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  #151  
Old 11-13-2012, 12:45 PM
MidianGTX MidianGTX is offline
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Quote:
Originally Posted by Vovin View Post
I wish I could understand if this was also pointed at me. Bashed straight against a language/slang barrier.
No it wasn't
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  #152  
Old 11-13-2012, 01:04 PM
awp69 awp69 is offline
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Originally Posted by MidianGTX View Post
Considering IAP is almost becoming a necessity in an increasingly hostile marketplace and isn't simply an option developers choose out of greediness... why not just use it? This whole "I'll give you money for nothing, but not in exchange for goods or services" approach reeks of arrogance and is such a roundabout way of helping out it's nigh on pointless. High horse morals won't earn you any respect. If you really want to support a developer just shut up and do it.
I completely understand the increasing push towards IAPs. I just think there's good ways to do it and not do it. I'm a big proponent of one-time game unlocks. Gives users a chance to get a taste of the game, but if they want the whole deal, they gotta fork out the dough. And, as previously mentioned, shortcuts for those that want to get further in the game without having to play it as long are another decent use of IAPs.

But the vast majority of those top grossing apps are wrought with consumable IAPs that I just find disgusting. Period. There's so many kids or just people who don't realize how addicting it can be to keep buying consumables in a game. In the end, these are the devs that are making out like bandits (and I'm sure a lot of these "social"/"building" game devs really are millionaires). It doesn't justify taking advantage of people.

I have no problem at all with paying even like a $7 IAP to unlock a game that I really think is worth it. And "tip jars" are a great way for devs to get support from people who really enjoy a game. It's just those games where you don't know if there's ever an end in sight to what you'll pay that I will never get.
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  #153  
Old 11-14-2012, 01:09 PM
Riotgirl Riotgirl is offline
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The race to the bottom in iOS in terms of pricing is mirroring the MMORPG world which is all about micro-transactions. That's not necessarily a bad thing, except when a) the expectation is that games ought to be free to play, and b) where the incentivisation is to devise more ways for players to part with their money rather than make engaging content.

Another parallel I see is far too many games on the market. As stated earlier, there is a LOT of competition for people's leisure time.

I think the iOS market needs to cannabilize itself because there are simply too many 'me too' games. I often wonder who buys these endless runners and platforms? Yet, if development costs are fairly low and a studio can knock these out as freemium with IAP consumables, then that's where the market is heading (or will remain). As in the MMORPG world, it is too risky to put money into development for a game that bucks the trend when all the data points otherwise.

Yes, there are indie successes - notably #Sworcery, which I believe has sold in excess of 350,000 copies. Deduct Apple's 30% slice, deduct sales revenue if the game went on sale, deduct development costs, pay wages, and what constitutes success.

Unlike the big studios who can pump out crappy ports and charge a small fortune by iOS standards, it is much riskier and harder as an indie.

I'd be interested to know how well Incoboto and Machinarium have fared (both are on my list to purchase at some stage). I applaud these indie developers for taking a risk and doing something different.

I do agree that the iOS market has some warped expectations of entitlement that is not commensurate with the price that is paid. Especially given Apple's slice of the revenue.

There are a number of excellent, original games underneath the tsunami of dross. I do wonder whether we'll continue to see indie development for the platform or whether more and more developers will decide the economics make no sense and either withdraw from iOS gaming or start developing freemium business models.

In fact, it might be sensible to develop a freemium business model to fund different business models. Then the temptation is if one is floating above water via the freemium route, then why go another route until (if?) the market changes.

I do like the attitude of developers like Spiderware games (makers of Avadon and Avernum) in terms of setting a relatively high price by iOS standards and not having sales.

Changing gears for a moment, do people think that genre plays a large factor as well in terms of price?
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  #154  
Old 11-16-2012, 04:33 PM
tblrsa tblrsa is offline
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IAPs are a great way to extend the life of your game. I can imagine myself buying Level Packs or Add Ons for Games I love to play, but I will not purchase consumable IAPs. You can get a whole game for a freaking dollar, so why should anyone spend the dollar on some consumable virtual good? I wonīt buy cheats either, but I can see that some people want that option. Iīm looking at the dev of Plague Inc. here. I know your users wanted it and it really is not a problem as there is no downside for other users.

I love to play Zookeeper Battle from time to time. Lets be honest here: Itīs a great game, but Iīd never purchase any IAP from it as they are consumable. If there would be an IAP which would unlock unlimited games, Iīd be all over it. As this is not the case, I just keep playing the free portion of the game. Itīs not about the dollar, itīs about the principe. We donīt live in the eighties where you had to pump dollars over dollars into Arcade Games. Sure, keep trying to catch whales, but you certainly will not get my money.

Devs need to realize that there is so much variety on the App Store that you really donīt have to stick with just one game. Be glad we picked your game up in the first place.

Last edited by tblrsa; 11-16-2012 at 04:46 PM..
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