April 2018
Beginner
476 pages
14h 4m
English
This monetization vector is reinforced by the following emotions: curiosity (positive), joy (positive), and boredom (negative). New stories, missions, characters, equipment, environments, and even game modes are all examples of playable content that can be locked behind a pay-gate.
To increase the effectiveness of this vector, you'll need to increase the necessity, desirability, and perceived value of your goods, and do it all without pushing the non-paying users out of the game. You can classify your playable content by its lifespan: