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Elements of Successful iPhone Games
- Xlythe 15y agoThe most addicting games I've played are the ones that deviate from the segmented, level-based gameplay seen in Angry Birds and Cut the Rope. You're competing in a saturated market against companies much larger than you. If you're determined to try your luck, then focus on style. Make it extremely dark and depressing or conversely witty with faux seriousness. Do something to stand out and carve out your niche. Polish your game. And most importantly, don't insult your users by making the game only completable with in-app purchases. To them, it's like lying. Find a way to make them want to spend money instead of feeling like they're being forced to.
- brador 15y agoThe list is missing a marketing budget. The single greatest factor (in my opinion) of what makes a game succesful in the app store.
- Macsenour 15y agoCould you be a bit more specific. Where would you send those marketing dollars? Ads where? Recently Flurry came out with data, I'll find the link if I need too, that suggests that discovery is not the issue in the App Store. If that is the case, how would marketing help sales?
- ricardobeat 15y agoNot all successful games share these traits. Paying to skip a level is sketchy. What if you make a level impossible to beat? How would you expect a player to tell?
- dunkjmcd 15y agoDeliberately impossible to beat?
- ricardobeat 15y agoIf your levels are not deliberately planned, one would say you're doing it wrong, usually :)
- teamonkey 15y agoOne of the best arguments I've heard for being able to skip a level is from comedian Dara O'Briain. http://www.youtube.com/watch?v=eG3aHvPG6H8 http://www.youtube.com/watch?v=eG3aHvPG6H8
- fennecfoxen 15y agoAh, "freemium". I've seen several games out there with the dual-currency model: normal money for day-to-day operations and "special money" for neat things / making things happen faster, a currency that you mostly get by chance. So you hook the user with variable-reward conditioning and then encourage him to become impatient enough to pay you $$$... No; I'm not really cool with that. Worst gameplay mechanic ever.
- SquareWheel 15y agoI refuse to purchase applications with in-app purchases for this reason, it's not a business model I want to support. Recently dumped "Words with Friends" because Zynga bought them and made it about as scammy as possible. Now happy with Wordfeud.
- dangero 15y agoI've found that there is a segment of people like you who would rather pay for a premium ad free experience up front, and then other people who would not, so I think the point is, if you can have separate versions of the app to address both groups, that tends to work the best.
- tomjen3 15y agoWould you have a problem with a game where you can pay to make the ads go away, or to get more levels? Because it seems to me that those are two very good uses of in-app purchases.
- SquareWheel 15y agoNope, I consider that fine. In fact I think paying to make ads go away is a fantastic business model. It doesn't matter if it's a separate app or in-app purchases in my mind.
- dunkjmcd 15y agoI'm leaning towards lite and full whack app. I find freemium games far more frustrating than fun. I want to build a game I would play myself. Re: comments on Marketing. It's not something I know much about at this stage. I have read though that game is only half the battle for a successful release. My research was really only based on what I could find directly from the games.
- Macsenour 15y agoTo me this Economics 101. If your IAP removes ads, and people like the game, they'll spend the 99 cents for that purchase. If they feel they are being hampered because they have not bought an item and therefore can't compete in a game, they'll avoid the purchase. Give people what they WANT and they'll buy it. Force people to buy something and they'll find a cheaper route, as in playing a different game. I agree with the frequent updates. The goal is simple: 1) Avoid the spike. Game sales the weekend after release is big, and then dies. 2) Keep the game on the phone. With 1500 new game submissions A DAY, you need to keep the attention of the player. You do that by giving them short term goals and keep'm coming.
- pacomerh 15y agoMy best elements of a successful game are quality and attention to detail.
- dpcan 15y agoThese are surely the feature sets of many successful games, but they didn't all start with hundreds of achievements, hundreds of levels, and so on. The most successful games started with an original idea. People like the game, so they keep adding and improving. The real secret to success is keeping your player coming back for more, giving them more opportunities to talk with their friends about it, tweet it, or get seen playing it in a social or populated location.
- redthrowaway 15y agoThis list just solidifies in my mind why I don't like mobile games. As someone who enjoys pc and console games, mobile games always feel dirty to me. They feel like they've been designed to be addictive, not fun. I'll happily spend $60 on Skyrim, but spending $0.99 on a game that feels like it's been engineered to get me to spend it feels like I'm rewarding malicious behavior on the part of the developer. I get that mobile game devs need to make money, and I support that goal. I just wish I had an answer that didn't involve what feels like unethical behavior.
- extension 15y agoI've played hundreds of mobile games and the vast majority don't hold my interest for more than a few minutes. Even the truly great ones only last a week or so. If they're trying to be addictive, they are failing miserably. The model seems to be more like "pay a dollar to satisfy your curiosity about something sort of neat looking".