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Vladimir Krasilnikov (Head of Game Design, Pixonic)
Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!
Topic: Mobile Summit
Vault Recording: TBD
Audience Level: Intermediate
This session will talk about aggressive monetization. It's assumed that nudging players and pressuring them into making in-game purchases affects the future of a game poorly. However, business believes in numbers, not vague threats of postponed doomsday.
Speaker Vladimir Krasilnikov will discuss how a drastic change of in-game economy in 'War Robots' brought amazing financial results in the beginning, but upset a large part of the audience, so caused some key metrics to decline. Also, he'll show how his team fixed the situation and kept everyone pleased on a project with more than $5 million monthly revenue.
Some say aggressive monetization affects games poorly in perspective. But business believes numbers, so this session will talk numbers. This session will share how a drastic change of in-game economy in 'War Robots' brought amazing financial results, but upset a large part of audience, and how the 'War Robots' team fixed the situation and kept everyone pleased.
This session is dedicated to everyone who adds monetization to their games, but also aims at long term development of the project and growing loyal user base, without hurting the business and the gameplay.