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Viable for F2P games to offer premium IAPs?

01-06-2015, 05:05 AM
#1
Joined: Sep 2014
Location: Greece
Posts: 1,328
Viable for F2P games to offer premium IAPs?

Hello all,
1)i recently read about the high piracy rate on android, with lots of devs reporting up to 95%
2)i realise, like most thinking people, that this pushes the F2P with IAPs model more and more as time passes.

What i want to ask you, the developers, is :

Is it possible, and financially viable for you, to make F2P games that offer one time IAPs that bring "premium game experience" ? Some games do it, my most recent were

Sky Force 2014, where premium one time iaps minimize the grind and the wait timers, and
Wings of Heroes where one time iaps eliminate again, the timers and the grind.

I'm sure there are also others, the so called "F2P done right".

So is this viable for you? Does it help alleviate the piracy and generate more income? I detest consumable IAPs with all my heart, and never buy them, but if a game has IAPs that turn it into a premium game, i am all for it, and doubly so if it alleviates the piracy problems, and can support good developers and games.

So, what's your opinion on the F2P with premium IAPs?
01-06-2015, 10:05 AM
#2
Joined: Feb 2011
Location: Isle of Wight, UK
Posts: 1,509
We put this in all of our smaller games that are basically free with adverts. The purchase is always $0.99 and does something useful in the game as well as stopping the ads.

Almost nobody buys them on either platform. We always have this button as a service for ad haters, but the vast majority just can't be arsed. It's certainly not a profit maker.

01-06-2015, 02:21 PM
#3
Joined: Mar 2014
Location: UK
Posts: 168
Essentially the 'shareware' model, or try before you buy I guess.

I put an ad in an update for a free game, started putting in IAP code to remove ad, and before I knew it removed all IAP code deciding that it wasn't worth having it written as containing the stuff. The ads of unobstructive and would never be removed.

If I could go back in time then shareware would be my aim. But today it is tarnished by greedy consumables.
01-06-2015, 02:58 PM
#4
Joined: Sep 2014
Location: Greece
Posts: 1,328
exactly, the try before you buy model, or the elimination of huge grind/timers for big/ quality games, and the add elimination for smaller/quicker games.

To me, the second one looks even better. Take for example the recent Seabeard. If you looked at the forums here, you would see many people crying out for a premium version, no timers, no dual currencies, no grinding etc.

Give it a one time iap that offers the premium version - eliminates timers, currencies etc. Price that IAP accordingly, depending on a lot of factors (known developer or not, quality- length of the game, target audience etc).

I am an adult, and i have a job, and i understand the need to make money. But do you really need to be like those companies i will not name, who create fantastic games, then ask you for consumable iaps every step of the way? 2K does fine with premium. so does Capcom. so do other smaller devs, who made their games premium and people buy them.

And of course there are the sort of people i will never understand, who hate ALL IAP. Why good sir or madam, do you hate a one time IAP that turns your free version of the game to a premium? Didn't you play demos or shareware ever in your life, before buying a game?

But i digress. I made this topic to listen to your opinions, and discuss if this premium iap model would be viable from your experience.

Me, i am just a gamer-so far- who is very alarmed by the F2P domination of the market, and even more alarmed of the consumable IAPs.
01-06-2015, 03:11 PM
#5
Joined: Aug 2013
Posts: 1,065
Quote:
Originally Posted by Rubicon View Post
We put this in all of our smaller games that are basically free with adverts. The purchase is always $0.99 and does something useful in the game as well as stopping the ads.

Almost nobody buys them on either platform. We always have this button as a service for ad haters, but the vast majority just can't be arsed. It's certainly not a profit maker.
Thats why I am putting them in my next game. Just so ad haters can get rid of them if they want.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
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01-06-2015, 11:56 PM
#6
Joined: Dec 2012
Posts: 2,391
Nowadays I just do not download games which iseem to be freemium. If there are others like me, who do pay money to buy apps and games, then the plan to earn more sales by offering a premium IAP might not work well...
01-07-2015, 03:23 AM
#7
Joined: Feb 2011
Location: Isle of Wight, UK
Posts: 1,509
Quote:
Originally Posted by iPadisGreat View Post
Nowadays I just do not download games which iseem to be freemium. If there are others like me, who do pay money to buy apps and games, then the plan to earn more sales by offering a premium IAP might not work well...
Unfortunately, all the evidence I have, and there's a lot, suggests that the opposite is the overwhelmingly common case.

Most people just won't buy games anymore. They either want free with ads or freemium - ie no ads but pay for various things later on after they've seen the game.

I made a featured blog post on gamasutra about this. It's worth a read, even for the many replies.
http://www.gamasutra.com/blogs/PaulJ..._you_think.php
01-07-2015, 05:49 AM
#8
Joined: Sep 2014
Location: Greece
Posts: 1,328
Quote:
Originally Posted by Rubicon View Post
Most people just won't buy games anymore. They either want free with ads or freemium - ie no ads but pay for various things later on after they've seen the game.
Exactly. I'm all for premium games too, but i made this thread bcause the overwhelming majority of mobile gamers do not buy games, and the overwhelming number of games are free to play, to discuss a solution-medium to compromise the two.
01-07-2015, 07:19 AM
#9
Joined: Mar 2014
Location: UK
Posts: 168
Weird because the evidence I have is that you can not give a game away without help from the industry, and I missed the boat or something. Better to put a price on it and have some perceived value, seeing as we developers are worth something at least, apparently.
01-07-2015, 07:27 AM
#10
Joined: Feb 2011
Location: Isle of Wight, UK
Posts: 1,509
It's certainly true that just "being free" won't get you a ton of traffic these days. When this trend started it was of couse a big draw, but now most things are free it's the same old visibility problem.