“The most important thing is that you have to make it very clear to the user that they get added value if they pay,” Mock stated in Part One of CasualGaming’biz’s three-part interview.
“A big thing in the success of casual gaming is that the entry barrier is low, is free, is easy to play and is of relative high quality.
“You can then move consumers to pay or partly pay for services as long as the added value is clear. You see it a bit in the differentiation between the free-to-play and the download games. If you pay for a game sometimes it’s full screen, or advertising free, has more levels or you can save your high score – stuff like that. People understand that if you pay a bit you get more.”