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Thoughts on How to Give Purchase Hints to Players 2


Here are several examples in which designers are good at giving purchase hints.

1. Supercell: discounted in limited time In Supercell's successful Mobile Games "Hay Day", using this method, players can find a flash box on the right part of screen, when open it, UI popup to tell players there are some discounts in a limited time, after the time limit it will disappear. This is a very typical way of discounts. When I play this game, this is the first time when I think about purchasing something. The discount seemed to be random, only once in several weeks. The advantage of this classic way of discounting is that the discount mechanism is basically independent of the game design, and does not have too much influence on the game itself, and it does not need the game mechanism to cooperate with it.

2. Puzzle & Dragons: higher probability in activities. This way is essentially a discount in a different form. Rather than make prices lower, it increases the probability of Gacha. For small spenders, they want to increase the probability of getting certain rare stuff and they will stop purchasing after getting it once. For heavy spenders, they want to get more than one to level up or collect. 3. Fate Grand Order: sell new cards This is a typical Japanese card game, the new cards are only sold during the event. This way need to add new content and the workload is relatively large. It is important to carefully design the skills and ability the new cards in order not to ruin the game balance.

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