Coins are used exclusively to purchase items. Now, there are two ways to obtain coins:
● Players are rewarded 10 coins for every gym held when they redeem their reward
● Players can purchase coins with real world money
This ability to obtain the premium currency in-game is becoming more and more prominent in mobile games. If you look at something like Disney Magic Kingdom (More on that game HERE), we see that they give away the premium currency as well, but at an incredibly low rate. When designing this kind of system, players have to believe that it is a viable alternative to purchasing premium currency in real life. For example, currently in Pokémon Go, a player can purchase 1 incense Item for 80 coins. If the player holds a gym, they gain 10 coins. Thus, if they redeem one gym reward each day, they’ll have enough for one incense eight days later. For the casual player, this isn’t so bad due to how easy it is for players to take a gym, and they’re not playing the game as frequently. For the more hardcore player, they’re going to want the items much faster.
If we examine the flowchart, we can see that the player never really escapes this loop. Because once they purchase and use the one use item, they’re back in it again constantly trying to get stronger. But due to the game’s objective (Gotta catch ‘em all!), when the player doesn’t want to wait or take the time to build up to obtain the item in game, they can purchase it right then and there. This way, the player doesn’t feel like they’re being taken advantage of, and the developer can still have in app purchases without there being a huge hullabaloo.
This balancing act is incredibly important in the mobile scene. Once players start to feel like they’re being nickeled and dimed, they’re going to think just a little bit harder before spending their real world money in-game. That could result in a few players pausing just long enough to reconsider making the purchase.
Let’s talk about powering up the pokémon and how this actually scales to increase the difficulty over time. Based on trainer’s level, a pokémon will have a max CP that they will be able to reach. When the player levels up, the max raises as well. This way the game can keep trainers from just leveling up one pokémon to super high levels and further forces the player to catch a variety of pokémon. It typically costs X stardust and 1 candy to level up a weak pokémon. But what happens when the pokémon’s strength reaches about ¾ of the max?