Did India had paying players? Or did we pay the player?
We used to have players who landed from performance ads. Tried the game. Tried their luck. Grabbed early giveaways. Timed the encashment turnaround.
If everything checked out, they stayed.
And we called that retention.
Regulation switched off the payback loop, and the entire behaviour and persona disappeared with it.
Hereโs the uncomfortable part: they were never playing your game.
They were playing your payout system.
One of the best things that happened with RMG games is that players got to know how to make in-app purchases.
So the design brief for you to figure out is what loop replaces payback? Whatโs the motivation to introduce when you canโt pay them to play?
tCARe, Cartic P
/ iCartic.com









