
Using a magic box mechanic (Lunchbox) as the sole real world money purchase option (that contains items, resources and currency rewards) keeps the door wide open for repeat purchases.įallout Shelter does well in terms of recreating the Fallout experience in a new form With little pressure to monetise, the choice to spend is very much the players decision and a more pleasurable experience. Regarding the monetization in Fallout Shelter, Hearthstone will likely be a big inspiration given their success and hardcore following. It was also clever of Todd to list the names of well-known premium titles such as XCOM and FTL when drawing a comparison to Fallout Shelter rather than similar F2P titles such as Tiny Tower. Todd Howard's comments such as "no paywall timers", "If you build something, its instantly built" and "You don't need an Internet connection to play" were what these players wanted to hear. Keeping the gameplay demonstration short and sweet by highlighting the much loved Fallout humour, likeness and acknowledging their soft touch approach to monetisation was also a good move by Bethesda.

It was clever of Todd to list the names of well-known premium titles such as XCOM and FTL when drawing a comparison to Fallout Shelter. The model is probably repeatable for 3-5 of the other biggest triple-A console franchises. It's not sustainable, but it looks like it's going to be very profitable. The game is being downloaded a lot because of a massive multi-million dollar brand marketing campaign at E3.Ī quick look at the charts tells you it isn't monetising as well as long term success mobile games on a per-user basis.įallout Shelter wasn't built to be sustainableĬore gamers are exceptionally fickle, and Bethesda don't have the capability to put in place a user acquisition campaign to retain chart position once the organic installs fall away. During that time He's worked on a total of ten separate free-to-play games across five different platforms reaching over 50 million users. He started working on traditional games, but has been focussed on the free-to-play business model since 2006 - an extremely long time by western standards. Ben is a 15-year veteran of the games industry - he's worked as a senior executive, studio head, project lead, creative director and game designer at companies like DeNA, EA, Sony and Lionhead.
