Nanobots will be built to the highest possible specification for high end VR devices but we will also aim to have downgraded version for the mobile market. If it’s somehow possible to migrate the data from a mobile device to a high res device then all the better. That way users could, say, use their high res version on Playstation Morpheus at home but still be able to stay connected (at a low res) via their mobile device when they are out of the home. Conversely, users could be introduced to Nanobots through a low res mobile version and then graduate up to the higher res and more sophisticated VR devices. (This is going to be a platform issue beyond our control).

There are plenty of proven ways of monetization that we can draw on from the current mobile and console games business. However, we should also keep in mind that VR is a very different experience to both. Mobile games tend to be ‘freemium’ - the game is free but monetization comes from selling virtual goods etc. in the game. Console games tend to earn their money at the point of sale, and then more money comes from offering DLC to the user.

We could offer a dual approach. Freemium for mobile devices and point of sale for high end devices - only around $10. I’m working on the assumption that if you have a mobile device you’re used to the freemium model, but if you’ve invested in a high end VR device you’ll be willing to pay $10 for an enhanced experience. We can also offer a range of virtual goods and services that the user can buy. For example, the user can upgrade and personalize their base camp with a range of new designs - like being able to decorate your bedroom yourself. The user could also purchase a vehicle and then be able to drive around the micro environment.

One of the advantages we have is that Nanobots starts with a tangible, physical product - the capsule. So rather than just clicking something that’s free, consumers actually have to purchase an object - something that consumers are still habituated to pay for. It means Nanobots can have a presence in bricks and mortar outlets with all the established banner advertizing that goes along with it.

Monetization could also come from an ancillary website set up so users can share their Nanobot experiences with their friends. This could be free to use but driven by advertizing. Branding is also a possibility. Branding should probably be absent from the virtual environment but I see no reason why it can’t appear in the base camp or on the capsule or even on the Nanobots themselves.
Toys and ancillary products could be huge. Obviously there’s the plastic Nanobot figurines (like with Amiibo figurines) which aren’t a barrier for entry to the game but the more users engage with the product the more they’re going to want to have these. We could have a range of different collectable Nanobots and we could incentivize consumers by making this the only way to customize your Nanobot (by selling new skins/shells that update the virtual skins/shells via an NFC). There’s the possibility of publishing Nanobots educational and science books aimed at kids. Plus tardigrades can make the cutest cuddly toys!