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coins and inapp purchase difference?

07-11-2014, 05:20 PM
#11
Joined: Aug 2013
Posts: 1,005
Quote:
Originally Posted by Planetman View Post
Alright my plan then is to go free download with coin shop to buy 4 different items. Is there a minimum coins I can set up or I can say ten coins to buy each item?
You can set up any number you want since by using virtual currency you can now use it however you want in the code.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
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07-12-2014, 03:19 AM
#12
Joined: Aug 2013
Posts: 1,005
Quote:
Originally Posted by Blackharon View Post
Usually, this decision is a lot less seedy than you're implying. Virtual currencies allow for more flexibility to give smaller than 1$ denominations to the player.

If 0.99 gets you one power-up in your game and 0.99 gives 100 coins in my game (and power-ups cost 100 coins) the result is the same. In fact, its often better to give the 1 for 1 trade because there's no need for the player to 'spend' 2 times to get the power-up.

However, what if I wanted to give you the chance to view ads, and an ad view pays me 0.02$? In your game, you would have to reward them with a 0.99$ power-up, severely devaluing the power-up! In my game, I can give you the 2 coins (or even 10 coins) which may not get you a whole power-up but allows you to save for it.



Everything in a game is hard to balance, and if that's your only reason for skipping it's not a great one.

My personal preference is for premium priced, one time purchase games (like seemingly all of TA), but my last two games weren't. Nothing wrong with that, but it forced me to learn the ins and outs of IAPs and currencies.
But that in game currency means you can pay to win. For me that beats the point of making a game.

I don't really want to get into the whole debate cause there are multiple sides but the reasons I don't are
-I don't want to balance gameplay for a currency
-I don't want to deal with people who are unable to restore purchase etc when everything works fine
-I don't have the advertising budgets which people who have had success with these have used

Overall I don't have a problem with them and offering stuff like outfits could be a good stream of revenue but I figure I will wait until I have a game popular enough to worry about that!

Also while I would like to make money it isn't the main reason I make games. I have a very well paid job which I love and wouldn't quit even if my games were making millions

Quote:
Originally Posted by Blackharon View Post
Paidmium can work. You see it from time to time, but it has 2 faults. It has the barrier of entry of an initial price AND turns away those who dislike IAPs. Your game/marketing has to be very strong to overcome that.



You're probably mistaken in this assumption. This payment model will appeal to neither adults nor kids. If you're targeting kids with a paid application, you have to convince the parents, and IAPs will not help you there. "Oh little Jimmy, you can't have this app because it's going to cost me now AND when you want ultracoolpowerup!"
Paidium only works IMO if the IAP purchases are things like extra level packs and not powerups etc. Problem with paid in general for any indie is no marketing budget for people to find out about the game.

Quote:
Originally Posted by Planetman View Post
I want to bring your attention to a game called Ellen's heads up where is is always top seller and this game costs to download and also
They charge for
Card packs in the game and really I think
The game is a little crap but still it's top of charts so this game defies what you are telling
Me
As previously mentioned this success has NOTHING to do with the quality of the game but the person supporting it. It also I bet had a ton of advertising to go with it.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8

07-12-2014, 05:28 AM
#13
Joined: May 2014
Posts: 135
Quote:
Originally Posted by Destined View Post
But that in game currency means you can pay to win. For me that beats the point of making a game.

I don't really want to get into the whole debate cause there are multiple sides but the reasons I don't are
-I don't want to balance gameplay for a currency
-I don't want to deal with people who are unable to restore purchase etc when everything works fine
-I don't have the advertising budgets which people who have had success with these have used

Overall I don't have a problem with them and offering stuff like outfits could be a good stream of revenue but I figure I will wait until I have a game popular enough to worry about that!

Also while I would like to make money it isn't the main reason I make games. I have a very well paid job which I love and wouldn't quit even if my games were making millions



Paidium only works IMO if the IAP purchases are things like extra level packs and not powerups etc. Problem with paid in general for any indie is no marketing budget for people to find out about the game.



As previously mentioned this success has NOTHING to do with the quality of the game but the person supporting it. It also I bet had a ton of advertising to go with it.
Well exactly

A famous TV celeb and a giant company
07-12-2014, 07:34 AM
#14
Joined: Sep 2013
Location: Auckland
Posts: 115
I quite like the approach that tiny towers took with their in-app purchases. You can play the game without paying, its just a slower game. Spending real money doesn't really give you an advantage, its more that it just makes things happen faster.

The pay to win is an odd sort of a problem. As you would think that it would cause gamers to feel sort of disappointed, like I wasn't smart enough to do this level so I had to cheat by spending some money. But this doesn't seem to happen, I don't think people view buying a bonus as cheating or doing something that gives them an unfair advantage. The psychology behind it all I think is quite odd really, its like people say, I really hate how this game keeps trying to get me to buy things, but then they keep on playing it.
07-14-2014, 01:55 AM
#15
Joined: May 2014
Posts: 135
cheat

Quote:
Originally Posted by OnlyJoe View Post
I quite like the approach that tiny towers took with their in-app purchases. You can play the game without paying, its just a slower game. Spending real money doesn't really give you an advantage, its more that it just makes things happen faster.

The pay to win is an odd sort of a problem. As you would think that it would cause gamers to feel sort of disappointed, like I wasn't smart enough to do this level so I had to cheat by spending some money. But this doesn't seem to happen, I don't think people view buying a bonus as cheating or doing something that gives them an unfair advantage. The psychology behind it all I think is quite odd really, its like people say, I really hate how this game keeps trying to get me to buy things, but then they keep on playing it.
The coin pAcks in my game are not for cheating B
Only to buy a few card packs and some paint.

There you go Destined a little clue to what the game is about.
07-14-2014, 04:12 AM
#16
Joined: Aug 2013
Posts: 1,005
Quote:
Originally Posted by Planetman View Post
The coin pAcks in my game are not for cheating B
Only to buy a few card packs and some paint.

There you go Destined a little clue to what the game is about.
I am curious, but more to see the kind of quality you got.

I also hope it works out for you.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
07-14-2014, 07:38 AM
#17
Quote:
Originally Posted by Destined View Post
But that in game currency means you can pay to win.

Not necessarily, and it's especially better than if the OP was going to make an straight IAP for a power-up, there are ways to design around it. But that's a debate for another topic in another day. Feel free to PM me if you want to duke it out mano-a-mano

Quote:
Originally Posted by Destined View Post
I don't really want to get into the whole debate cause there are multiple sides but the reasons I don't are
-I don't want to balance gameplay for a currency
-I don't want to deal with people who are unable to restore purchase etc when everything works fine
-I don't have the advertising budgets which people who have had success with these have used
Fair enough, the first 2 are personal preferences which are fine because they're personal and the last is capability. Even if you have a marketing budget it doesn't guarantee success (see my previous project for the spectacular... nothingness that happened with it!)

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07-14-2014, 08:44 AM
#18
Joined: May 2014
Posts: 135
Multi play

Quote:
Originally Posted by Destined View Post
I am curious, but more to see the kind of quality you got.

I also hope it works out for you.
Thanks I hope so too like Flappy Bird

Anyway

Its complicated doing it yourself with like ŁUK500 a month for programmming and art to hire people.

Then you have to port to Android Windows PC etc.

Sometimes it drives yo crazy agains all the competiio and those blasted cloners
07-14-2014, 04:23 PM
#19
Joined: Aug 2013
Posts: 1,005
Quote:
Originally Posted by Blackharon View Post
Not necessarily, and it's especially better than if the OP was going to make an straight IAP for a power-up, there are ways to design around it. But that's a debate for another topic in another day. Feel free to PM me if you want to duke it out mano-a-mano



Fair enough, the first 2 are personal preferences which are fine because they're personal and the last is capability. Even if you have a marketing budget it doesn't guarantee success (see my previous project for the spectacular... nothingness that happened with it!)
It is okay, I don't have a problem with others using it I am all for people trying and doing different things.

I am sure many people aren't happy with the advertising in my free games but I feel it is working I just need to make more popular games.

Quote:
Originally Posted by Planetman View Post
Thanks I hope so too like Flappy Bird

Anyway

Its complicated doing it yourself with like ŁUK500 a month for programmming and art to hire people.

Then you have to port to Android Windows PC etc.

Sometimes it drives yo crazy agains all the competiio and those blasted cloners
lol now you are dreaming

One quote that i read on the unity forums was the only correlation for success in app development was the number of apps that developer has made. ie mostly you have to work your way up.


That is why I develop in unity. Just click switch platform and go go go!

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8