Recently I read an article about monetization, but not for learning about tips and tricks for making revenue in games, but the wrong reasons to monetize your game. Lets be honest we are in the age of the indie developer. People want to work on a game in their garage with their friends, release the next Flappy Bird, and make a quick buck. They work out a plan for monetizing their product along with designs and start development expecting to make money off their first few games.
There is a fundamental problem with this logic, no truly successful game, was a developers first. Only a handful of studios putting out games expecting to make money and actually do it. I do not claim to be some guru, but anyone can tell you, most mobile games in app stores are not successes or hits. Many of those apps are developed by inexperienced developers who are still working on their craft as developers thinking they can get a quick buck of their game. I am not against people making games, go do it, we need more people in the industry for it to grow. But when you are getting into something (be it a career or a passion) those that become hits are those that do it well.
Especially long lasting hits, come from experienced developers who failed many times. Angry Birds developers, Rovio Entertainment made over 40 games that were not nearly the hit as Angry Birds was. People can get the wrong idea when all they hear is a small studio made a game that got millions of downloads. They do not hear about the mountain of failed games or prototypes, the energy put into marketing or PR, the search for funding, or the time it took to build a name for the studio. Monetization takes time in development and design for finding out when and how the player may do an In App Purchase (IAP). If you are starting out, take that time to master your craft, as the saying goes “If you are good at something, don’t do it for free” and please get good at it before asking for money.