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What IAP would you rather pay for in a game?

View Poll Results: What would you rather pay for in a game with In App Purchases?
Power Ups 0 0%
Skins 0 0%
In Game Currency to purchase additional features 1 3.70%
Additional maps/levels/modes 17 62.96%
Rather watch Ads to earn In Game Currency 3 11.11%
Other (please explain) 6 22.22%
Voters: 27. You may not vote on this poll
08-18-2015, 08:26 AM
#1
What IAP would you rather pay for in a game?

I'm working on my next game and I'm looking to find out what people would rather spend their hard earned $$$ on in a 'free to play' game (with in app purchases, of course).

Tom Bowen, Thinkerton Games
www.thinkertongames.com
Games:
Cubix Challenge
08-18-2015, 08:56 AM
#2
Joined: Jan 2012
Location: Philippines
Posts: 22,203
Anything that doesnt affect gameplay are fantastic. Ad removers are awesome. Doublers or even triplers make the balance feel more premium compared to the grind that freemiums bring are also great IAPs that id easily get if the game is pretty good.

In-game currency is pretty much acceptable, as long as the currency is available to be earned in the game. Basically something to give the player an early power spike.

Having opt-in ads which give bonuses in return are ok, but i prefer having an option to buy an ad remover which also just gives those bonuses without the ads.

Additional content are good IAPs too, similar to how episodics are handled.

Skins are always awesome. These are the ones i consider to be acceptable even if they are IAP-only. They dont affect the gameplay, but they can make the game a bit more enjoyable by having more cosmetic options.

Powerups are kinda tricky for me. They are acceptable if they dont affect any leaderboards scores or at least have their own separate leaderboards. Buying IAP powerups to give an edge in something that can potentially be competitive is a huge no-no. For strict singleplayer completion though, even invulnerability powerups are definitely acceptable.

Exact-Psience My 2014 Top 10 Games of the Year: Monster Hunter Freedom Unite, Hearthstone, VVVVVV, Battleheart Legacy, Wayward Souls, Bug Heroes 2, Powerpuff Girls Defenders of Townsville, Deep Loot, Monument Valley, Bioshock Honorable Mentions: Traps N Gemstones, Bardbarian, Goblin Sword

08-18-2015, 09:06 AM
#3
Joined: Dec 2009
Location: U.S.A., earth
Posts: 215
I find myself watching ads for in-game $$. Especially games that allow you to do so for their premium currency, like gems.

That said, to me, additional maps/modes/... sounds like a more traditional model in where it expands the game in the usual way. I purchased a card game (Ascension... free now, but $5 about 6 years ago), and paid $1 for promo packs, and $3 to $5 for full expansions per. They did such a good job with that game that it was a day 1 buy, as opposed to waiting for it to go on sale that I wanted them to have more of my $$ now than later.
Many decried how "lame" it was how Monument Valley charged an extra $2 for extra maps, but these days, this appears to be the road to sustainable pricing. Whether or not users go for it is another thing entirely (iOS customers are a fickle bunch :\)
08-18-2015, 09:09 AM
#4
So if you could purchase powerups with in game currency either earned though the free gameplay OR by watching ads/IAP would that be ok? Or would be that too unfair because the IAP route would be the fast-track to higher scores?

I do like the idea of skins also, because they don't give a competitive advantage, but I've always been a little hesitant when IAPs are arbitrary like that. I guess if the opportunity was there to earn the skins via gameplay also that would be good.

Tom Bowen, Thinkerton Games
www.thinkertongames.com
Games:
Cubix Challenge
08-18-2015, 09:48 AM
#5
Joined: Apr 2013
Location: Helsinki
Posts: 12
I find also that different genres work better with different models. Ad rewards might work in games fast, short games but not in a strategy game where you face long sessions.
08-18-2015, 09:53 AM
#6
Joined: Jan 2011
Posts: 3,937
Content and nothing else. Cosmetic iAPs are fine too but all the other options marry game design with monetization in ways that I cannot support.

"Don't Do This Or You'll Get Banned"
—Unnecessary Sass Towards The Admins—
08-18-2015, 10:30 AM
#7
To add some frame of reference...

My next game will be an endless arcade/puzzle game with leaderboards and achievements, So it likely lends itself to certain IAPs better than others. One option I was thinking was to have a single IAP that removes ads AND adds an 'extreme difficulty' mode. There will be some form of in game currency also earned as you play, this could be spent on power ups etc, but the in game currency likely won't cost the user anything.

Here's a thought, what if you could purchase lives to continue at game over, is that considered an unfair IAP? It doesn't adjust the gameplay per se and they would be limited.

Tom Bowen, Thinkerton Games
www.thinkertongames.com
Games:
Cubix Challenge
08-18-2015, 10:44 AM
#8
Joined: Jan 2012
Location: Philippines
Posts: 22,203
Quote:
Originally Posted by Thinkerton Games View Post
To add some frame of reference...

My next game will be an endless arcade/puzzle game with leaderboards and achievements, So it likely lends itself to certain IAPs better than others. One option I was thinking was to have a single IAP that removes ads AND adds an 'extreme difficulty' mode. There will be some form of in game currency also earned as you play, this could be spent on power ups etc, but the in game currency likely won't cost the user anything.

Here's a thought, what if you could purchase lives to continue at game over, is that considered an unfair IAP? It doesn't adjust the gameplay per se and they would be limited.
I think it would be fine if it was limited, as long as it's through a currency attainable in-game.

As for your single-IAP to remove ads and add extreme mode, THAT SOUNDS FANTASTIC.

Exact-Psience My 2014 Top 10 Games of the Year: Monster Hunter Freedom Unite, Hearthstone, VVVVVV, Battleheart Legacy, Wayward Souls, Bug Heroes 2, Powerpuff Girls Defenders of Townsville, Deep Loot, Monument Valley, Bioshock Honorable Mentions: Traps N Gemstones, Bardbarian, Goblin Sword
08-18-2015, 12:05 PM
#9
The downside to a single IAP from a developer standpoint is that if you don't back it up with some other form of IAP (skins, power-ups etc.) the monetization stops after that initial purchase is made.

Tom Bowen, Thinkerton Games
www.thinkertongames.com
Games:
Cubix Challenge
08-19-2015, 08:31 AM
#10
So what is everyone's thoughts on the monetization in Pac-Man 256? It does look like there are many paths to earning coins, but it also seems you can shortcut to higher scores by paying for credits. I'll be checking it out after work myself, but I wanted to see what others thought of it.

Tom Bowen, Thinkerton Games
www.thinkertongames.com
Games:
Cubix Challenge