It’s not about cramming your creation with every monetization model possible, but rather picking the one that works best for your game, goals, and most importantly, your audience. Just remember that you very likely won’t need (or want) to use all of these in one game. But first let’s consider the key monetization methods that are ultimately managed in the backend. What kinds of monetization can exist within a backend?Ī BaaS in particular handles the vast majority of the practicalities of monetizing your game something we’ll explore below. You can learn more about the fundamentals of backends – and ‘backends-as-a-service’ (BaaS) – in my earlier blog post here at GameAnalytics. Equally, backends can help you optimize your development workflows as you integrate those connected elements into your game. They exist to deliver quality multiplayer functionality, social and community activity, leaderboards, achievements, updates, hosting in-game events, monetization, and maintenance procedures. But first, what exactly is a backend?īackends offer a means to implement and manage the online systems that sit behind your game to keep it alive. Here’s the first part of how you can monetize your game with your backend. So we’ve split this up into two articles. That’s given us a wealth of understanding around the relationship between backends and monetization - some lessons we can’t wait to fill you in on. Here at LootLocker, building backends that empower developers is at the core of our business. What you might not expect, however, is how important your backend is to your monetization strategy. Picking the right one for your game and audience is key here. Whether you’re using in-app purchases, subscriptions, DLC or something else entirely, there are many options. Today’s studios are somewhat spoiled for choice when it comes to how they make money. It lets you grow your business, build out IP into a series, elevate your team’s potential, and keep you making more games. Monetizing your games in the most suitable way possible can bring a game studio many gains.
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We definitely have a male audience as well, but a lot of the content is coming from our female users. She uses Snapchat, Instagram.She’s bored on her phone, wants more to do on her phone, wants to talk about her favorite things, and she’s developed content on Wishbone to express those favorite things. MJ: Our target user is probably a 14-21-year-old girl who lives on her phone. Then we select some every day to feature to the whole community. Hundreds of thousands of cards a day are created, which people publish to their friends within Wishbone. Content is created through the community. So Wishbone was born, and we have a lot of teens now who use it every day, posting their preferences and posting their favorite things, from celebrities, media, television, movies, and music. It’s saying, “Here’s two really neat things, what do people think about these two things?” We really guided into the thesis that the app wasn’t going to be focused on personal stuff, what dress you’re wearing or makeup you have on, but around pop culture preferences. It wasn’t about someone being cool or not cool, it’s not about someone saying your photo is liked, or not liked. Wishbone’s concept is allowing people to put up their pop culture choices-brands they love, or bands, or musicians, places they want to go-they could express themselves through these choices, and other users could select one or the other. One of our first apps, and lucky for us one of the most successful ones, was Wishbone. Being that I had a history at Myspace, I knew a lot about social media, and we started experimenting with stuff that we thought was interesting to teens. For us, it wasn’t about thinking, “What do you do in the wake of cord-cutting?” it was, “What do you do when people don’t own TVs, and all they do is consume entertainment on phones?” We started thinking a lot about teens, how teens use phones, and how teens entertain themselves on phones. Then I started Science, where we work with early stage entrepreneurs on ideas and sometimes build some of our own ideas.Ībout a year ago we started building concepts specifically targeting entertainment needs within teens, and our thought was that there is this massive change in entertainment. Mike Jones: I’ve been working in pop culture for a long time-I started a magazine in college that was focused on the interest of teens and young adults, I started a startup after that that I eventually sold to AOL, I became an active angel investor, and then I took over Myspace when Myspace was fighting the Facebook battle. Ypulse: Tell us about Wishbone’s user base and how the app started. We talked to Mike Jones, the founder of venture studio Science, the company behind Wishbone, and former CEO of Myspace, about why the app is appealing to teens, how things have changed in social media in the last ten years, and how brands can engage with the app’s active young users. Since May of 2015, they have drawn in over three million mostly-teen users who post hundred of thousands of simple, two-choice polls-or cards-a day. Wishbone, which was featured in the New York Times earlier this month, is a social networking app that lets users easily poll their friends about pop culture preferences. The app market is more competitive than ever, so when one platform manages to build a following of millions of young users in a matter of months, it gets attention. We talked to one of the minds behind wildly popular polling app Wishbone to find out why millions of teens are posting hundreds of thousands of pieces of content there daily. This text can contain useful instructions, but to actually follow these instructions you need another process. Furthermore, the only thing language models can do out-of-the-box is emit text. This information can be out-of-date and is one-size fits all across applications. The only information they can learn from is their training data. Language models today, while useful for a variety of tasks, are still limited. The first plugins have been created by Expedia, FiscalNote, Instacart, KAYAK, Klarna, Milo, OpenTable, Shopify, Slack, Speak, Wolfram, and Zapier. Plugin developers who have been invited off our waitlist can use our documentation to build a plugin for ChatGPT, which then lists the enabled plugins in the prompt shown to the language model as well as documentation to instruct the model how to use each. We’re excited to build a community shaping the future of the human–AI interaction paradigm. We’re starting with a small set of users and are planning to gradually roll out larger-scale access as we learn more (for plugin developers, ChatGPT users, and after an alpha period, API users who would like to integrate plugins into their products). Users have been asking for plugins since we launched ChatGPT (and many developers are experimenting with similar ideas) because they unlock a vast range of possible use cases. In line with our iterative deployment philosophy, we are gradually rolling out plugins in ChatGPT so we can study their real-world use, impact, and safety and alignment challenges-all of which we’ll have to get right in order to achieve our mission. |