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Wild Wild Train is now free - Why the need?

09-15-2009, 01:31 AM
#1
Joined: Apr 2009
Posts: 106
Wild Wild Train is now free - Why the need?

I just bought the game Wild Wild Train. This game clocks in at above 60Mb. By the looks of it, it has a lot of content.

It was earlier at 0.99$. I wonder what the reason could be for the developers to make it free. If an app such as this, relatively good, with a good amount of content, niche if at all, needs to resort to sales to garner viewership, what's the future of the App store?

IMO, it points to poor discovery of apps and overcrowding, because of which even good apps find it difficult to make a mark. What are everyone's thoughts on this?
09-15-2009, 02:15 AM
#2
Joined: Aug 2009
Location: Not here; not there; not anywhere!
Posts: 318
Good question. Since this has been done before, I assume this sort of thing is going to happen again. I really wonder how much devs get out of such offers if anything. Frankly, I find it a bit doubtful that it accomplishes much. Sure, one could argue that it helps visibility, but does it really? I think it's a bit more akin to shooting yourself in the foot because if this becomes a trend you'll soon have people not buying anything at all and just waiting for those freebies.

On another note, I did buy the mentioned game a few days ago. It's pretty good actually, and I don't feel I've been cheated somehow by this move (as some might), but it begs the question: was it really necessary?

Whatever happened to the premium content part of the app store that was being talked about?

Last edited by Mister Mumbles; 09-15-2009 at 02:17 AM.

09-15-2009, 04:02 AM
#3
Joined: Apr 2009
Posts: 106
Quote:
Originally Posted by Mister Mumbles View Post
I really wonder how much devs get out of such offers if anything. Frankly, I find it a bit doubtful that it accomplishes much. Sure, one could argue that it helps visibility, but does it really? I think it's a bit more akin to shooting yourself in the foot because if this becomes a trend you'll soon have people not buying anything at all and just waiting for those freebies.

On another note, I did buy the mentioned game a few days ago. It's pretty good actually, and I don't feel I've been cheated somehow by this move (as some might), but it begs the question: was it really necessary?

Whatever happened to the premium content part of the app store that was being talked about?
My point exactly...this game is easily worth 0.99$. Its understandable if a more expensive game were to drop down a few dollars, but 1 dollar to free makes no sense at all. The only possible reason is not enough sales and the need to get visibility.

Most likely the devs will increase the price later to more than a dollar, to compensate for lost revenue. And probably wont sell enough, so it works out to the same thing eventually.

Premium content looks some distance away, with even RR dropping down to 6.99. And the battery life of the ipod/iphone needs to improve for the richer games.

I hope the base price on the App store moves up to 1.99. That way sales if needed could be at 0.99, with the regular price at 1.99. The reason why the 0.99 price point is so popular is because people are so used to seeing every other app go down to that price.
09-15-2009, 04:06 AM
#4
Joined: Sep 2009
Posts: 39
While it can be seen as a strange move, I can understand it a little bit. At least if they have other games which DO cost money, or have some new games in the making.
It *can* get you in the top 25 of free games for example, and make your name visible to alot more users. And by having this game on your iPhone/Pod you can get recommendations with genius with games from the same dev

I just downloaded it for free, and I'm sure i would have never bought it for 0,79... And if i like a game, I do checkout more from the same dev sometimes, or at least I'll be (more) interested when I see news about a new game from them.

------
Original Master Copy. //- Holland.

http://www.opfx.nl
09-15-2009, 11:29 AM
#5
Joined: Apr 2009
Location: New York
Posts: 131
I think developers are shooting themselves in the foot with stuff like this. They all complain that App Store customers all expect really low prices, but when developers pull stunts like this, how can you blame anyone?

I know this has taught me not to buy games when they're first released, because almost every game I've ever wanted to own has gone free a month or two after it appeared on the App Store. Why spend money on something I could just get for free a few weeks later? It's really a very silly sales "tactic" but I'd imagine a lot of developers have no idea how to properly market their products.

Waiting For:
09-15-2009, 11:32 AM
#6
Joined: Jun 2009
Location: London, UK
Posts: 3,741
I hate to be the one to say it, but "the need" in my opinion seems to be that the game isn't all that great. Don't get me wrong, I'm not just mindlessly hating on it... but when I first saw the screenshots I expected something much more entertaining than what I got. It's a shame cause I'm still looking for a good train game with somewhat decent graphics and they're few and far between.

  /l、
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09-15-2009, 02:25 PM
#7
Joined: Dec 2008
Location: U.K.
Posts: 1,395
Quote:
Originally Posted by MidianGTX View Post
It's a shame cause I'm still looking for a good train game with somewhat decent graphics and they're few and far between.
Remember Railroad Revolution, by AmazingGames? They seem to have completely vanished, together with the $95.000 grant they got...

Playing: Solipskier, Edge, Ground Effect, Bobble Surfer, Minigore, 2012 Zombies vs Aliens, iSR, Pocket God, Slotz, Zen Bound 2, Crazy Snowboard, Vector Tank, ...
09-15-2009, 02:45 PM
#8
Joined: Aug 2009
Posts: 274
I am kind of disagreeing on this. A giveaway of a good quality game gives a start-up developer a full exposure in the Appstore and people start to learn about this company. It paves the path for easier marketing for their next game. To put it in a different perspective, that's the cheapest way to promote yourself. What other marketing channel is as effective as this, and it has no "up front" cost.
09-15-2009, 05:18 PM
#9
Joined: Dec 2008
Location: U.K.
Posts: 1,395
Quote:
Originally Posted by 'Jeep View Post
Remember Railroad Revolution, by AmazingGames? They seem to have completely vanished, together with the $95.000 grant they got...
Just wanted to correct the above, as it appears they have not vanished at all. More info on the specific Railroad Revolution thread.

As for WWT, I'm rather enjoying it, if only for the artwork and the fact that they bothered to wrap the whole game up in a fun if cheezy storyline.

Playing: Solipskier, Edge, Ground Effect, Bobble Surfer, Minigore, 2012 Zombies vs Aliens, iSR, Pocket God, Slotz, Zen Bound 2, Crazy Snowboard, Vector Tank, ...
09-15-2009, 05:35 PM
#10
Joined: Sep 2009
Location: 3425711888
Posts: 528
AppBox Pro Strategy

I just wanna add that I like the way the Dev of AppBox Pro does the marketing/Promotion, without making the app free in the first place (Earlier, They have the free version: 9-Toolbox).

Right now, the free version of 9-toolbox is gone, and the 99 cents AppBox Pro is still the no. 1 paid app in Applestore.

I think, this strategy could be applied to games apps as well.