Game Development Reference
type of behavioral psychology is important to motivating beneficial purchase
habits in your customers.
Players can earn credits by completing missions and looting the corpses of dead
enemies but can also buy currency through in-game purchases. Used with permission
of Rodeo Games.
For those users who have more time than money, Hunters has imple-
mented an offer wall that allows players to “Tap Here to Win Prizes!” These
are presented on the mission selection screen, which helps integrate the
wall into the game fiction in a way that feels minimally intrusive. Each of
these offers serves up an advertisement for an online “deal,” rewarding par-
ticipating users with a few thousand credits (about $0.25 worth) for install-
ing the application. With this system, Hunters ' user base can happily tap up
enough credits to outfit their mercenaries with better rocket launchers and
Although it is not technically a social game and currently features no mul-
tiplayer element, Hunters delivers a number of quality examples of successful
monetization. As of July 2011, the game has celebrated its 500,000th down-
load. And though it is sold using a premium download model, the Rodeo
team combines the promise of episodic content, in-game microtransactions, a
custom currency promoted at cleverly designed price points, and an offer wall
feature, all nicely integrated into the game fiction and menu. This multifac-
eted combination of monetization models illustrates the many ways a game
can monetize a user.