I've been wondering ever since I read this quote at the Apple developers site: If that's the case, how come there are so many applications doing this? Am I missing something?
Ok. So I guess it is outdated. The link you gave says something different :-/ So that would mean that I could sell virtual currencies, but if I let the user consume those currencies elsewhere (for example, a web site managing his inventory) it would be against the guidelines. Right? Did you ever see such an app? Thanks!
That's also how I understand it. Purchasing stuff with a virtual currency outside the app would be a tax nightmare for everyone involved.
OK. So let's make this a bit complicated.. Suppose I want to make an app that allowed IAP virtual currencies. (a) Would this be alright?, (b) could players trade the virtual currency between each other (for game items?), (c) if there was an Android app, and (b) was "yes", could players trade between each other and between devices?
(a) is ok. (b) I don't know, but I'd stay away from it anyway. Managing inflation can get very difficult when a f2p game has a complex virtual economy, as you start introducing discounts, free cash, bundles, etc. Throw in players setting their own prices into the mix and I imagine it'd become nearly impossible. (c) Don't know either, wild guess says you probably can't. Interesting topic though!
I remember reading an article discussing inflation in virtual mega currencies like Eve, WoW or Second Life and it's effects on real life currencies, since some people make a living on those platforms (esp. Second Life, at least back then). But anyway, back to topic: why should I care about user-induced inflation? The items are still going to be sold through the "proper" shop too. I try my best