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Play: State of Monetization (Part 1) (Part 1 of the Series)

(Part 2 of the Series)

(Part 3 of the Series)

Overview

Before we discuss the goals we would like to achieve and the changes we have implemented with PLAY & EARN gaming at SIPHER, we will take some time to explore the current situation of monetization within traditional games.

Let’s start by examining the PC and the mobile gaming industry, and how have game developers have been using different methods to monetize their games and add content along the way. It is crucial that we reflect upon these methods to know which areas we need to avoid, and which strengths we can consider implementing within the SIPHER Game Economy.

The Main Principle: As of now, the prevailing model for all PC and Mobile Games follows a monetization method that is single-sided. This means that money flows entirely in ONE DIRECTION: from PLAYERS to DEVELOPERS. In practice, the PLAYERS get entertainment from the DEVELOPERS, while DEVELOPERS receive the money**.**

PC Monetization

For the most part, monetization in PC games is fairly straightforward. They will fall into two large categories of monetization:

1. SINGLE PURCHASE GAMES + DLC

Considered to be the Traditional Gaming Model. The player makes an initial purchase, which is paid to the developer. Any additional content comes in the form of Downloadable Content (DLC), which is extra content sold by the developer and must be purchased by the player to gain access. There’s no microtransactions (MTX) involved in this process.

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2. GAMES AS A SERVICE (GAAS)