Making large scale changes to an economy in a social game

Posted by Zach on Game Development See other posts from Game Development or by Zach
Published on 2012-09-05T21:51:52Z Indexed on 2012/09/06 3:49 UTC
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Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old economy was based off of purchasing items with Facebook credits then moving to a new model where the same inventory or similar inventory is sold with a soft currency. The closest comparisons I've been able to find so far are looking at iOS games that have gone from purchase models to freemium models, but haven't found a comparable scenario in a social game besides larger scale MMO's.

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