OMGPop is definitely the exception and not the rule. I have not played the game, but based on Zynga's purchase, it seems like it must be ad or micro-transaction based to fit into the Zynga model. I don't know how Joe is doing with Fire Maple, but based on platform releases, I would guess he is making the least from iOS.
I don't really mind consumable IAP, as long as it is intelligently implemented and not an impediment to completing to game (the grinding factor that is found in so many games today). As long as developers can make more money in a consistent stream via consumable IAP, it will be here to stay. I have seen a lot of public and press sentiment against consumable IAP, so perhaps there will be an uprising against it.
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Originally Posted by AppUnwrapper
I dunno, do you really think those who are creating quality games and selling them for a buck are having trouble making a living? What about Fire Maple Games and Omgpop? I think they did pretty well for themselves, especially Omgpop being bought out by Zynga. The reason people expect to pay little for their iPhone games is that most of them only last a few hours at the most. The longer ones are usually ports which many already paid for on other systems. For instance, Broken Sword -- I wasn't gonna pay $4.99 (and definitely not $20!) to play the same game on my phone, but for 99 cents I did.
I also would like to see more developers step up and use the cloud if they want to be taken seriously. Out of all the games that have come and gone on my phone, the only ones that use the cloud for save data are Infinity Blade 2, Monster Wars and Swordigo. That's pathetic. And it limits us severely in terms of what we can buy and fit on our devices. I'm always having to make that choice of what to delete to make room for something new, and it almost always means losing that data for good.
And don't forget all the sub-par free games making money on IAPs from all these people who like buying their way through games instead of playing them.
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