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New IAP model?

03-22-2015, 06:34 PM
#1
Joined: Nov 2013
Posts: 809
New IAP model?

Basically,we have a freemium game with a pretty messed up freemium model.

Why cannot we have a special IAP thing that we can buy for like 10$ or 12$ that greatly decreases the amount of energy taken/greatly increases the speed of energy regeneration.

It might as well give us the free premium currency once in a certain amount of time/give us some bonuses that normal,free players don't have.


Gameloft made this idea come true with Mc5 but it's only for these players who bought it before the freemium update.

Why cannot this exist in other freemium games?You still spend money,freemium model just gets easier and much more player friendly.It is not like energy disappears forever or you get 10x gold or 100000 "gems"per hour.

I know that this might sound absurd but this is a pretty good idea that might as well satisfy both freemium and premium gamers.
03-22-2015, 08:44 PM
#2
Joined: Aug 2013
Posts: 1,937
Korean games were the first to do the VIP system, right? GL did this with DH and that odyssey game.

03-22-2015, 08:56 PM
#3
Joined: Aug 2012
Location: On the toilet
Posts: 4,286
10-12 bucks should take away any sort of energy system. That is the price point for a pure premium game.
03-22-2015, 10:39 PM
#4
Joined: Nov 2013
Posts: 809
Quote:
Originally Posted by Based Xatu View Post
Korean games were the first to do the VIP system, right? GL did this with DH and that odyssey game.
It's just that the VIP system does not really change anything in most of the times from my experience in freemium games and it has a time limit,which is pretty absurd but oh well.

If I pay for vip then it means that I pay to make the game more fun,if everything remains the same then it's not fun and I've just wasted my money.
03-22-2015, 10:47 PM
#5
Joined: Dec 2009
Location: Fort Lauderdale
Posts: 5,506
Quote:
Originally Posted by Kenan2000 View Post
Basically,we have a freemium game with a pretty messed up freemium model.

Why cannot we have a special IAP thing that we can buy for like 10$ or 12$ that greatly decreases the amount of energy taken/greatly increases the speed of energy regeneration.

It might as well give us the free premium currency once in a certain amount of time/give us some bonuses that normal,free players don't have.


Gameloft made this idea come true with Mc5 but it's only for these players who bought it before the freemium update.

Why cannot this exist in other freemium games?You still spend money,freemium model just gets easier and much more player friendly.It is not like energy disappears forever or you get 10x gold or 100000 "gems"per hour.

I know that this might sound absurd but this is a pretty good idea that might as well satisfy both freemium and premium gamers.
If MC5 is not currently installed for the update (any app for that matter), you get no benefit of previous ownership.

With the install size of games only getting larger, this has become common to me.

Either release a separate "freemium" app or keep paid paid and free free.

For some odd reason quite a few members and commentators here take the side of developers/publishers as opposed to consumers.
03-23-2015, 01:41 AM
#6
Joined: Aug 2013
Posts: 1,937
Consumers have proven to not care about the publishers and developers, at l day on the mobile market. I've been gaming since I was 4, and I've never seen such a stingey group of people when it comes to gaming. Every other group is willing to pay $20-60 for a full game, but mobile gamers expect a full game for $5, and think that means something.

I understand IAP becomes intrusive with some companies, but knocking down a game when developers have no other way of making money from their games-except ads- is crazy.

"I paid $1 for this game, and the developer turns this freemium?!!!? I'm never supporting them again!" We get these a lot.
03-23-2015, 02:01 AM
#7
Joined: Jan 2011
Location: England
Posts: 10,656
Quote:
Originally Posted by Based Xatu View Post
Consumers have proven to not care about the publishers and developers, at l day on the mobile market. I've been gaming since I was 4, and I've never seen such a stingey group of people when it comes to gaming. Every other group is willing to pay $20-60 for a full game, but mobile gamers expect a full game for $5, and think that means something.

I understand IAP becomes intrusive with some companies, but knocking down a game when developers have no other way of making money from their games-except ads- is crazy.

"I paid $1 for this game, and the developer turns this freemium?!!!? I'm never supporting them again!" We get these a lot.
Great post. Totally agree. Depressing some of the comments you read when people expect lifetime upgrades on a 99c game and moan when they dont get them
03-23-2015, 02:12 AM
#8
Joined: Aug 2014
Posts: 844
"Capitalism's greatest trick was convincing the world that they owed it something".
03-23-2015, 09:24 AM
#9
Joined: Sep 2014
Location: Canada
Posts: 40
Quote:
Originally Posted by Kenan2000 View Post
Basically,we have a freemium game with a pretty messed up freemium model.

Why cannot we have a special IAP thing that we can buy for like 10$ or 12$ that greatly decreases the amount of energy taken/greatly increases the speed of energy regeneration.

It might as well give us the free premium currency once in a certain amount of time/give us some bonuses that normal,free players don't have.


Gameloft made this idea come true with Mc5 but it's only for these players who bought it before the freemium update.

Why cannot this exist in other freemium games?You still spend money,freemium model just gets easier and much more player friendly.It is not like energy disappears forever or you get 10x gold or 100000 "gems"per hour.

I know that this might sound absurd but this is a pretty good idea that might as well satisfy both freemium and premium gamers.
From a former F2P developer, I can tell you that the reason a model like this exists is because it likely because it is time-based rather than use-based, and for the most egregious of freemium models, more time spent usually equates to more money spent.

To put it another way, there's probably a chart somewhere that says that a heavy user (i.e. the type of person who would buy a timed "speed up") would likely spend as much or more to get one-time-use refills across the same period of time. For consumers, it's a better deal but for the companies it isn't necessarily a financial slam dunk. Sorry to be so cynical about it.
03-23-2015, 10:34 AM
#10
Joined: Jan 2015
Posts: 339
Quote:
Originally Posted by Based Xatu View Post
Consumers have proven to not care about the publishers and developers, at l day on the mobile market. I've been gaming since I was 4, and I've never seen such a stingey group of people when it comes to gaming. Every other group is willing to pay $20-60 for a full game, but mobile gamers expect a full game for $5, and think that means something.

I understand IAP becomes intrusive with some companies, but knocking down a game when developers have no other way of making money from their games-except ads- is crazy.

"I paid $1 for this game, and the developer turns this freemium?!!!? I'm never supporting them again!" We get these a lot.
This is my frustration as well.

A lot of F2P games with punishing IAP models make money hand over fist.

Good news, this will not last. Bad news, this is not going away anytime soon. Also, the F2P/IAP model will be with us in some form forever. Maybe less abusive than it is today but it's a proven and viable business model.

They've been talking micro-transactions since at least the 90's. The technology and means just finally caught up to the concept in the 21st century.

While F2P games are making money, developers who want to actually charge upfront for a full featured gaming experience get pushback for any amount. Especially if it is over $5.

When mobile games first arrived they were simple affairs and it was common to see games between $1 and $5. I remember paying $2 for Tetris to play on my old Motorola Razr (NOT a smartphone for you young'uns)

Mobile games have evolved quite a bit from the simple affairs they used to be. Yet when developers try to *gasp* make some money there is so much pushback it doesn't make sense to bother.

The consumers are the ones pushing the F2P model. When they stop paying to speed up timers or for premium currency that buys you nothing and see all their money go down the drain when the game is inevitably taken offline (which happens more often than people realize) and start paying for full game experiences then they might actually get away from the glut of "me too!" clones out there.

In the mean-time I await the next Clash of Clans clone.