Monetization
Ongoing coverage on Monetization.
Latest coverage
Roblox Q2 revenue rises 36% to $1.5bn
Roblox reported a 36% year-over-year revenue increase to $1.5 billion for its second quarter, despite a shortfall in net bookings attributed to reduced per-hour monetization among younger users. The company saw a 10% rise in average daily active users, with significant growth in international markets, and continues to focus on capturing a larger share of the global gaming market.
Gears of War: E-Day Won’t Have Battle Passes: “No Tour of Duty, No Gimmicks, No B******t
Gears of War: E-Day will not feature battle passes or "gimmicks," with The Coalition stating that almost all cosmetic items will be earnable through gameplay, challenges, achievements, and in-game currency. While premium currency "Iron" will be available for seasonal packs and collaborations, the developers emphasize a fair system focused on player enjoyment rather than an arduous grind.
The Daily Grind: Were you ever soured on a promising MMO feature because of its monetization?
This article discusses how poor monetization decisions can negatively impact promising features in MMORPGs, using Lord of the Rings Online's skirmish soldier feature as an example. The author asks readers to share their experiences with features being ruined by monetization.
MMO Week in Review: FFXIV in Berlin, Black Desert in SoCal, and Jimothy saturation
This week's MMO news covers Final Fantasy XIV's Fan Festival in Berlin, Black Desert's Heidel Ball, and the early access launch of SEED. Updates were also provided for Dungeons & Dragons Online, Aion 2, and The Guild reunion movie. Several games saw controversy including World of Warcraft staff cheating, Elder Scrolls Online capacity issues, and Microsoft layoffs.
Overwatch, Path of Exile, and the In-Game Economy: What Virtual Currency Systems Reveal About Real Money Design
This analysis explores how virtual currency systems in games like Overwatch 2 and Path of Exile are designed to psychologically influence players and abstract real-world spending. It contrasts Blizzard's stable but awkward dual-currency model with Grinding Gear Games' player-driven orb economy, highlighting how these designs reduce the 'pain of paying' and encourage continued engagement. The article also touches on the migration of these principles to other digital sectors and offers advice for players on budgeting for in-game purchases.
Riot Games backpedals on League of Legends Classic requiring payment for classic skins
Riot Games has reversed its decision to charge for classic skins in League of Legends Classic after player backlash. The company will now unlock these skins by default, addressing concerns about monetization and the game's historical representation. This change is part of an ongoing effort to support older gameplay builds and champion kits.
Unity 7 to release in 2027, helps devs "ship sharper graphics"
Unity has announced Unity 7, scheduled for release in Q1 2027 following a beta in December 2026. The new version aims to improve development speed with features like faster shader builds and near-instant Play Mode, alongside enhanced graphics capabilities such as dynamic global illumination and neural upscaling. It will also introduce new monetization tools and improved collaboration features for developers.
Warhammer 40,000: Space Marine 3 and John Wick Not Confirmed for 2028, Clarifies Saber Interactive
Saber Interactive's Chief Business Officer Steve Allison clarified that Warhammer 40,000: Space Marine 3, its John Wick game, and Star Wars: Knights of the Old Republic – Remake do not have confirmed release dates or launch windows, despite a previous broad statement suggesting a 2028 release. The company emphasized that Allison was speaking generally about future titles and not making official announcements. Saber Interactive also highlighted upcoming releases like Turok: Origins and confirmed that the John Wick game is a prequel to the movie series and is slated for PlayStation 5.
The Daily Grind: Is there MMO discourse you’re tired of seeing?
The author expresses fatigue with the recurring "pay-to-win" discourse surrounding new MMOs like Aion 2 and EverQuest Legends. After 16 years in the industry, the term "pay-to-win" has become so overused that it often drowns out legitimate concerns about game monetization.
Why releasing games on the web could be right for your studio in 2026
Web-based gaming presents a significant, often overlooked opportunity for studios in 2026, offering access to a vast audience without storefront restrictions and potential for recurring revenue. While not suitable for large-scale narrative epics, browser games excel with short-form, instantly accessible experiences, appealing to a diverse demographic and allowing for de-risked development cycles and rapid iteration.
New Saber Exec Moves to Reassure Fan Worried About Warhammer 40,000: Space Marine 3 Monetization, Ends Up Suggesting a 2028 Launch Window That May Even Include the KOTOR Remake
Steve Allison, the new Chief Business Officer at Saber Interactive, addressed fan concerns regarding monetization for Warhammer 40,000: Space Marine 3. He also suggested a potential 2028 launch window for the game, which may also include the Star Wars: Knights of the Old Republic remake and the company's John Wick game.
EA Backed Down on College Football 27, But the Battle Isn’t Over
Players have voiced strong opposition to paid progression systems in College Football 27's Road to Glory and Dynasty modes, viewing them as detrimental to the core gameplay experience. Electronic Arts has acknowledged the backlash, stating the paid progression did not deliver intended value, but the article argues the studio has not fully addressed the issue, suggesting future installments like College Football 28 may still feature similar monetization tactics.
XSOLLA RELEASES NEW INDUSTRY REPORT HIGHLIGHTING THE SHIFT TOWARD DIRECT-TO-CONSUMER MODELS AS THE NEW BASELINE FOR MONETIZATION
Xsolla's latest report highlights the significant shift towards direct-to-consumer (D2C) models in the video game industry, moving from an experimental strategy to a core operating model. The report indicates that D2C revenue is growing substantially faster than overall mobile game revenue, driven by regulatory changes and publisher adoption. This shift allows studios to build direct relationships with players, optimize lifetime value, and improve margins.
Business and Finance
An analyst predicts a 19.5% decline in game console shipments for 2026, reaching 33.9 million units. Separately, Ubisoft has dropped its claim that monetization makes games more fun, indicating a shift in industry perspective.
MMO Week in Review: 213
Microsoft's significant layoffs have heavily impacted the Elder Scrolls Online live team, reducing its size to that of 2015-2018. This week also saw Warframe's TennoCon, Aion 2 previewing its monetization, Tencent acquiring the PlanetSide franchise, Star Trek Online launching Undiscovered, and Gamigo porting Fiesta Online to consoles.
Assassin’s Creed Black Flag Resynced Sails Past 2 Million Sales In Just One Day
Ubisoft's Assassin's Creed Black Flag Resynced achieved over 2 million sales on its launch day, topping Twitch and Steam charts. However, some players expressed dissatisfaction with the game's expensive downloadable content and monetization strategies.
Betawatch: Palworld’s launch, EverQuest Legends’ monetization
This week's Betawatch covers the official launch of Palworld and ongoing discussions surrounding the monetization strategies of EverQuest Legends and Aion 2. The article also highlights various games in different testing phases, including EVE Vanguard's open alpha and updates for titles like Scars of Honor and Bitcraft.
Reactional Music wins €2.5 million EIC grant to scale music as a new monetisation layer in gaming
Reactional Music, a platform focused on integrating programmable music into games, has secured a €2.5 million grant from the European Innovation Council, with potential for up to €9 million in total funding. This investment will support the company's commercial expansion, including scaling music delivery, optimizing SDKs for game engines, and establishing music as a new monetization layer within the gaming economy.
EverQuest Legends details currency plan, cash shop prices, and storage perks ahead of launch
Daybreak Game Company has detailed the monetization plans for EverQuest Legends, addressing community concerns about currency and cash shop prices. The game will feature an in-game currency called Iridium, with items like class unlock tokens costing around $15. The developers also confirmed increases to starting loadout and equipment slots, with additional storage and loadout options to be earned through gameplay post-launch.
Less than 3 years after it launched on Steam, the Final Fantasy 7 gacha game is closing
Square Enix announced that Final Fantasy 7: Ever Crisis will cease operations on October 6, less than three years after its launch. The sale of in-game currency has already been halted, and the game will be permanently taken offline. While the reasons were not specified, the game received mixed reviews on Steam and has seen a decline in player numbers.