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Free-to-Play

Free-to-Play

Will Luton
2013
T4 210 pages · about 3h 30m to read Open Librarygoodreads

Games operator on retention, whales and the shape of monetisation curves.

Summary

Luton, a game designer and consultant, wrote a practical guide to designing and monetising free-to-play games.

The economic premise is that a free game removes the purchase decision entirely, which produces a very large user base of whom a small fraction pay. Luton is explicit that the model works arithmetically: if the lifetime value of an average user exceeds the cost of acquiring one, the business scales with marketing spend. Everything else follows from that inequality.

The design content covers how to make it hold. Retention is the first requirement, since a user who leaves in the first session has no lifetime value, and Luton covers first-session design, tutorial construction and the early progression that establishes habit. Engagement over time requires a core loop that remains interesting, session pacing and reasons to return. Monetisation design covers what is sold: convenience through time acceleration, capability through items that improve performance, content through new levels or characters, and personalisation, with the argument that each appeals to a different motivation and that a game should offer more than one. He covers pricing, virtual currency as a device that separates the purchase decision from the spending decision, and the design of the moments at which a purchase is offered.

The analytics content covers the metrics: daily and monthly active users, retention curves at defined days, average revenue per user and per paying user, conversion rate, and the funnel from acquisition to first purchase.

Luton addresses the ethical questions briefly, including the concentration of revenue among a small number of heavy spenders and the design of mechanics that exploit compulsion.

The book is from 2013 and the market has changed substantially, including regulatory attention to loot boxes and to spending by minors, platform policy changes and privacy rules that broke the user acquisition targeting the model depended on. The design principles remain applicable.

Key takeaways 7

  1. A free-to-play business works when the lifetime value of an average user exceeds the cost of acquiring one, and everything else serves that inequality.
  2. Retention in the first session determines whether a user has any lifetime value at all, which makes early design the highest-leverage work.
  3. A small fraction of users generate nearly all revenue, so the model depends on serving heavy spenders without alienating everyone else.
  4. Games can sell convenience, capability, content or personalisation, and each appeals to a different motivation.
  5. Virtual currency separates the purchase decision from the spending decision, which changes how users evaluate cost.
  6. The moment at which a purchase is offered determines conversion more than the price does.
  7. Privacy changes that broke acquisition targeting altered the economics the model depended on after this book was written.

Who should read it

Game designers and operators of consumption-based digital products who want the design and monetisation mechanics of the free-to-play model.

Similar books 6

Chosen by shared topics, the entries that hold them, and the people who recommended both.

Eric Benjamin Seufert · 2013

The arithmetic of conversion rates, whales and lifetime value.

Carl Shapiro, Hal R. Varian · 1998

Economics for information goods: pricing, versioning, lock-in and network effects.

Stan Davis, Bill Davidson · 1991

Recommended by: Mohnish Pabrai

Where it sits in the reference 3

Business models
Business themes
Business themes

Topics

Games and PuzzlesBusiness and Management