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There's a lot of money in micropayments and there are loads of problems with existing solutions from the perspective of virtually everyone involved. The comprom
by glimcat 15y ago
There's a lot of money in micropayments and there are loads of problems with existing solutions from the perspective of virtually everyone involved. The compromise solution tends to be purchasing service-restricted credits in larger increments.
It's a great problem to solve, but people have been trying to make incremental improvements here for ages. What makes you different than all of them?
- GFischer 15y agoWe're currently testing several hypothesis and assumptions: 1) People want to pay for online content or services that deliver value for them (League of Legends creator said: "if it delivers a tremendous value to them that's highly replayable, people will spend money") 2) There's a large segment of people that don't have international credit card or paypal, yet are online and want to pay (or people that don't want to use a credit card online), and have a cell phone. 3) Webmasters and game developers are willing to accept a large percentage cut in exchange for much better conversion rates. 4) The service has to be as simple as possible (and I think BuySimple is doing things right in that regard) and dead easy to try (we'd thought of the "free sample" thing as well) The hypothesized target segments are: - online games with in-game stores - virtual communities that want to donate or help - small independant websites with small products (example: arts and crafts sites with small projects) Think very small payments (5 cents of a dollar) League of Legends interview: http://www.gamasutra.com/view/news/28313/Interview_League_Of_Legends_Merrill_On_Succeeding_With_FreeToPlay_Core_Games.php http://www.gamasutra.com/view/news/28313/Interview_League_Of...