

They made sure that people new to games enjoyed playing them. Games like FarmVille, Sims Social and Hay Day followed this mantra successfully. Having neither one of these two is a takes the legs off PvZ2’s monetization.Īccording to the freemium mantra games have to be easy to get into, constantly rewarding and leave players with a feeling of achievement after each session. Competition in level based freemium games is driven by map based progress mode and level based leaderboards. Because of different play environment session length and the amount of concentration game demands can be seen as a crucial factor. But apart from home, games are also played while commuting, at work and in the solitary of the bathroom (source: Tech Crunch). People play mobile games in the comfort of their home, where they have plenty of time and limited amount of sudden and unexpected distractions. Unsuitable for Different Play Environments In this post I’ll present the 4 main reasons why PvZ2 is unlikely to ever reach top10 grossing on iOS.ġ. Given the promotion power EA possesses, not braking top10 grossing is an evidence that PvZ2 monetizes poorly. This is a good result from a essentially paid game, but top20 isn't probably something PopCap and EA was expecting.

In hindsight it seems that dropping the price tag was a smart choose as PvZ2 broke briefly into top20 crossing on iPhone and iPad. And as you know, this blog is all about game mechanic. The biggest change of the sequel though is that it went from paid to free. The game has kept all the good from the first episode and spiced it up with new content as well as features like map and gesture operated powerups.
