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Actually, some people _are_ paying out that much on games on mobile, but they're doing it by way of in-app purchases rather than up-front licensing.
by Finnucane 11y ago
Actually, some people _are_ paying out that much on games on mobile, but they're doing it by way of in-app purchases rather than up-front licensing.
- creshal 11y agoWhich is the ass-backwards financing problem the author was talking about: It would be much more reasonable for everyone involved to have a clear, up-front cost structure (even Bethesda DLCs are less scummy than the average Android app's in-purchases). Yet, consumers are not willing to do that.
- Godel_unicode 11y agoI think it's a little bit the momentum of the industry, but mostly it's straight up economics. If exploiting game theory allows you to in-app purchase your way to AAA-game revenue without putting in AAA-game resources, why wouldn't you?
- nas 11y agoI don't see how it helps his point, maybe I don't understand his argument. The iOS and Android game market had payment built into the system very early, unlike the web. Given the quality of the average mobile game, I don't see how that is an argument for building payments into web standard. The market is filled with trash games, mostly designed to trick users into in-app payments. Quality games with real effort put into them are being squeezed out.
- anexprogrammer 11y agoand some people are spending hundreds of dollars on in game purchases. Which has lead to the perverse situation we're in now where all the free games are engineered to be near unplayable without in app purchases. See Dungeon Keeper or Clash of Clans or a million clones.