Game Design and Business Model: an Analysis of Diablo 3


Prax Patrick
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

This paper develops a theoretical framework for analyzing if a certain feature of the design of a game has been introduced to increase the financial profit created over a specific revenue stream. The framework is created from existing theory and consists of the points 1. Revenue Generation, 2. Game Design and Business Model Integration, and 3. Problematic Game Design. If all these points are given for a certain design feature than it has been implemented into the game to increase revenue. This framework is the used to analyze the design of the successful PC game Diablo 3. Diablo 3 features an auction house that allows players to trade their virtual items for real money while the owner of the game, Blizzard Entertainment, collects a fee for every transaction. The analysis shows that the economy of Diablo 3 is designed to increase the revenue of the real-money market place.

 

Because Players Pay: The Business Model Influence on MMOG Design


Alves Reis Tiago Roque Licinio
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

The authors explore Massively Multiplayer Online Games (MMOG) business models in order to characterize two main problems: big initial investment and continuous expenditures. The four main actors of a MMOG environment . game producer, Game, Players and Business Model . are analysed resorting to Actor Network Theory in order to understand their alignment in Business Models and how they can influence game design. The conclusion ends in the fact that the Business Model, directly or indirectly, influences and constrains the game design in the following ways: the high economic risks inhibits game design innovation, the players have power to demand poor game design decisions while the virtual economy games simply embrace the business model into its design.