![]() Likewise, Ultracasual games don’t even have IAP in their business models, while Supercasual games can usually focus more on them with their higher RR. With their relatively low RR, only relatively few users are ready to spend money on a game. MonetizationĪs mentioned before, in-app purchases (IAP) aren’t something to rely on for HC games. Having good knowledge of the RR is essential for managing the next factor. For optimal rates, HC developers focus on increasing their RRD1 through the onboarding process. Statistically speaking, a HC developer should expect their RR to drop from around 30 to 50% on day one (RRD1) to anywhere between 5 to 10% on day seven (RRD7). HC games’ RR sits halfway between the two genres. They’re usually the highest when it comes to Supercasual, as the game offers more options and has a more complex design, and are the lowest for Ultracasual, where progression is minimal and achievements are almost instant. Retention rates (RR) are the percentage of users that keep playing the game over time. Let’s break down the three main factors that influence the profit margin. ![]() They’re basically designed for satisfaction. Ultracasual games: They’re usually faster and barely challenging, with high rewards. Pretty much like a mobile gaming snack.ģ. Regular Hypercasual games: They rely on challenging yet simple decision-making mechanisms. Supercasual games: They’re more sophisticated than the standard Hypercasual games (mechanics, graphics…) but are more straightforward than usual casual games.Ģ. So, when it comes to mobile games that are “more than casual,” three types fit into the Hypercasual category, with only slight differences:ġ. ![]() To get a grasp of it, we divide game genres into multiple subsections. The gaming industry is growing at an incredibly rapid pace. But we’ve got you covered! If you’re stuck, take a quick look at our mobile marketing cheatsheet and get familiar with some of the helpful vocabulary. Note: Some terms in the article might seem a bit confusing if you’re getting started in the field. In the following paragraphs we’ll dive deeper into the characteristics of this model. Hypercasual (HC) games have a distinct business model that allow developers to turn their creativity into profit. On the other hand, if you depend on in-app purchases for a casual game that the average user plays for two minutes on a bus stop, then you could also expect a negative result. If you’re building a midcore game that would require tons of funding, then relying on in-game ads would probably kill the project. Business models are meant to answer a very straightforward question: “How am I going to make profit?.” In the game development business, the answer to this will essentially be tied to what type of game you’re making.
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