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$0.99 Debate

07-01-2009, 02:01 AM
#1
Senior Member [Original Poster]
Joined: May 2009
Posts: 1,418
$0.99 Debate

For me, the app store suffers from a fundamental problem. There are only two categories: Paid and Free. Since $0.99 games are much more likely to be downloaded rapidly, they rise to the top of the charts and overshadow games that are worth more such as Rolando or Real Racing. Premium priced games sooner or later have to reinforce a sale to boost their popularity because its far too easy to get flooded by cheap pick up and plays at $0.99. Games like flight control selling cheap and addictive gameplay are taking over the store, and developers are struggling to find reasons for funding a higher budget game because the return isn't good enough.

In short, people are getting too much value for the price they're paying. As a customer and not a developer, this is a great thing. My concern is that soon, the app store will be filled with nothing but flight control type of games and the app store will cease to be a serious gaming platform.

At present, there is incredibly good content coming out at a constant rate which is awesome. But because of this, devs panic and drop their prices way too quickly. This is good for consumers in the short term, but bad for the platform as a whole in my opinion.

The constant focus on becoming popular is having a detrimental effect on the store and the dev's are making the problem worse by reinforcing the industry "standard" of the AppStore $0.99 games. Is the app store heading for a fall or will big budget games be able to compete in the long run with this current format?

Currently Playing: Ascension: Chronicle of the Godslayer, Summoner Wars

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07-01-2009, 02:33 AM
#2
Joined: Mar 2009
Posts: 659
Doom Resurrection is #14.

Real racing isn't in the top 25 but Fast and Furious is

Next thing people will be complaining that there's too many popular franchises filling up the top 25.

07-01-2009, 03:11 AM
#3
hey all.. newbie here but I've been reading enough about iphone app stuff in the news to think camzy has a good and valid posit.

however, I think its too early to tell because :

1. apple announced they are going to give more marketing/adversting control to developers which will help even the playing field a bit.

2. the market will correct itself again if this is the case. (If games really are too cheap for the value they give ... the economics of it will work in the reverse as well.) There is enough hype for iphone stuff that more developers will get in the game than will get out which will drive more value above any "yard sales" . And there is critical mass for those that want to download.

it'll probably all distribute out along some form of bell curve in the end.
07-01-2009, 03:29 AM
#4
Joined: Feb 2009
Location: Sweden
Posts: 1,634
Quote:
Originally Posted by Paradigm View Post
hey all.. newbie here but I've been reading enough about iphone app stuff in the news to think camzy has a good and valid posit.

however, I think its too early to tell because :

1. apple announced they are going to give more marketing/adversting control to developers which will help even the playing field a bit.

2. the market will correct itself again if this is the case. (If games really are too cheap for the value they give ... the economics of it will work in the reverse as well.) There is enough hype for iphone stuff that more developers will get in the game than will get out which will drive more value above any "yard sales" . And there is critical mass for those that want to download.

it'll probably all distribute out along some form of bell curve in the end.
1. They did? What did the announce? If you have some link of sort it would be great. If you mean that companies can pay for ads in iTunes, that will good news for the big boys (EA etc) and bad news for the little man, the indies.

2. Of course, but that could mean that companies go elsewhere (we already have Labyrinth for Android out...) and all you get are simple low-budget apps, which is fine if that's what you want. Just don't expect any under priced games anymore.

The problem is how the top lists work. They are solely based on number of sales, and it is a no-brainer to figure out that a good game (worth $4.99) priced at $0.99 will sell more copies that a equally good game (also worth $4.99) priced at $4.99. In other words, the top lists favor cheap games, and not necessarily good games. Why on earth are there games with a rating lower than 4 on a top list?

It would be better if the top lists took rating and revenue into account, or perhaps even install time. The top lists would then consist of quality apps, which I think is what consumers would expect a top list to contain.

Anyhow, it is a new market and we will have to wait and see how it turns out.

Just my $0.01 (limited time offer, my opinions are on sale).
07-01-2009, 03:33 AM
#5
Joined: Feb 2009
Location: Folsom, CA
Posts: 851
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The majority of games sell because they are good. Flight Control is a well designed game that deserves all of the sales it gets. And, don't forget, Real Racing was developed by Firemint, the developers of Flight Control. They have recieved the profits from their little addictive game and spent them on an engaging and deep, serious game. Also, with sites like this, promoting and hyping those serious games, I'm certain that a game that truly deserves it's sales, will get them.

Faves: Saucelifter, Westbang, Eliss, Edge, Tilt to Live, Mindwall, Radial 50, Super Quick Hook, Sword of Fargoal, Carcassone, Trainyard.
Playing: Super Mega Worm, Aqueduct, Monster Dash, FASTAR!, Shining Force, Frogatto, The Incident, Dark Nebula Ep. 2.
07-01-2009, 03:40 AM
#6
Joined: Oct 2008
Posts: 4,404
Quote:
Originally Posted by Anders View Post
It would be better if the top lists took rating and revenue into account, or perhaps even install time. The top lists would then consist of quality apps, which I think is what consumers would expect a top list to contain.
Based on rating is good.
Based on revenue is ridiculous, it will cause so many overpriced app.
Install time is even more ridiculous. I don't care if it takes 10 seconds or 1 minute to install, all I care about is the quality of the game and the support for it.

Four most influential games: Papi Jump, iDracula, Fieldrunners, Flight Control.
07-01-2009, 03:45 AM
#7
Joined: Feb 2009
Location: Sweden
Posts: 1,634
Quote:
Originally Posted by donkei View Post
Based on rating is good.
Based on revenue is ridiculous, it will cause so many overpriced app.
Install time is even more ridiculous. I don't care if it takes 10 seconds or 1 minute to install, all I care about is the quality of the game and the support for it.
What is overpriced in your opinion? $5? $10? $20? If a game would be overpriced, no-one would by it, and hence revenue would be low.

By install time I meant how long an app was installed, not how long it takes to install it silly
07-01-2009, 03:47 AM
#8
Joined: Jun 2009
Posts: 631
I think Anders meant to take into account the time the app has been on the appstore, not the time it takes to install it. It would compensate the fact that most apps are slowly (or not) driven out of the top because they're not hype anymore. (edit: written as the same time as post above )


In the end, I think it is important to remember that you get what you pay for. A game like mecho wars sold at 30 $ would probably have been developed with a bigger team and on a longer time period, which means that it would have been closer to the polish and content of Advance Wars on DS.

As incredibly good as Flight control is, it offers very little in terms of content. The genius is in the idea and the way it is delivered.
07-01-2009, 03:57 AM
#9
Joined: Oct 2008
Posts: 130
This is the main problem with the App Store, the longer/bigger games can't compete with the cheap thrills. Pocket God, Flight Control, and other 99 cent games (that do only "deserve" that price tag based on content) are what people will normally buy. However if developers keep undervaluing their games, then yes the consumer reaps all the benefits, but in turn brings on a domino affect of developers. They think "Hey, I'll lower my game to 99 cents for a bunch of downloads then raise the price again" but when they do nobody buys. In turn they have to keep discounting it to 99 cents (Pangea anyone?). It's one of those things where it's a catch 22, a lot of iDevice owners complain if a game ISN'T 99 cents, yet when a good game comes out and they get it, they complain if the developer follows the domino affect and put a game on sale.
07-01-2009, 03:57 AM
#10
Joined: Feb 2009
Location: Sweden
Posts: 1,634
Quote:
Originally Posted by thevagrant View Post
I think Anders meant to take into account the time the app has been on the appstore, not the time it takes to install it. It would compensate the fact that most apps are slowly (or not) driven out of the top because they're not hype anymore. (edit: written as the same time as post above )
Well, actually I meant how long it was installed on the device.