Field note · November 12, 2024
Monetization Is Easy — Retention and CPI Are Where Games Die
Mobile F2P Monetization is "pretty easy" in 2024
IF you do this
- Choose a proven economy model
- Congrats! "Monetization performance" won't be the thing that tanks your project
What almost certainly will? Retention and *gasp CPI?
In other words, product-market fit.
We've been asked... 50 times? to improve monetization
Most of the time, the real problem was
- Flabby retention, and
- Lukewarm market interest ('normal' CPI)
Case in point
My team has 2x'd to 9x'd revenue for 10 games,
and … many of these STILL couldn't scale profitably
...because they lacked potent product-market-fit.
Think about it.
99.9th percentile ARPDAU performance won't save you,
if 90% of players leave by d7 after $10-$20 CPI.
Focus instead on
- Deep user research (recruit ideal target players)
- Aggressive IPM testing (hunt POWERFUL resonance)
- D7R testing (delightful core loop, progression)
Use KPI targets + hard time gates for accountability.
Focus on velocity of experimentation
Purge the unhelpfully antiquated terms: 'soft launch' and 'hard launch' from your vocabulary (for now)
You don't 'launch,' you 'test' marketing (CPI & IPM) or retention (D1 & D7)
You'll know you're on the right track when you've killed your 20th prototype.
May the odds be ever in your favor.
Turbine helps mobile game & app publishers drive UA and product KPIs.
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