Close Menu
NERDBOT
    Facebook X (Twitter) Instagram YouTube
    Subscribe
    NERDBOT
    • News
      • Reviews
    • Movies & TV
    • Comics
    • Gaming
    • Collectibles
    • Science & Tech
    • Culture
    • Nerd Voices
    • About Us
      • Join the Team at Nerdbot
    NERDBOT
    Home»Nerd Voices»NV Gaming»Unleashing Player Value: Andrei Kulakov on the Evolution and Art of Game Monetization
    Pexels
    NV Gaming

    Unleashing Player Value: Andrei Kulakov on the Evolution and Art of Game Monetization

    Nerd VoicesBy Nerd VoicesSeptember 5, 20235 Mins Read
    Share
    Facebook Twitter Pinterest Reddit WhatsApp Email

    Among all the ubiquitous changes in mobile and casual gaming, few have been as sensitive – and prophetic – in responding to player behavior and monetization trends as Andrei Kulakov. An experienced game designer and developer, Kulakov has long made a point of focusing not only on the underlying gameplay mechanics but also the so-called “invisible economy” that fuels free-to-play games.

    We interviewed Andrei concerning his opinions regarding monetization – how it has evolved, what he has learnt from years of experimenting, and where it’s going when creativity, player psychology, and fair monetization come together.

    Q: How did you first get interested in monetization as a core design concern in game development?

    Andrei Kulakov:

    It wasn’t long before I realized that creating a fantastic game was not sufficient – it had to sustain itself. That’s when I started designing on monetization as a fundamental aspect of the challenge instead of an afterthought. My initial experimentation was with the freemium model. We offered basic gameplay for free but locked other modes of the game – like “diagonal” or “Turkish” checkers – behind a supplemental premium tier. Much to my surprise, these variants weren’t simple niche curiosities; they were value propositions for more engaged players.

    Q: What were some of the initial insights you learned during freemium mechanic experimentation?

    Andrei:

    The biggest thing the research taught us was that value perception is contextual. Placing content behind paywalls won’t necessarily make players care about it. But if you spark curiosity – perhaps by revealing the behind-paywall content in-game or integrating it with progression – players are likely to consider paying more to access it.

    We also included rewarded ads for short-term access. Players could watch an ad to unlock premium features temporarily. It was a win-win: no paywall frustration, and a positive ad experience. This simple idea allowed retention and monetization both at once.

    But freemium is a double-edged sword. Its elegance is in lowering the barrier to entry – anyone can play. But if employed too extensively, or employed poorly, it can undervalue trust. That’s the conflict: How do you make something appear valuable when you’re offering most of it for free?

    Q: Can you explain that tension? What are the pitfalls developers fall into when employing freemium models?

    Andrei:

    Yes. The simplest one to fall for is over-monetizing too early – inundating the player with offers before they have any emotional stake in the game. The other is paywalling simple functionality, which is a bait-and-switch.

    Players are extremely sophisticated these days. They can determine if a game respects their time and if it’s just trying to extract value. The best freemium models I’ve ever witnessed are all based around this principle of generosity. You give them just enough so they feel like they’re in charge – and then you offer them ways to go deeper.

    The psychological sweet spot is when it costs money as an act of support, not as a tax.

    Q: You have mentioned including gifts and cosmetic items in your monetization schemes. How was that going?

    Andrei:

    That evolved by seeing older browser game social dynamics, like The Combat Club, where virtual gifts were exchanged by players. We did it the same way, with graphical “gifts” stored in the player’s profile. Some seasonal, some prestige. Some you could buy with in-game currency, and some you could only buy with cash.

    The insight was that players spend not only to progress, but to express. A limited-edition rose or a rare token becomes more than a cosmetic – it’s a story. You’ve been there. You’ve played the event. You’ve sent that gift to someone special.

    It’s a form of in-game storytelling that monetization rarely taps into – but should.

    Q: There’s a lot of debate about ethics in monetization, especially around pay-to-win and loot boxes. What’s your perspective?

    Andrei:

    I think monetization should be invisible when done well. It should feel like part of the world, not an obstacle. Players don’t mind paying – they mind being tricked.

    There is also a growing need for alternate value systems. Suppose, for example, that players could achieve prestige items through accomplishment or social contribution? Not everything must be bought. That, in my opinion, is where monetization will shift – into a combination of financial and non-financial economies.

    Games are ecosystems. If you optimize for profit, you kill the ecosystem. But if you design for player enjoyment and revenue, you might end up with a sustainable thing.

    Q: What’s next for freemium? Do you see new models on the horizon?

    Andrei:

    Yes. I think we’re heading towards contextual monetization – systems that are reactive to the player’s behavior, preferences, and even values. AI will be central to this. Not in manipulating players, but in offering them relevant, respectful experiences.

    I also believe there’s a future in player-owned economies, where players can trade or even create content that is worth something in the game. That reverses the role of monetization from gatekeeper to facilitator – the developer provides the tools, the players generate the value.

    And finally, I’d love to see narrative monetization – where cash is included in the story. Picture finding a plot branch not because it’s randomly locked away, but because the game invites you to spend money in that world. It’s not “pay to skip” – it’s “pay to explore.”

    Do You Want to Know More?

    Share. Facebook Twitter Pinterest LinkedIn WhatsApp Reddit Email
    Previous ArticleElton John Says Metallica Song is “Best Ever Written”
    Next Article Mastering Your Gambling Budget: Bankroll Management Strategies
    Nerd Voices

    Here at Nerdbot we are always looking for fresh takes on anything people love with a focus on television, comics, movies, animation, video games and more. If you feel passionate about something or love to be the person to get the word of nerd out to the public, we want to hear from you!

    Related Posts

    Funinmatch - Guide to new talent making waves in IPL 2026

    Funinmatch Guide to New Talent Making Waves in IPL 2026

    February 13, 2026

    Top 5 2026 Slot Sites with 98% RTP and Instant E-Wallets

    February 13, 2026
    Why the Destiny Matrix Is Gaining Popularity as a Modern Self-Discovery Tool

    Why the Destiny Matrix Is Gaining Popularity as a Modern Self-Discovery Tool

    February 12, 2026

    Live Blackjack Games with Crypto: A Smarter Way to Play in Real Time

    February 12, 2026

    Raja Game Login and Register App – Complete Guide for Indian Users

    February 12, 2026

    Funinjeet Football Experience Guide for Beginners: Exploring Smart and Simple Access

    February 12, 2026
    • Latest
    • News
    • Movies
    • TV
    • Reviews

    Disposable Paper Napkins and Soft Facial Tissue: Hygiene and Comfort Essentials

    February 15, 2026

    Rock Legend Jimi Hendrix Gets a Tribute Nobody Saw Coming

    February 15, 2026
    Binarium

    Binarium: The First True Binance Store of Value Built on BNB Chain

    February 15, 2026
    The Ultimate Checklist for Adopting a Rescue Pet

    The Ultimate Checklist for Adopting a Rescue Pet

    February 15, 2026

    Rock Legend Jimi Hendrix Gets a Tribute Nobody Saw Coming

    February 15, 2026

    David Boreanaz Steps Into Jim Rockford’s Shoes for TV Reboot

    February 14, 2026

    A Strange Take on AI: “Good Luck, Have Fun, Don’t Die”

    February 14, 2026
    Bad Bunny’s Super Bowl LX Halftime show Grass Costume

    That Viral Grass Costume From Bad Bunny’s Halftime Show is Now Listed on eBay

    February 14, 2026

    A Strange Take on AI: “Good Luck, Have Fun, Don’t Die”

    February 14, 2026

    Sam Mendes’ Beatles Project Adds Four New Names

    February 13, 2026

    Jason Clarke Joins Live-Action ‘Gundam’ Film Planned for Netflix

    February 13, 2026

    Jason Momoa to Star in “Helldivers” Adaptation by Justin Lin

    February 11, 2026

    Sailor Moon Is Coming Back to Adult Swim and Fans Are Ready!

    February 14, 2026

    Netflix Axes Mattson Tomlin’s “Terminator Zero” After 1 Season

    February 13, 2026

    Morgan Freeman to Narrate New Dinosaur Documentary

    February 13, 2026

    Nicolas Cage “Spider-Noir” Series Gets Black & White Teaser

    February 12, 2026

    A Strange Take on AI: “Good Luck, Have Fun, Don’t Die”

    February 14, 2026

    “Crime 101” Fun But Familiar Crime Thriller Throwback [Review]

    February 10, 2026

    “Undertone” is Edge-of-Your-Seat Nightmare Fuel [Review]

    February 7, 2026

    “If I Go Will They Miss Me” Beautiful Poetry in Motion [Review]

    February 7, 2026
    Check Out Our Latest
      • Product Reviews
      • Reviews
      • SDCC 2021
      • SDCC 2022
    Related Posts

    None found

    NERDBOT
    Facebook X (Twitter) Instagram YouTube
    Nerdbot is owned and operated by Nerds! If you have an idea for a story or a cool project send us a holler on Editors@Nerdbot.com

    Type above and press Enter to search. Press Esc to cancel.