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Can Creating a Lite version of a game boost sales?

12-14-2009, 04:38 PM
#1
Joined: Nov 2009
Posts: 697
Can Creating a Lite version of a game boost sales?

Depending on the genre of course, can creating a lite version boost sales in your games, or has it been proven to hurt sales?

Just wanted to get some feedback on people's experiences with this?
12-14-2009, 04:44 PM
#2
Joined: Oct 2009
Location: canada
Posts: 119
Yes

as long as the game doesnt offer much but enough to make the person want to buy the game

12-14-2009, 04:44 PM
#3
Quote:
Originally Posted by butterbean21 View Post
Depending on the genre of course, can creating a lite version boost sales in your games, or has it been proven to hurt sales?

Just wanted to get some feedback on people's experiences with this?
It really depends on the game and what you offer in the free version. Personally, I don't buy a game unless it has a free version- I think too many people get the controls all wrong on the iPhone.

The only exception I have made is Dragons Lair- I bought immediately, but I've also been trying to beat that damn game for 25+ years. I finally achieved my goal, making it a $4.99 well spent (I think that was the price).

If your game looks average, but has something different, a Free version is a good idea. One example is Charmed. It looks like standard match 3 game, but it reacts to gravity (rotating the device) which really adds to the gameplay. Without a demo, I wouldn't have realized how cool the gravity was. I bought Charmed based on the demo.

A ragdoll physics platformer:Flickitty
The artist: randall schleufer
Twitter: @FlickittyiPhone
12-14-2009, 04:56 PM
#4
Joined: Apr 2009
Posts: 1,023
back in ye olden days it was demos and lites that were released first, sometimes quite a while before the full version.

not sure where this trend to release a demo weeks after release has appeared from! sales are usually nailed in the first couple weeks and sometimes without a demo i wont risk taking the plunge.

tried flickkitty lite out a good month or 2 before it hit the store and wanted more of that

Currently playing: Joe Dever's Lone Wolf and FM2014

Last edited by Acidbottle; 12-14-2009 at 04:58 PM.
12-15-2009, 12:53 AM
#5
Joined: Jan 2009
Location: Finland
Posts: 329
I would have left a lot of games rotting in the AppStore if I had had the chance to try the lite version.
Of course there are games I propably would have bought after trying a lite version.

All in all, if the game is good then the lite version will serve its purpose in boosting sales, while a bad game gets more sale by showing something different than what it is in reality.

Then again customer reviews on sites like TouchArcade are quite often a good pointers on whether you should buy the app or not. Too bad the AppStore users on my area aren't that active in posting reviews so I can't rely on them.
12-15-2009, 02:09 AM
#6
Joined: Nov 2009
Location: Vienna
Posts: 1,099
As a customer I appreciate a Lite Version, there are many games iīve bought based on a Lite, also many i havenīt bought because the Light Version didnīt appeal to me.

Challenge me on Gamecenter: tblrsa
App-Echo - Your place for German iOS App and Game Reviews
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Last edited by tblrsa; 12-15-2009 at 02:37 AM.
12-15-2009, 02:14 AM
#7
Joined: Apr 2008
Posts: 2,438
Quote:
Originally Posted by butterbean21 View Post
Depending on the genre of course, can creating a lite version boost sales in your games, or has it been proven to hurt sales?

Just wanted to get some feedback on people's experiences with this?
It's been known to do both. help or hurt. All depends on the game.

arn
12-15-2009, 03:10 AM
#8
Joined: Apr 2009
Location: Australia, mate!
Posts: 8,419
It depends on how good the Lite version is. Some Lite versions, such as iDracula and Backbreaker Football, have persuaded me to purchase the full version, while some haven't.