Free-to-play has become a ubiquitous strategy for publishing games, especially mobile and social games. Succeeding in free-to-play requires having razor-sharp analytics on your players, so you know what they love and what they hate. Free-to-play aside, having an awesome game has always been about maximizing the love and minimizing the hate. Charge a reasonable price for the things your players love and you have a simple but effective monetization strategy.
At the end of the talk, I blabbed a bit about what I see as the future of gaming: Big data and real-time analytics. The more in-tune you can get with your players, and the faster you can react, the more your game is going to differentiate itself. Recently there was a massive battle in EVE Online that destroyed nearly $500,000 worth of ships and equipment. Imagine being able to react in real-time, in the heat of battle, offering players discounted ammunition targeted at their fleet and status in battle. Some estimate impulse buys to account for 40% of all ecommerce meaning there is huge untapped potential for gaming in the analytics space.