"Life Healing" Game Design
Summary
- For example in "Candy Crush Saga", there's a life that goes down by one when you lost the level.
- The point is that it recovers with certain time intervals.
- Life is also often purchasable: that is to say even if the time doesn't allow recover lives, you can buy a life for certain amount of money.
- It became widely common since smart-phone application games.
- Because the in-app purchase transaction is easier than ever, people set up this system to monetize their games.
Why people buy when it recovers naturally?
- Reason why it works is when you lose many lives, you're in this narror-minded mode.
- You rush to beat the level so much that you don't really think carefully "is it worth it?".
Advice to game developers
- Though it's an easy monetize point, don't make it too harsh (e.g. limiting the number of lives one can posses too little, or in what time span life recovers).
- Also, follow the industry-standard price for one life. (I think for now, it's about a dollar for one life, with discount options on bulk purchase)