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"Monetization First" is a Lie: Why Your Game's Late.

Posted by Gemma Ellison
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July 28, 2025

“Monetization First” is a Lie: Why Your Game’s Late

Let’s be blunt: chasing the money before you have a fun game is the fastest route to development hell. “Monetization first” is a seductive trap. It promises riches but delivers feature creep, design compromises, and ultimately, a delayed (and likely worse) product.

The Siren Song of “Easy Money”

So many indie devs fall for it. They think, “If I just add loot boxes/NFTs/gacha mechanics early on, I can build the game around them.” Wrong. You end up building a Frankenstein’s monster.

I saw it firsthand. A small team working on a promising roguelike started prioritizing cosmetic loot boxes before they even finalized the core combat loop. Result? The combat felt secondary, loot box acquisition dominated player motivations, and the entire game became a grind. It was delayed by almost a year. It launched to mediocre reviews.

That team believed the lie: that a smart monetization strategy could compensate for a less-than-stellar core.

Feature Creep: The Inevitable Consequence

Focusing on monetization pre-emptively breeds feature creep. You start justifying new mechanics solely based on their potential to generate revenue. “We need crafting so players can buy resource packs!” “Let’s add a PvP arena with exclusive cosmetic rewards!”

Suddenly, you’re not building the game you envisioned. You’re building a collection of systems designed to extract money. Each new feature adds complexity, introduces bugs, and distracts from the core gameplay. Your scope balloons. Your schedule stretches.

The Unfocused Development Trap

When monetization is the guiding star, your design becomes muddled. Are you making a fun game, or a Skinner box? Are you trying to entertain players, or manipulate them? This lack of clarity seeps into every aspect of development.

Art assets become driven by perceived value (“What kind of hat will sell best?”). UI/UX becomes obsessed with conversion rates (“Make the ‘Buy Now’ button bigger!”). The core gameplay loop, the thing that should be the most polished and engaging, suffers.

I worked on a mobile puzzle game where the “energy” system (a common but often hated monetization mechanic) was implemented before the core puzzle design was finalized. We spent weeks tweaking energy recharge rates and purchase prices, while the actual puzzles felt repetitive and uninspired. Players saw right through it. They didn’t stick around.

Validation Before Monetization

Here’s the key: validate your core gameplay first. Build a small, playable prototype. Get it into the hands of real players. See if they actually enjoy it. Do they want to play it for hours? Do they talk about it with their friends?

If the answer to these questions is “no,” then no amount of monetization will save you. You need to fix the core gameplay first. Iterate. Experiment. Throw things out.

This is what games like Stardew Valley and Hades did exceptionally well. They focused on crafting incredibly compelling and addictive core gameplay loops. Monetization, if any, was considered after they had a proven product.

Ethical and Fitting Monetization: The Right Way

Once you have a fun game, you can explore monetization strategies. But do it ethically and thoughtfully.

Consider these questions:

  • What enhances the player experience? Not detracts from it.
  • What feels fair and respectful? Not predatory or exploitative.
  • What aligns with the game’s themes and mechanics? Not feels tacked on.

For example, Hades sells cosmetic item packs as DLC. This feels natural and non-intrusive. It doesn’t impact gameplay balance. It gives players more options to express themselves.

On the other hand, a game like Diablo Immortal (while not indie) faced heavy criticism for its aggressive and pay-to-win monetization practices, which overshadowed the core gameplay. This shows what not to do.

Practical Steps for Indie Devs

  1. Prototype and Playtest: Build a core gameplay loop in a minimal viable product (MVP). Get it in front of players as soon as possible. Iterate based on their feedback.
  2. Focus on Fun: Make the game genuinely enjoyable without any monetization. If it’s not fun without it, it won’t be fun with it.
  3. Consider Monetization Later: Only after you’ve validated the core gameplay, start brainstorming ethical and fitting monetization strategies.
  4. Research and Analyze: Study successful and failed monetization implementations in other indie games. Learn from their mistakes and successes.
  5. Test Monetization Mechanics: Prototype your monetization ideas and test them with your audience. Get feedback and iterate.

Conclusion: Build a Great Game First

“Monetization first” is a dangerous trap. It leads to feature creep, unfocused development, and delayed releases. Prioritize creating a compelling and fun game first. Validate your core gameplay early. Then, explore ethical and fitting monetization strategies.

Your players will thank you for it. Your game will be better for it. And you might actually make some money in the process, too.