I am trying to come up with some sort of a small-scale business model to monetize on my game. I will get straight to the point.
Important factors for me:
I don’t want to put advertisements on my game. And, to be honest, I really would like to not see a comment that asks “What’s wrong with ads?”
Non-paying customers are also very important to me, and I do not want them to have gameplay disadvantages.
My “business model” is this (inspired by LoL North American (and maybe EU?) business model):
My game will have several different modes/levels (10 in the beginning, and 2~4 added every month)
Non-paying customers will get access to 2 modes/levels as well as one “basic survival mode”
Every weekly update will change which modes will be available for the free-to-play players
Paying customers will get full access to ALL game modes/levels as well as early access to future modes/levels for beta testing.
My goal, neither reach nor conservative, is to have 1 out of 100 downloads convert into a purchase (0.99 USD).
I understand that a lot of this depends on the gameplay, but let us just assume, for argument sake, that I can deliver on not just good gameplay, but diversity in modes/levels.
I am open to any criticism/problem you can see in my “business model.” Not to sound arrogant, but I do ask that those that have less than 100 posts just simply mention your qualification.
You aren’t forcing your players to spend money on your game, which is a good thing for users. The conversion rate of 1% is realistic and could go up to 3% (above average) depending on your gameplay.
Basically your model contains a “lite” version, with the addition of changing levels on a weekly basis. Lite versions are being used widely on the app stores and while they more and more shift to “full game + consumables” versions, there’s nothing wrong with this model if you are just looking for a little bit of extra money. But - 0.99 USD is all you can earn per player. You have to consider that most players won’t spend anything on your app, not even 99 cents. However, a very small percentage of players with lots of money (whales) > could < spend more than a few hundred dollars in your game, which will make up for the loss of free players, if you let them and integrate virtual currencies, consumables and/or bigger packs.
The problem here is you’re copying a business model backed by massive advertising power, PR, and a known developer. Bearing that in mind that you’re a nobody, that people haven’t heard of with zero marketing power, you need a really impressive product that feels alive and evolving. You can consider adding more paid-for options with each update along with more free options as opposed to too many restrictions up front.
Also identify paying players with an optional perk or rank, make them rewarded for spending.
I think ADs is the only option to go for an indie developer, who has no name, no marketing power, and no top 1 game in his/her arsenal.
I have several games, which have soft in-app purchases for monetization. And soft in this case means only very lazy players can’t complete the game without purchases, also you can turn off the ADs. Well, these in-app purchases make 10% of my income, while 90% is for the ADs. And no, players don’t blame me, because ADs are located in correct places and never interfere with gameplay.