An interesting blog article about the much discussed “pay to win” game mechanic.
A lot of today’s games have a free to play model. Especially for mobile games, the business model enjoys great popularity. And as long as the in app purchase possibilities are limmited to cosmetic-like goodies, its fine for (almost) every player. But as soon as paying real cash brings advantages, the discussion of pay to win begins.
In today’s link, William Grosso, co-founder and CEO of the mobile game revenue optimising service Scientific Revenue talks about the business model. Using the example of Supercell’s Clash Royale, he analyses the effects of “pay-for-advantages” – and why this hasn’t to be a bad thing.