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game-monetization

Design free-to-play economies, battle passes and cosmetic shops with anti-predatory guardrails.

Skill by poorvith-mp

IndexedMIT★ 5
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/poorvith-mp-game-monetization

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About

Design free-to-play economies, battle passes and cosmetic shops with anti-predatory guardrails. Use when designing battle passes, gacha, in-game economies, or IAPs.

Use cases: design

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/game-monetization

What's inside

Skill name
game-monetization
Description
Design free-to-play economies, battle passes and cosmetic shops with anti-predatory guardrails. Use when designing battle passes, gacha, in-game economies, or IAPs.
License
MIT
Instructions
97 lines in SKILL.md · view on GitHub

Files (3)

  • SKILL.md
  • routing.yaml · evals/
  • game-monetization.skill

SKILL.md (first lines)

# game-monetization

## Core Philosophy
Video game monetization is not tricking players with manipulative dark patterns, predatory gacha mechanics, or pay-to-win combat advantages that destroy competitive integrity. Sustainable, high-LTV game monetization is built on mutual respect, long-term retention, authentic player celebration, and vanity-first cosmetics. Whether designing free-to-play (F2P) battle passes, premium DLC expansions, or community creator economies, monetization must enhance the player experience rather than hold it hostage.

---

## 4-Step Sustainable Game Monetization Architecture

### Step 1: Monetization Model Selection & Guardrails
1. **The 3 Ethical Monetization Models**:
   - *Premium Upfront ($20–$70)*: Full game unlocked; optional paid story DLC expansions.
   - *Free-to-Play Cosmetic / Battle Pass*: Core competitive gameplay is 100% free and fair; monetization driven strictly by cosmetics, emotes, character skins, and audio packs.
   - *Subscription / Season Pass*: Continuous content delivery for dedicated enthusiasts (e.g. MMOs).
2. **The Non-Negotiable Anti-Predatory Guardrails**:
   - **Zero Pay-to-Win (P2W)**: Money must never buy statistical power, faster cooldowns, or competitive advantages in PvP.
   - **Probability Transparency**: If randomized cosmetic drops (loot boxes) are used, exact drop probabilities must be displayed mathematically on screen down to 0.01% (enforcing China/EU statutory mandates).
   - **Spending Limits & Minor Protection**: Enforce spending velocity caps and parental verification gates.

### Step 2: Battle Pass Progression Architecture
1. **Dual-Track Progression (Free vs Premium)**:
   - *Free Track*: Grants enough currency, consumables, and modest skins to make non-paying players feel valued and engaged.
   - *Premium Track ($10 / ~1,000 Hard Currency)*: Grants exclusive seasonal skins, custom animations, weapon charms, and enough earned hard currency to fund the *next* season's pass if completed.
2. **Linear vs Non-Linear Progression Curves**:
   - Avoid aggressive grind walls: Target **50–70 hours** of casual gameplay across a 90-day season to complete 100 tiers.
   - Provide daily and weekly gameplay challenges that reward XP without dictating frustrating, disruptive playstyles.

### Step 3: Virtual Economy & Currency Sinks
1. **The Two-Currency System**:
   - *Soft Currency (Earned Gameplay Only)*: Gold / Credits earned by playing matches. Used for baseline character upgrades, weapon repairs, and basic customization.
   - *Hard Currency (Purchased with Real Cash)*: Gems / Coins purchased via storefront. Used exclusively for premium cosmetics and battle passes.
2. **Inflation Control & Sinks**:
   - Soft currency sinks (crafting fees, cosmetic unlocks) must mathematically match soft currency generation rates to prevent hyperinflation.

### Step 4: The Rotating Cosmetic Shop (FOMO vs Respect)
1. **Rotating Storefront Discipline**:
   - Feature a rotating catalog of curated cosmetic bundles.
   - Provide clear direct-purchase options (players can buy the exact item they want directly without buying 20 mystery boxes).
   - Maintain evergreen availability for signature legacy items to minimize toxic FOMO (Fear of Missing Out).

---

## Deliverable Format: Game Economy & Monetization Specification (`MONETIZATION-SPEC.md`)

```markdown
# Economy & Monetization System Specification: [Game Title]

## 1. Core Model & Ethical Guarantees
- **Model**: Free-to-Play Multiplatform Tactical Shooter
- **P2W Policy**: 100% Cosmetic Only (Zero stat advantages, zero paywalled weapons)
- **Primary Revenue Levers**: Seasonal Battle Pass ($10) + Direct Cosmetic Storefront

## 2. Currency Architecture
| Currency | Type | Source | Primary Sinks | Inflation Safeguard |
|---|---|---|---|---|
| Credits | Soft Currency | Match completion, daily quests | Base gun recolors, profile banners | Fixed repair fees per match |
| Stellar Gems| Hard Currency | Real-money purchase ($1 = 100 Gems) | Battle Pass, Legendary Hero Skins | Fixed direct prices |

## 3. Seasonal Battle Pass Progression (90-Day Season)
- **Tier Count**: 100 Tiers (Free Track: 30 rewards | Premium: 100 rewards)
- **Completion Horizon**: ~60 hours of gameplay (Avg 45 mins/day)
- **Currency Recirculation**: Completing the Premium Pass earns 1,000 Stellar Gems (100% cost of next pass).

## 4. Storefront Pricing & Transparency
- Common Skin: 300 Gems ($3.00)
- Rare Skin: 800 Gems ($8.00)
- Legendary Hero Bundle: 1,800 Gems ($18.00)
- *All items available via direct purchase; zero randomized loot boxes.*
```

---

## Worked Example: Turning Around Player Revolt Over Aggressive Monetization

- **Crisis**: Players revolted when a shooter introduced a paid character that had 10% faster health regeneration. Steam reviews tanked to "Mostly Negative".
- **Remediation**: Leadership immediately removed all combat stats from the character; refunded all purchases in hard currency; issued a public apology pledging a permanent "Cosmetics-Only" charter.
- **Outcome**: Community trust restored; long-term Battle Pass retention increased 45% over subsequent seasons.

---

## Verification Checklist

- [ ] Zero competitive combat advantages or pay-to-win items sold for cash.
- [ ] Premium Battle Pass returns sufficient hard currency to purchase the next season.
- [ ] Progression curve allows casual players to finish tiers within season limits (50–70 hrs).
- [ ] Soft currency generation is balanced with durable economic sinks.
- [ ] Direct purchase is supported for all featured cosmetic assets.

---

## Anti-Patterns

- **Pay-to-Win Sneakiness**: Selling weapons that are statistically superior to free weapons.
- **Energy / Paywall Chokeholds**: Blocking players from playing matches after 30 minutes unless they pay "energy refills".
- **Predatory Probability Manipulation**: Secretly altering drop chances to force whales into spending thousands on unannounced odds.

From poorvith-mp/skills-gamedev, MIT.

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Last commit (this folder)
Sep 12, 2026 (1 month ago)
Last release
Oct 2, 2026 (26 days ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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game-monetization skill. Agent Mart. https://agentmart.dev/skills/poorvith-mp-game-monetization (last updated 2026-10-24)