"This is it, baby. ... This is how you build a battle pass business," — Phillip Black on his support for a $10 monthly fee, which contrasts sharply with the standard longer cycles and higher tier costs that cap potential earnings at lower levels.
I'm excited to share Phillip Black's bold take on battle passes from the recent roundtable collaboration between Liquid and Grit and Game Economist Consulting. Discussing Marvel Snap's economy, Phillip highlighted how effective monthly battle passes can be for maximizing revenue from live operations in gaming.
Moreover, the discussion covered practical strategies for game economists and liveops managers, emphasizing low marginal cost content and efficient asset reuse, such as using 2D art effectively. The insightful data (Phillip's words 😁) presented by Liquid and Grit shows that these battle pass strategies account for a significant portion of revenue, marking them as not only viable but essential for modern game monetization.
Phillip's vision for future enhancements includes allowing players to engage with multiple battle passes simultaneously, further pushing the boundaries of what's possible in game monetization. This approach not only leverages the brand marketing potential of new seasons and releases but also significantly shifts the monetization strategies in free-to-play mobile gaming.
Truly, a masterclass in monetization strategy that sparks a lot of thoughts on how the industry can continue to evolve and capitalize effectively. What are your thoughts on implementing such strategies in your games?
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#GamingIndustry #Monetization #BattlePass #MarvelSnap
Product Manager | Product Management, Technology Media and Telecom
3moI think again one more perfect example of looking at customer's behaviour and how they use your product , understanding their problems and pain points and solve it. You see the solution here is rather easy, 90% is understanding their problems in using the product.