Developing A Continuous Income Game

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The video game industry has become a massive power in global economy, bringing a new way of entertainment income to the minds of gamers and would-be game designers alike. Video games--whether on desktop computers, gaming consoles or mobile devices--take a lot of skill to bring together, ranging from programming prowess to artistic talent. If you have an idea, but lack the technical skills to shape that idea into a profitable reality, consider a few ways to design a game that brings in initial sales and continues with extra, paid features with the help of a Ruby on Rails developer. 

Microtransactions Are The Key

When selling a product, many would-be entrepreneurs focus on a single goal: selling a product. There may be a lot of factors that go into how a product is made or sold, but at the end, the revenue stream is based on selling a single product.

What if there was a way to do more than sell the video game? What if there was a way to convince people that they didn't have to convince customers into a committed subscription for a continuing game? Microtransactions can be used to buy certain virtual items in game through an in-game store, also known as a cash shop. 

Consider the traits of a standard online game. A player signs up for the game by buying the core game, then pays a subscription to continue playing. In role-playing games, a player becomes stronger by fighting enemies, acquiring experiences and advancing in levels with some content at the end for maximum level (max level) players.

Ruby on rails makes cash shop management much easier. Developers can design a system for creating new items, changing effects and adjusting costs with a programming language used on many existing games.

Making Microtransactions Easy While Balancing Power

The world of microtransactions is complex, as it goes against a lot of first instincts--especially when it comes to listening to what players have to say. There are many people who are willing to spend a lot of money to get what they want out of a game, which can bring a lot of profit if managed responsibly.

Ruby on Rails allows developers and game designers to not only manage the cash shop from a web interface, but to allow a cash shop that exists both in game and on the game's website. Instead of relying on major changes in the game code, you can make changes on the websites to be reflected in the game and players can purchase from the website with Ruby's unique web interfacing.

An unfortunate consequence is that other players may have a ruined gameplay experience because of overly powerful players (known as cash shop whales) who can easily buy their power. Personalities sensitive to addiction can be victimized with microtransactions, but spending limits can be imposed to create a safer spending environment.

One way to control the flow of money to power is to limit the amount or type of items sold by the cash shop. Instead of selling power, you could hire a graphic arts professional and a program developer to create different outfits that players can wear.

Cosmetic items appeal to a different type of player--or different interests of the same cash shop whales--and can bring income that doesn't completely ruin gameplay. Ruby on rails excels again by giving designers a way to display promotional art on the website that can quickly be shown in-game.

Video game economies can be just as volatile as real life economies. To begin planning your cash shop and figuring out different items, levels of power and features that can lead to continuous spending, contact a ruby on rails developer with experience in game servers, game development or database management.


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