Types
This is identical to Spend above but with a caveat: the player cannot collect Gems by playing your story; they must purchase Gems from our store
This is 80-90% of your story’s monetization (the rest is from Keys that gate the start of the story)
The bare minimum is to have at least 2-3 premium choice per episode but we have seen as many as 5-6 done in an elegant way.
There are many ways to implement this but here are a few:
Example 1 – Exclusive Content
- Player has an option to hear more about a companion’s backstory and raise their relationship with them but only if they pay Gems.
Example 2 – Cheat
- Player has been given Progression choices and accumulating
REPUTATION
- They get to a choice that requires
REPUTATION
of 10 but they only have 5
- There is a premium choice that accomplishes the same thing but requires Gems instead
Example 3 – Conserve
- Player can spend limited
TOKENS
to bribe officials
- Instead of spending
TOKENS
, they may be given an opportunity to spend Gems.
Example 4 – Prepare
- Player arrives at a campfire and has the opportunity to rest for Gems.
- Resting will refill their MP for the upcoming battle.
- If the player hasn’t been spending their MP they might not need to rest but for those who want to be prepared, they’ll take every precaution.
Example 5 – Gratify
- A final category comprises of premium choices that give an exclusive choice that is especially cathartic or narratively rewarding.