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Monetisation Design for Mobile Strategy Games
Monetisation
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Monetisation Design for Mobile Strategy Games

Duration: 3 weeks
R 4 200
Price
R 4 200
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Programme

What the session covers

Course modules

  • Module 1: Strategy game player psychology and spending behaviour
  • Module 2: Mapping your economy before adding monetisation
  • Module 3: Soft currency, hard currency, and exchange rate design
  • Module 4: Battle pass and season structure for strategy titles
  • Module 5: Competitive fairness and pay-to-win perception management
  • Module 6: Soft launch metrics and monetisation iteration

Each module includes: video lessons totalling 40-60 minutes, written case study, design exercise with written feedback, and a reference document for ongoing use.

Details

About this webinar

The problem with most mobile monetisation advice

Generic monetisation frameworks treat all mobile games as interchangeable. Strategy games have fundamentally different player psychology than casual or hyper-casual titles. Players in strategy games are invested in fairness, long-term progression, and competitive balance. Designs that ignore this destroy the very thing that makes the genre work.

What the course addresses directly

Paid advantages in strategy games sit on a spectrum from cosmetic to game-breaking. Knowing where your specific mechanics fall on that spectrum, and how players will perceive them, determines whether your monetisation builds or erodes trust. This course maps that spectrum with real examples from games that got it right and several that did not.

Battle pass design in strategy contexts

Battle passes work differently in strategy games than in shooters. The time commitment required to complete them, the types of rewards offered, and how those rewards interact with competitive play all require specific design decisions. Each of these is covered with worked examples.

Whales, dolphins, and free players

Sustainable strategy game economies need all three player types to coexist. When free players disappear, the ecosystem collapses and paying players follow. Designing for all three simultaneously is one of the harder problems in the genre and gets dedicated attention across two course modules.

Format and expectations

Six modules delivered over three weeks. Each module includes video lessons, written case studies, and a design exercise. Exercises are reviewed with written feedback. No live sessions are included, but an optional group call happens at the end of week three for questions.