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What would your ideal freemium game be like?

10-03-2011, 11:42 PM
Joined: Sep 2009
Location: Brampton, Ontario
Posts: 344
What would your ideal freemium game be like?

I've been thinking about making a freemium game, but I really haven't come up with any ideas that excite me yet.

What would your ideal freemium game be like? What would be the theme, how would it work?

I made Trainyard and Disco Zoo. You might like them!

@MattRix | @Trainyard | @Milkbag
10-04-2011, 01:05 AM
Joined: Mar 2009
Location: America
Posts: 1,012
Competitive civilzation builder with diplomacy, economics, and combat.

Like a FreeToPlay Civilization game.

Game Designer and Producer of Trenches, Evertales, and more!

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10-04-2011, 01:08 AM
Joined: Jul 2011
Location: The red Skittle
Posts: 5,813
My ideal freemium game is a paid game that went free.

Seriously though, I don't mind freemium games as such, but mostly they have been executed in such a way as to limit fun in favor of making money. Making you buy energy to perform actions is not fun, it's a huge turn off. Even buying new levels is a poor freemium model, but I view those as "lite" versions, so whatever.

Personally, Jetpack Joyride could have been the perfect freemium game. I never felt like I HAD to buy anything, which is the first box I need to tick before spending a cent.
I don't like models like Stylish Sprint uses - in theory you CAN unlock everything, but it'll take you years without spending money. Before that happens I'll get bored of the game and delete it.

Something like the counterfeit machine (in Jetpack Joyride again) - pure genius. A one-time permanent purchase that improves the game's experience? I'm so there.

I just realised I haven't said anything on the actual features such a game has, but the thing is: if it's free and by a good dev (such as yourself) I'll try it out. If it's fun without IAPs, I'll probably buy something. Especially so if it's a one-time purchase. Genre doesn't really matter.

Guess I better end the somewhat off-topic rant there. >.<
What I mean to say is, if the model is good you can make any game of any genre and have it come out pretty profitable. (As long as it's fun... I'll shut up now.)

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10-04-2011, 02:18 AM
Joined: Apr 2011
Location: Northern California
Posts: 550
A unique artstyle and camera angle that doesn't look like every generic farming/kingdom building freemium out there. Tiny towers did a great job with that, but could've used a bit more gameplay. Oh, and obviously IAP not seeming forced.

Waiting for: Chaos Rings II, Phoenix Wright 123
I will always love: Kairosoft and CAVE Co. Ltd., Capcom, Godzilab, Simogo
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Dodonpachi is no longer my favorite iOS game.
10-04-2011, 03:37 AM
Joined: Jan 2011
Location: England
Posts: 11,294
Mentioned this before !

Retro is huge in the App store, theres 'remakes/copies' of classic arcade games from the 70's and 80's. Theres game n watches all over the place but theres no tabletop simulations. Remember those small arcade machines you used to buy before computers were popular in the early 80's ?

Would love to see one of those in the app store, for kids back then theres were ideal (batteries would run out quickly though !) and gave you tons of fun. Very basic graphics and sound but the nice LCD graphics were great.

Would surely be easy to make and be another great retro purchase
10-04-2011, 01:08 PM
Joined: Sep 2011
Location: In your dreams
Posts: 379
I never understood what is good for players about Freemium games... I understand that it gets much money for the developers.. But honestly i don't like freemium games which require you to buy content...

If you can complete the game without that, then fine, but if you are required to buy content then that's wrong in my opinion.

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