My friend, not a programmer, but an ordinary android gamer, suggests making a unit of game currency several times less valuable .

Those. If you could have in the game:

  1. for passing a level get 5 monetary units
  2. a super hat to help the hero would cost CU 30 .
  3. for 100 real rubles you could buy CU50.

That, according to his idea would be better like this:

  1. for completing the level get 1000 monetary units
  2. a super hat to help the hero would cost CU6,000 .
  3. for 100 real rubles you could buy CU10,000 .

He justifies it this way:

The user comes to the store, looks, for 100 rubles you can only buy two-digit coins. "Che so little" - he thinks and does not buy

or

The user comes to the store, looks, for 100 rubles you can buy as many as five-digit coins. "Wow, so much. It's almost a freebie!" - he thinks and buys

Actually the question: how do you feel about this idea?

ps from myself add that if in existing games it is not worth changing anything, then in new ones it is even worth trying

pps by the way, it is under these conditions that you can apply the famous trick, which is so popular in our electronics stores - not 10,000 rubles, but 9990

  • I do not understand the trick in the shops, a handful of 9 kills me more than 1 and 0. And it seems to me that this is not the trick. I just rarely have 100 rubles per game. let at least lam de will give for it. If only I could spend 1 ruble and a multiple of his figure, it would be more usable. I do not want to buy for 100 rubles, I want to buy for 36, that is how much at the moment I would like to spend on the game. - BiMaWa
  • 2
    I would have the impression that I was in Zimbabwe at the beginning of the crisis. > The user comes to the store, looks, for 100 rubles you can buy as many as five-digit coins. "Wow, so much. It's almost a freebie!" - he thinks and buys a wow effect, of course, there is, but it is not as big as it seems, and users are not so fools for the most part. - etki
  • 2
    The user's logic is slightly different than you imagine. He enters the store and looks at what he likes and looks at the price (30 or 6000 is not important). After that, he goes and finds out how much it costs to buy game currency and whatever one may say, it will be $ 100 (50 or 1000 CU) for one hat and a little more than half remains. As a result, the user does not care, but you force him to be considered thousands, not dozens, which for some may not be very convenient. - Alex Krass
  • four
    @Biwara, you probably don’t understand it because it’s a seamless trick from the west, and we’ve decided to round off and not really follow the pennies, and therefore it doesn’t seem that 999 is less than 1000, that is, formally, of course, less, but most of our mentality people that such a difference can be neglected. - aknew
  • one
    As for pricing and the trick of 9999 coins, you can read here for reference: pricing techniques . In particular:> Non-rounded prices. These are prices set below round amounts. > The buyer is inclined to assess the price reduction more significantly than> realistically. For example, if the economic value of the goods was 200> rubles, then the sales price is 199 rubles. will be perceived by buyers> significantly lower than in 201. The buyer also creates> the impression that the company carefully analyzes the costs and prices. - Alex Krass

2 answers 2

All of the following general considerations as a player - I somehow did not have to deal with the development of games

I do not think that it is in the store that there will be a serious effect from a larger number of zeros (we were all millionaires before 97 and we know that happiness is not among the zeros :)), but such a trick will make the flow of money more frequent in the game itself (relatively speaking, at the level it will be possible to knock out a coin from each small enemy, and not just one mega-coin from the intermediate boss), and also divide the megaphone into separate parts, which will make the assembly of the whole object more interesting - it is more interesting to take the hat first by +5, and then to her feather on + 2 and a buckle on +3, than at once a hat on +10, the more Th o the first +5 will already work when the player has only half the amount, but a full hat by +10 for half the amount will not give anything since do not buy it yet. Well, you can play for example the fact that the hat assembly at + 10 costs 9000 but right now, and all the items separately - 10,000. Or vice versa, we did it once (or just got together, I don’t remember, I’ll describe it as it did) with InAps - released a full discovery of opportunities for 10 units, and all opportunities in parts cost 9, well, and then there was a stuffing - developed suckers and buying separately is cheaper

Agree with @danpetruk :

Can someone say about the standard of living, but when I was in Europe, I parted with 1 euro easier than in Russia with 40 rubles

I, too, in Europe easily spent 10 euros for lunch, and at home, with the same ease I was ready to spend a maximum of 150 rubles for lunch.

What about the games, then to go too far in one direction or another is not worth it. To receive for 1 ruble - 1 million units - is bad, during the game it means that a person will see that he has to pay 500 thousand units for a hat, he will be repelled from the donate.

Another trick is to make several levels of units: copper coins, silver coins, gold coins (10,000 m. = 100 s. M = 1 s. M.) And you can sell silver and gold coins.