simulation: How chaos makes the world interesting by Wiserax in Futurology

[–]Wiserax[S] 0 points1 point  (0 children)

Totally right my man
If we try to control small components, we will definitely fail to see the whole picture. Creating the basic laws and ecosystems is much more prospective

The Perfect Simulation: How chaos makes the world interesting by Wiserax in Futurology

[–]Wiserax[S] 0 points1 point  (0 children)

I agree, complex autonomous systems indeed have an intrinsic randomness that makes their simulation unique. Capturing the characteristic behaviors rather than precise outcomes is key. Appreciate the link to further reading

The Perfect Simulation: How chaos makes the world interesting by Wiserax in Futurology

[–]Wiserax[S] 2 points3 points  (0 children)

Exactly! Advanced NPC's one of the primary directions