Case Studies in Early Access and Soft Launch Game Monetization
Through 3 case studies, you will explore how game developers use early access and soft launch models to generate revenue, manage financial risks, and engage players in the iterative development of a game. Those three case studies of games that launched early and successfully leveraged this strategy: PUBG (PlayerUnknown’s Battlegrounds), Hades, and Clash Royale. Find the information to complete the summaries below and complete the questions to understand how each game approached its early release and monetization strategy.
Case Studies:
○ Platform:
○ Initial Release:
○ Development:
○ Revenue Model:
○ Benefits:
○ Platform:
○ Initial Release:
○ Development:
○ Revenue Model:
○ Benefits:
○ Platform:
○ Initial Release:
○ Development:
○ Revenue Model:
○ Benefits:
Questions:
○ How did each game monetize during its early access or soft launch? What specific methods (e.g., upfront payment, in-app purchases) were used to generate revenue?
○ How did the early release models help developers gather feedback? Give examples of how player input influenced game improvements for each title.
○ What were the financial benefits of launching in early access or soft launch for each game? How did early revenue impact the development process or team expansion?
○ Identify potential risks associated with releasing games in an unfinished state. How could these risks impact player perception and long-term success?
○ Imagine you are developing a new game. Outline a strategy for using an early access or soft launch model.
Consider:
■ What platform you would use (e.g., Steam Early Access, mobile soft launch).
■ How you would gather and implement player feedback.
■ Monetization approach: Would you charge for early access or rely on in-app purchases?