Monetizing Minecraft
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 20 March 2014, 2:30 am
Congratulations to Teut Weidemann on winning the Evil Game Design Challenge 2 at Casual Connect Europe last month. Although I am not sure whether he is proudly sitting in a corner, stroking his white cat, or whether he is somewhat embarrassed and got into trouble about the "wrong" kind of publicity with his bosses at Ubisoft about this. Because this is a challenge which does not have a very easy, straightforward message. Some people will watch the video and just find all of their prejudices about evil game designers confirmed. Others will like the "evil" version more than the original.

The challenge was to make an "evil", Free2Play version of Minecraft with maximum monetization. Three designers present their various ideas and the audience votes for the best one. And while of course there are ideas on "how can we make people pay", many of the ideas are also about "how can we make players not lose interest in the game". And those ideas are similar to the ideas that you would have gotten if the design challenge had been "how can you make Minecraft more fun". People are willing to pay for a game they have fun with.

What was interesting about the exercise was that monetizing linear themepark games is obviously easier than monetizing sandbox games. But the video shows that the latter is far from impossible. So if you want to know how Everquest Next and Landmark are going to make money once they are released, watch this video!
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