April 2018
Beginner
476 pages
14h 4m
English
The more steps you put between players and the content they desire, the higher the chance they'll stop part way in the process. The purchase flow in most online games is a multi-step adventure that's not very user-friendly at all, since our players usually have to:
In this example, we are assuming that players need to purchase premium currency since very few users stockpile on premiums without a clear spending goal in mind. Now, vast improvements to the flow can be ...