IAP Mechanics & the Rise of Hybridcasual | Skill Tree #37
The Evolution of Hybridcasual
Definiton of Hybridcasual: simple hypercasual/arcade gameplay + progression system
Benefit: longer user engagement + deeper meta → better monetization/higher LTV through IAP
Requirements
hypercasual angle (accessibility) for marketing → low CPI, large TAM
ad strategies
maximize ads-to-IAP conversion: Make ads so disruptive to convince players to pay to get rid of them
balance of ad revenue and IAP revenue
F2P economy & deep metagame/power progression built onto the core gameplay → potential for liveops, spending depth
mechanics that add depth to the metagame: resource management, exploration, combat, lore, (fake) PVP
roguelike design is well-suited as players can clearly see power progression in the short- to mid-term. Then games need to add meaning as well
Challenge: Turning casual gamers into advanced players that understand RPG-like progression systems
Notable Examples
SayGames: Drive & Park, Train Taxi, Jellly Shift, Sand Balls
Voodoo transforming from hypercasual to hybridcasual e.g. Mob Control, Collect ‘em All
Madbox: Pocket Champs
Habby: Survivor.io
Exploring IAP Mechanics
Limited Time IAP offers
used by basically every game
types
time-limited discounts
amount-limited
bundle offers
customizable bundles
progressive offers (unlock new offer by purchasing the previous tier)
often start with free gift as lowest tier
Piggy Bank
most used in casual & casino
players accumulate currency through normal gameplay in a piggy bank, which players can claim for a fixed price
Offer value grows over time
VIP system
strong use in casino games
loyalty program for high-spenders. get benefits
in social games, VIP status is visible → prestige
Progressive IAP achievement/reward system
mostly found in mid-core, usually Chinese-style RPGs
similar to VIP system but instead of VIP levels, players receive direct rewards
usually done in time limited events
Paid progression plan
mostly found in mid-core games in the Chinese market
players invest money upfront to purchase the plan, and once certain progression goals (such as leveling up your character) are met, rewards are unlocked
Subscription
most common: subnscribe to get a certain amount of resources every day → incentivizes returning to the game
Battle pass
rising use across all genres
usually offer high value for the cost but require players to put in a lot of effort
good for cosmetics-heavy monetization models