the monetization battle continues

Yeah, 2009 is a great year for trying to make money off of Flash games. Instead of being able to buy a venti iced cappucino (and a muffin!), you’re reduced to whatever grocery store swill your 85 cents per day can buy. Yep, ad revenue is in the toilet. GameJacket recently went bankrupt, not only leaving developers in a lurch, but making games which used their technology unplayable. (Server-side game storage doesn’t sound so hot now, does it?). Some people have noted that they were one of the only sites to guarantee 0.50 CPM’s, which probably contributed to their downfall.

So, now everyone wants to get into the microtransaction game. The obvious problem has been that Flash games by nature percolate from site to site, often making single-portal monetization solutions unattractive (sorry Whirled!). There are some exceptions, but in general the really good games are intended to get their millions of plays across a number of high-traffic sites. Thus what we need is a way for players to have some sort of shared currency, stored in some secure central location, that is available to them when playing a number of games across any portal which they happen to be hosted on.

Finally, some companies are stepping up to the plate. First is Mochi, with their predictably named MochiCoins service, still in private beta, but with at least one game floating around various portals. Not to be outdone, the Flash Game License crew has come up with their own system, GamerSafe, which combines microtransactions with server-side save games and achievements. There is also HeyZap, Andrograde, and a number of other solutions.

I think for any solution to gain traction, there needs to be a few key factors:

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