3 ms·
Thats actually just old school selling a game. For cash, once, no DLCs, no running costs. Which is actually awesome. My first games were Quake, and Quake2. I
by idclip 7y ago
Thats actually just old school selling a game. For cash, once, no DLCs, no running costs.
Which is actually awesome.
My first games were Quake, and Quake2. I enjoyed shilling out the cash just once. Bought expansions as budget allowed and was always excited to.
More power to you honestly.
Edit: duck ads.
- pierrec 7y agoThe question was how to implement the freemium/shareware model in apps. It's important to understand that this model can make a lot of sense, for example in the case of weird and experimental games, where it avoids people wasting their money on something they won't like and leaving disgruntled reviews. It also encourages people to try something new. One approach is to have a single IAP and make the pricing obvious.
- idclip 7y agoI honestly don't think freemium/Ads are a good model. I understand what you mean, and i think the model pursued by old games was less toxic. They simply released shareware ... just 10% of the game for anyone to try. Freemium/Ads works well for addicting things, and im not sure how the negative effects of what’s done there can be honestly counter acted. So its not that i don’t think that the model generates less money, its just burning down the house.