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Author Topic: MultiPlayer Tank Game (Bitcoin Integration) Suggestions On Monetization  (Read 2793 times)
ExtraMileGames (OP)
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February 04, 2017, 11:52:50 AM
Last edit: February 06, 2017, 08:03:37 AM by ExtraMileGames
 #1

Hello ,
We are currently Developing a Multiplayer Mobile + Web Game for Crypto Community.



You can also find a GamePlay
Initial Game Play: https://www.youtube.com/watch?v=Js_7yK-kCb4


Suggestions Needed :

1. How to Monetize this ? Multiplayer Games have Server Costs.


Current Options:

1.  There would be a faucet type Game Mode where you can enter for free and earn small amounts of satoshi by killing other players.
     (It would be limited by maximum players that can play at a time.)
     (We will have to see what rates can we sustain as that would depend on the income from purchases?)

2. Buy items which are purchasable by in-game currency too .

3. Buy special items like new tanks (Skins) and Tank Accessories.

4. We will have a entry mode where you enter by paying a fee and you can get a percentage of fee of the people you kill.
The fee you paid while let you choose an additional skill before entering the game (increased Fire Damage OR incerased Health OR increased Fire Rate)So you kill 10      tanks ... you make back nearly like 10 times of your entry fee. You obviously would be able to play as long as you can live. So once in it's on you how much you score.


From the current discussion it is best to have a in-game virtual currency instead of going through blockchain and confirmations for all purchases.

How would you people consider Minting out an altcoin for the virtual currency ?
We are giving hard thought on how would the payments and transactions happen. We have seen through current alternatives (As gamecredits) but they don't quite serve the purpose as we would want to.


What features are must. What Bitcoin Payment and integration options you suggest in view that XAPO has added a lot of fees.


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February 04, 2017, 12:38:00 PM
 #2

You could either make it so that people can buy in-game currency with bitcoins, and use those bought coins to upgrade their tank or whatever. Another option is to make so that you cant upgrade anything, and you buy in with a fixed amount of bitcoins (for example, buyin 0,001BTC) and when you shoot enemy tank, you get their buy-in: this would create it an interesteing structure.

One option is also having that buy-in to each game, and splitting it in different sections: For example:

Buy-in to the game is 0,001BTC, 2 teams, game more is capture the flag. 5 Players on each team for example.
When you shoot enemy tank, you get a certain amount of bounty (lets say, 10% of their buy-in)
Out of the total prize pool of 0,01BTC, 20% could go to capturing the flag: if you capture the enemies' flag and bring it to your base, you get a bounty for it.

Easiest option would probably just be making it with no teams: Free-For-All battle mode. Player can shoot anyone in the field, and will get a bounty for doing so. The game makers (you, I guess) would make money by taking a % of the game buy-ins.
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February 04, 2017, 12:53:09 PM
 #3

You could either make it so that people can buy in-game currency with bitcoins, and use those bought coins to upgrade their tank or whatever. Another option is to make so that you cant upgrade anything, and you buy in with a fixed amount of bitcoins (for example, buyin 0,001BTC) and when you shoot enemy tank, you get their buy-in: this would create it an interesteing structure.

One option is also having that buy-in to each game, and splitting it in different sections: For example:

Buy-in to the game is 0,001BTC, 2 teams, game more is capture the flag. 5 Players on each team for example.
When you shoot enemy tank, you get a certain amount of bounty (lets say, 10% of their buy-in)
Out of the total prize pool of 0,01BTC, 20% could go to capturing the flag: if you capture the enemies' flag and bring it to your base, you get a bounty for it.

Easiest option would probably just be making it with no teams: Free-For-All battle mode. Player can shoot anyone in the field, and will get a bounty for doing so. The game makers (you, I guess) would make money by taking a % of the game buy-ins.

Thanks a lot. Yes currently that is what we are aiming at for initially when we go public.

Players would have a buy in and you will have 3 lives. After deducting a small amount for developers and game maintanene ,  Each time you die 1/3 Of your buy in would be thrown at the place you die.. So others can collect it up. So more you kill and collect before dying .. more you will be rewarded.

Also you would be able to use bitcoin to buy up upgrades to your tank , but those will only be available depending on your experience in game.
Also it would have a higher buy in to use that tank in game . Killing and upgraded tank would throw up more bitcoins on ground when you die.
That would make it fair to people who do not have that upgraded tanks and give an incentive to kill the advanced big tank initially.

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February 04, 2017, 01:32:47 PM
 #4

Finally someone came up doing this type of game with crypto. I really want this and for sure I'll play. I suggest you to have free play with rewards so that users won't need to deposit first before playing. Maybe limited time or life if you want to, then after that players can decide whether they will continue playing with fee. Other option is having free play all the way and also a pvp battle which is with fee where you can choose whom you want to play with (like with your family or friends). In regards with payment, I think faucethub is good.

Oh it's you ExtraMileGames, I didn't notice earlier.
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February 04, 2017, 02:04:39 PM
 #5

Finally someone came up doing this type of game with crypto. I really want this and for sure I'll play. I suggest you to have free play with rewards so that users won't need to deposit first before playing. Maybe limited time or life if you want to, then after that players can decide whether they will continue playing with fee. Other option is having free play all the way and also a pvp battle which is with fee where you can choose whom you want to play with (like with your family or friends). In regards with payment, I think faucethub is good.

Oh it's you ExtraMileGames, I didn't notice earlier.

I think it would be a fun idea to not have a normal faucet, but instead this free-to-play mode where u get small amounts for shooting others' tanks. This way new players can try out the game and see how it works before depositing. That also works as a new kind of faucet.
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February 04, 2017, 02:07:35 PM
 #6

Hi, long time mmo gamer here.

It's hard to tell what will be the best monetization strategy for your game without knowing all details about it, but I'll give you some directions.

You can make a stretegy similiar to LoL where you can gain ingame currency for purchasing new items (in your case it will be new tanks and mods for them) for each game, but also can purchase it for BTC. This way free players will feel themselves on the same ground as those who spend, because buying items won't give you any edge, just allows you to access that content faster. And than you can make cosmetic content like skins, announcers, banners, avatars, etc. distributable only for BTC.

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February 04, 2017, 04:02:58 PM
 #7

You need to add a betting system, for both players and spectators.
You will get a fee from them.

By doing this, you should avoid giving upgrades on this kind of games. Users need to be on the same level of power.

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February 04, 2017, 05:14:09 PM
 #8

No Man, DO NOT charge a entry fee.... this will push away a lot of new possible players. You charge entry free, and let them pay for

upgrades and skins. You could also include a multiplayer "player vs player" game, where players can "bet" on the outcome of the

game. { Example : each player put $1 in a pot, and you take $0.20 per game for hosting the game, and whomever wins, get the pot}

You can also host tournaments with entry fees for bigger prizes.  Grin .... The game looks good, keep us posted.

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February 04, 2017, 06:14:39 PM
 #9

I suggest reconsidering the entry fee part unless you are a well known developer with a really good game expected by alot of people, already. I understand you have honest intention with charging fee (server costs...etc.) and that your game looks pretty neat, but I think it still is an indie game and especially since the payment is in BTC, your first task is to win players' trust before actually charging them lol. Since trust does not pay for your server costs, you still could include some fee on skins...etc., but only after you have a stable player base and proven BTC integration. In my experience, people are willing to buy those sweet, little extras if your game is really good.

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February 05, 2017, 12:31:46 AM
 #10

I really just think that you should avoid ever using payments to get more of some in-game currency that is used to buy upgrades or anything. My suggestion is payments for purely cosmetic items. Nobody likes playing a game where they can get beat by somebody with more money than them.

Also, really popular right now is the "-box, -crate, .etc" method where players can buy or earn "boxes" that when opened reward the player with one or more cosmetic items, where better cosmetic items have a lower chance of being awarded. How you would handle duplicate items is up to you (award some kind of secondary currency, or just do nothing).
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February 05, 2017, 07:31:31 AM
 #11

I really just think that you should avoid ever using payments to get more of some in-game currency that is used to buy upgrades or anything. My suggestion is payments for purely cosmetic items. Nobody likes playing a game where they can get beat by somebody with more money than them.

Also, really popular right now is the "-box, -crate, .etc" method where players can buy or earn "boxes" that when opened reward the player with one or more cosmetic items, where better cosmetic items have a lower chance of being awarded. How you would handle duplicate items is up to you (award some kind of secondary currency, or just do nothing).
Having these crates for cosmetics is one option. Another would be just buying cosmetics and skins from an in-game store. However, I think the best method to 'monetizing' the game for players is a entry fee. If there will be entry fee though, everyones' tanks need to be equal power. Also a free-to-play mode is a must, so new players can try out the game modes without risking any money. I feel like different tanks are also an important part of a tank game; but they would need to be instantly available for everyone.
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February 05, 2017, 10:06:28 AM
 #12

I feel like different tanks are also an important part of a tank game; but they would need to be instantly available for everyone.

World of Warships does it really well.  They have different tiers of warships, that you can unlock as you level up and spend in-game currency.  However, when battling you are only pitted against ships of one tier above or below yours.

So a person can spend in game currency to advance in the game faster if they wanted, but it's still fair to play for everyone.

I don't think entry fees are the way to go - or if you do, make it a small subset of the game.  Make most of your money by encouraging in game purchases, such as leveling faster as I mentioned before, or being able to play more often (have a time limit between games, which you can reduce by paying).  Anything that brings you income without someone having an unfair advantage.

It's nice to see an actual game and not just more gambling bs.

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February 05, 2017, 06:25:20 PM
 #13

I suggest reconsidering the entry fee part unless you are a well known developer with a really good game expected by alot of people, already. I understand you have honest intention with charging fee (server costs...etc.) and that your game looks pretty neat, but I think it still is an indie game and especially since the payment is in BTC, your first task is to win players' trust before actually charging them lol. Since trust does not pay for your server costs, you still could include some fee on skins...etc., but only after you have a stable player base and proven BTC integration. In my experience, people are willing to buy those sweet, little extras if your game is really good.

The skins are good, but upgrades are better. I am playing a online game now, where you buy fancy skins, but these skins are not just

eye candy, they actually boost your stats and that is what you should be aiming for. I would also rather opt for a token based system,

where people pay with Bitcoin to buy say "crystals" and then use the "crystals" to buy these upgrades. The users can then buy these

"crystals" and trade freely in the game, and not be worried about tx confirmation times and scaling problems within Bitcoin.  Roll Eyes

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February 05, 2017, 06:42:12 PM
 #14

It is great to see many senior members giving such helpful suggestions. This would help.us drive the course the development for this game.  Thanks a lot. jjust wanted to say that we are very carefully thinking discussing on all suggestions on this thread.

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February 05, 2017, 10:48:33 PM
 #15

Having these crates for cosmetics is one option. Another would be just buying cosmetics and skins from an in-game store. However, I think the best method to 'monetizing' the game for players is a entry fee. If there will be entry fee though, everyones' tanks need to be equal power. Also a free-to-play mode is a must, so new players can try out the game modes without risking any money. I feel like different tanks are also an important part of a tank game; but they would need to be instantly available for everyone.

I still disagree. You will get a lot more people to start playing a game that is free, than one that needs an entry fee. Just compare apps in any app store, the top grossing in the play store are usually free games with cosmetics or other in-game purchases rather than people making money off of paid apps.
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February 06, 2017, 07:28:18 AM
 #16

Did I detect a little bit of lag in the game play, after watching that video? I hope this game will be supported by proper hardware to handle lag, or this game will be dead in the water, before it started. A game like this rely on quick hand and eye coordination and quick responses.

Game play is everything, even if a game has the best graphics and animations and sound, the game play must be flawless.

I also think paying a entry fee, will be a bad idea at the start. ^hmmmmmm^

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February 06, 2017, 07:46:51 AM
 #17

Did I detect a little bit of lag in the game play, after watching that video? I hope this game will be supported by proper hardware to handle lag, or this game will be dead in the water, before it started. A game like this rely on quick hand and eye coordination and quick responses.

Game play is everything, even if a game has the best graphics and animations and sound, the game play must be flawless.

I also think paying a entry fee, will be a bad idea at the start. ^hmmmmmm^

Lag is because of bad quality video software I used to record the video.(Just wanted to pitch in and get a sense of community opinion on genre of game.)
Game is pretty smooth otherwise.
In a few weeks we may even get some beta testers.

We are using Industry Leading Servers for the game so it will not be slower or laggy anymore than other games in Real Time Multiplayer Genre.



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February 06, 2017, 08:04:10 AM
 #18

From the current discussion it is best to have a in-game virtual currency instead of going through blockchain and confirmations for all purchases.

How would you people consider Minting out an altcoin for the virtual currency ?

We are giving hard thought on how would the payments and transactions happen. We have seen through current alternatives (As gamecredits) but they don't quite serve the purpose as we would want to.

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February 06, 2017, 10:01:34 AM
 #19

From the current discussion it is best to have a in-game virtual currency instead of going through blockchain and confirmations for all purchases.

How would you people consider Minting out an altcoin for the virtual currency ?

We are giving hard thought on how would the payments and transactions happen. We have seen through current alternatives (As gamecredits) but they don't quite serve the purpose as we would want to.


By minting, do you mean launching a new altcoin (with ICO and all that)? If so, I don't think it's a good idea to create an altcoin just for a game. It would be better if one could buy in-game currency with bitcoins (and maybe have option to convert it back to bitcoin). Creating a whole new coin would be way too much work IMO to work as an in-game currency. If you want to get involved with altcoins, have deposit options for Ethereum, Dogecoins, Monero etc.
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February 06, 2017, 10:16:25 AM
 #20

Very nice project, but i can't undertand how we can intergrate bitcoin to it. Only for buying game currency, nothing more. But, it can be used like a prise for some achievents (kill 100 enemies or smth). Only in that way.


P.S: also you can use your game like a commercial platform. Maybe some altcoins will pay to you for adding their alt to your game. This will be nice)

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