Cut the Rope 2 tested in-game purchases that dynamically changed price based on your behaviour
That's a bit... creepy
ZeptoLab has been working with a startup called Gondola to test dynamic pricing in its Cut the Rope games, where the value of each in-game purchase is automatically tailored to the individual player.
For six weeks, half of all Cut the Rope 2 players got the prices determined by ZeptoLab, while the other half got prices set by Gondola's algorithm. That's more than four million players, total.
Gondola uses information like how often people are playing, what items the user needs to finish the level, what items they look at, and more, to set a price.
In that test period, according to Gondola, 11 percent more players spent money on the game. The game also saw better retention of its users.
Luckily, the prices of in-game stuff is generally reduced by Gondola, to tempt more players to spend. But the same tech can be used to squeeze even more cash out of whales, or keep addicted players ensnared for longer.
And now with strong results coming from a well-known firm like ZeptoLab, you shouldn't be surprised to see more games use technology like Gondola (and its competitor, Scientific Revenue) down the line.