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Free games that don't feel cheap: doing ads tastefully

Free-to-play earned its bad reputation honestly. Here's how we think about ads without making players resent the game.

Features
Free games that don't feel cheap: doing ads tastefully
J jjunior.net

"Free-to-play" earned its bad reputation honestly. Most of us have rage-uninstalled a game that interrupted a good run with a thirty-second unskippable ad, or buried the fun behind a wall that conveniently sold you the way over it. So when we make free games — and ours are free, supported by ads — the question we keep circling is simple: how do you pay the bills without making players resent the thing they're playing?

We don't have a perfect answer. We do have a few rules we try not to break.

Never tax the fun

The cardinal sin is the forced ad that interrupts flow. An ad that fires the instant you die — right when you'd otherwise tap "retry" — trades a sliver of revenue for a player's goodwill, and goodwill is the only thing keeping a free game alive. We'd rather an ad be something you choose: a rewarded video you opt into for a revive or a bit of currency respects that it's your time being spent.

Make "optional" actually optional

Opt-in only means something if you can decline forever and still enjoy the game. If the rewarded ad is really a soft wall — play without it and you're stuck — it isn't a choice, it's a toll with extra steps. The test we use: could someone who never watches a single ad still finish and love this game? If the answer is no, the design is broken.

Respect the player's intelligence

Players know a game needs to make money. They're remarkably tolerant of honest monetization and remarkably allergic to the sneaky kind. A clear "watch a video for a revive?" button is fine. A fake close button, a mistimed interstitial, an ad disguised as gameplay — those don't just annoy, they tell the player you assumed they wouldn't notice. They always notice.

The goal isn't to extract the most money from a player today. It's to still have that player tomorrow.

There's a quiet shift happening across mobile, and it's encouraging: studios are finding that games which treat players fairly actually retain and earn better over time. Respect turns out to be good business, not just good manners. That lines up with everything we believe about making small games — you're not running a casino, you're trying to make something people are glad they opened.

Free doesn't have to mean cheap. It just means the price is a little of your attention, asked for honestly, and only when you've said yes.