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Exactly. Freemium is an attempt to maximize revenue given the following parameters: 1) 99% of the population won't pay more than $0.99 for a game, regardless of
by jonnathanson 11y ago
Exactly. Freemium is an attempt to maximize revenue given the following parameters: 1) 99% of the population won't pay more than $0.99 for a game, regardless of its quality; 2) 1% of the population will pay a fuckton.
So what do you do within those parameters? You try to make a game that relies on #2 to subsidize #1. The alternatives? Release totally free games (where's the business model?). Release ad-supported games (everyone hates ads!). Release games on a flat subscription model. Or accept that the whales are your actual paying customer base, and make games explicitly for them.
By and large, the mobile gaming industry has concluded that the latter approach is the optimal way to run a profitable business. The result is the shitty, manipulative, cookie-cutter approach to game design that has become so dominant today. But unless and until some of the 99% of us decide that games are worth paying for upfront, this seems to be the world we're stuck in.
- odinduty 11y ago>Release ad-supported games (everyone hates ads!). Do people hate ad-supported games more than they hate games that nag you to spend money on them constantly?
- fasteddie 11y agoNot sure it matters. Only a small handful of people can turn a profit on a solely ad-backed games. The Flappy birds of the world, which immediately inspire a wash of cheap copy-cats. Games like subway surfers and sonic dash still need some IAP money -- a high production value game costs about $3m to make these days so no major studio would trust a solely ads backed game.