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  #21  
Old 03-24-2014, 01:21 AM
thegraywolf thegraywolf is offline
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Originally Posted by awp69 View Post
The sad part is that I don't think it will ever change. Devs, seeing low sales, will drop prices or even make them free for a period. This I'm turn upsets early adoptors (even those willing to pay higher prices for games, after all we still have budgets), but even more, it encourages the cheap people to wait.

And that leads to more freemium titles just because it has the highest probability of giving devs a return on investment. This upsets hardcore gamers because we would rather pay $10 than be burdened with constant IAPs, mainly because of the unknown of how much it truly will cost us.

There are really no winners in this game (well, the EAs, Rovios and others are winning by adapting to that freemium model, sometimes sickeningly so). If the App Store could only go back in time and devs sticking with higher prices, then maybe we'd see a different situation.

But there's no going back and the cycle will continue.
I have to agree on how upsetting constant IAPs are. To be honest I have played a lot of freemium titles but would rather pay to enjoy a game just for the simple reason that I want to enjoy what I payed for. Constant ads are also a pain. I don't know much about how the freemium model, IAPs and gaming price model but this thread has made me interested to go deeper on how these things actually work.
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  #22  
Old 03-29-2014, 04:28 AM
Vovin Vovin is offline
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Originally Posted by Bronxsta View Post
How will the masses react to a $10 FTL? Will the acclaim be enough to overcome that price stigma?

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Originally Posted by awp69 View Post
I think they will. XCOM and KOTOR, I think both did pretty well considering the high price tag. Yes, they've both been on sale since (XCOM never lower than $9.99 and KOTOR for $4.99). But I doubt either was a failure.

I wish FTL wasn't iPad only.

What awp said. Both Kotor and X-COM succeeded on iOS and had tons of customers so far. In Germany, both games had top spots in the charts, for weeks. Final Fantasy. Another example of good selling apps. And The World Ends With You was a big success at 15-20 bucks, maybe even outnumbering X-Com or Kotor. People are willing to pay prices in the range of 10-20 bucks without any doubt, as far as quality and content are given. I guess that FTL will hit the same vein, maybe not selling as much copies as the games mentioned before, yet it will still be satisfying for the devs. And if S/E manage to release FF7 or 8 on iOS, I expect Apple's server to be overloaded on release day.

I am watching the iOS game scene since 2009. I saw many promising games fail terribly. But as soon as it comes to a game that's considered either a legend or a classic hit, the devs can already start counting the heaps of money. iOS gaming has a wide acceptance today - not only in terms of cool games for quick gaming fixes, but also as a medium for console quality stuff. Then the iPad appeared and things even got better for iOS gaming.

TWEWY was around 40-50 bucks when it arrived on DS. S/E port to iOS was absolutely good. Looking at this, people have no problem to put money on the counter for a game that fits on their phone and is only at 40% of the original price while being able to compete with the console version.

In the end it is the flexibilty of the Appstore - containing a fantastic mix of games of all genres and pricings - which made iOS gaming such a success.
And between all free or low-priced games at a buck, or three, or five, there's always a spot for a high-priced game - as long as it has the neccessary quality to find its audience.

A last look at iOS original games tells us that games like Infinity Blade or others at a higher pricing are also able to find a spot in the charts, as long as they give gamers a quailty experience.
This also applies to games from Slitherine.
But it's also sad to see that thousands of devs not even rake in the money for the development costs of their apps (I advice to google and read the blog if the Butterscotch Shenanigans ( or for the lazy ones, here: http://www.butterscotch-shenanigans....emium.html?m=1 )) and are forced to quit iOS development after 2-3 games. Hundreds (or a thousand?) of devs already left iOS.
Btw, Sam from the Butterscotchies was diagnosed stage 4 lymphoma last year and currently fights his cancer ( http://www.androidrundown.com/blog/b...-making-games/ and http://www.butterscotch-shenanigans....i-die.html?m=1 ). But he seems to recover and they're back into development, AND I CAN'T wait what they have for us next. (Wish you all the best, Sam!)

To get back to the thread's initial topic: yes, some things are just insane. But if you want to do yourself a favor: lean back, relax, and enjoy good iOS gaming while ignoring those price trolls. Don't waste your time complaining about them, use your time better: go out with your love, meet your buddies or play some effin' cool games instead.
Sometimes, it is just not worth talking, because the people you're talking to simply don't listen.

Last edited by Vovin; 03-29-2014 at 07:21 AM..
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  #23  
Old 03-29-2014, 06:55 AM
Gov Gov is offline
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I see it like this, iOS as a gaming platform hasn't found its feet yet. It hasn't stabilized with the birth of the AppStore and the sudden explosion in mobile gaming. Anything can happen in these current times, all devs are scrambling to find a sweet spot and see what customers habits are. We have a lot to learn yet from mobile gaming and it'd strategy to sell at a stable rate. Right now... An app can explode or fail, there's no middle ground. Even the price structure is unstable. Right now it is a mess.
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  #24  
Old 03-29-2014, 07:27 AM
Vovin Vovin is offline
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Quote:
Originally Posted by Gov View Post
I see it like this, iOS as a gaming platform hasn't found its feet yet. It hasn't stabilized with the birth of the AppStore and the sudden explosion in mobile gaming. Anything can happen in these current times, all devs are scrambling to find a sweet spot and see what customers habits are. We have a lot to learn yet from mobile gaming and it'd strategy to sell at a stable rate. Right now... An app can explode or fail, there's no middle ground. Even the price structure is unstable. Right now it is a mess.

Lol, good point, but there's only one thing I doubt. I expect that the Appstore won't lose its chaotic nature. At least as long as Apple doesn't intend to get rid of it.
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  #25  
Old 03-29-2014, 07:34 AM
coolpepper43 coolpepper43 is online now
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I think it would help developers if Apple would extend the top charts to 1000 in each category. Top 200 is ridiculous when there are over 1,000,000 apps.

Last edited by coolpepper43; 03-29-2014 at 08:24 AM..
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  #26  
Old 03-29-2014, 08:22 AM
Coldar Coldar is offline
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Quote:
Originally Posted by Vovin View Post
Lol, good point, but there's only one thing I doubt. I expect that the Appstore won't lose its chaotic nature. At least as long as Apple doesn't intend to get rid of it.
Agree. After 6 years I think Apple is quite comfortable with the chaos.
In fact they might not even think anything is wrong and all is normal assuming I've never heard Apple saying otherwise.
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