Lesson Goal
In Lesson 1 you picked a revenue model that fits your game. In this lesson, you will map that model into your core game loop so monetization shows up in the right places, at the right times, with the right intensity.
By the end, you will have:
- A one-screen diagram of your game loop.
- Clear entry points where offers, IAP, or ads make sense.
- A short list of “never do this” rules that protect player trust.
Step 1 - Draw Your Core Game Loop
You cannot place monetization intelligently until you understand how players actually move through your game.
On paper or in a simple diagram tool, write out your core loop in 5–9 boxes. For example:
- Example: Endless Runner
- Run → Collect coins → Dodge obstacles → Die → See results → Upgrade → Run again.
- Example: Premium Story Game
- Play chapter → Watch cutscene → Make choice → Combat/skill check → Progress story.
Focus on:
- What players do repeatedly.
- Where they pause (between runs, levels, chapters).
- Where they receive rewards (loot, XP, story beats).
Keep this loop visible for the rest of the lesson.
Step 2 - Mark Natural Breaks and High-Attention Moments
Not every moment is a good place to talk about money. Mark two kinds of moments on your loop:
- Natural breaks – places where the player is already taking a breath:
- End-of-run summary screen.
- Level complete.
- Back in hub/town between missions.
- High-attention rewards – places where the game hands out something valuable:
- Loot drops.
- Level-up screens.
- Unlocking a new feature or area.
Put a small symbol on your diagram:
Bfor breaks.Rfor rewards.
These are the first candidates for monetization hooks, because:
- You are not interrupting active play.
- The player is already thinking about progress and value.
Step 3 - Place Monetization Hooks That Fit Your Model
Now connect your chosen revenue model from Lesson 1 to these moments.
If You Chose Premium (One-Time Purchase)
Your main “monetization moment” is usually before the game starts:
- Store page.
- Demo → full unlock.
- Prologue → full game.
On your loop, note:
- Where a demo might end and a premium unlock makes sense.
- Where you could offer DLC or an expansion after the main loop is complete.
You are not spamming offers inside the loop. You are shaping the on-ramp and post-game.
If You Chose Free-to-Play with IAP
Here you want monetization to feel like a shortcut or enhancement, not a tax.
On your loop:
- At breaks, consider:
- Store button in results screen (“Convert coins → gem pack”, “Unlock next area faster”).
- Limited-time offers after key milestones (first boss, first week of play).
- At rewards, consider:
- Upgrade paths where players can accelerate with IAP (extra slots, faster crafting).
- Cosmetic previews that lead to a cosmetics tab in your store.
Ask for each potential hook:
- Does this save time, unlock variety, or express identity?
- Or does it simply block progress unless players pay?
If it feels like a block, flag it as a red-light idea for now.
If You Chose Ads (Plus Optional IAP)
Ads work best when they are:
- Optional (“watch for a reward”).
- Predictable (players know when they will appear).
- Bounded (you cap the number per session).
On your loop:
- At breaks, consider:
- Rewarded ads for revives, bonus rewards, or double loot.
- Occasional interstitials after a natural group of actions (for example, every 3–5 runs).
- At rewards, consider:
- “Super reward” options (double coins, extra chest) behind a rewarded ad.
Add small labels like:
RAfor rewarded ad.IAfor interstitial ad.
You should end up with a few clearly marked placements, not a cloud of ads everywhere.
Step 4 - Define Hard “No-Go” Zones
Healthy monetization is just as much about what you refuse to do.
Go back to your loop and mark no-go zones with an X:
- Mid-combat.
- During cutscenes or key narrative beats.
- While players are in high-focus skill checks or puzzles.
For each no-go zone, write one sentence:
- “We will not show offers or ads during boss fights.”
- “We will not put gacha pulls on the main menu for this game.”
These become design constraints you can share with anyone who touches monetization later (collaborators, publishers, marketing).
Step 5 - Size Your First Monetization Experiment
To avoid building an entire economy at once, define a minimum viable monetization experiment:
- Premium:
- One price.
- One clear store page pitch.
- Maybe one “deluxe” upgrade or soundtrack as a future expansion.
- F2P with IAP:
- 1 soft currency.
- 1 starter pack.
- 1 cosmetic bundle or upgrade pack.
- 1 clear store entry point in your loop.
- Ads:
- 1 rewarded ad placement at a natural break.
- 1 optional “remove ads” IAP if relevant.
Mark on your loop which two or three hooks you will ship in your first test build. Everything else is “later.”
Step 6 - Write a One-Page Monetization Loop Spec
Open a doc and summarize your decisions:
- Game loop summary (2–3 sentences).
- Revenue model (from Lesson 1).
- Monetization entry points:
- Where offers, IAP, or ads show up.
- What they offer.
- Why they fit that moment.
- No-go rules.
- First experiment scope (exact features you will implement first).
This is not a pitch deck. It is a working spec you can refer to when you start wiring up UI, analytics, and economy data.
Common Mistakes to Avoid
- Copy-pasting placements from other games without checking if they fit your loop.
- Putting offers in high-friction spots (right after a frustrating death, mid-story).
- Designing so that non-paying players feel punished, rather than just slower.
- Forgetting to document no-go zones, then slowly eroding them under pressure.
If a monetization idea feels clever but you cannot explain why it improves the player’s experience, park it in a “maybe later” section.
Quick Checklist
Before you move to the next lesson, make sure you have:
- [ ] A clear diagram of your core game loop.
- [ ] Marks for natural breaks and reward moments.
- [ ] A small set of monetization hooks placed only at sensible points.
- [ ] A list of no-go zones and rules that protect player trust.
- [ ] A simple first experiment scope that you can realistically implement.
If you can tick these off, you are ready to start thinking about the actual implementation details of IAP, ads, and pricing.
Next Lesson Preview
In the next lesson, you will design your first concrete offers and price points: mapping your game’s economy to real-world prices, deciding what feels fair, and preparing the data you will need to evaluate whether those offers are working.