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There's starting to be a pushback against developers releasing games for free and monetising through IAP if appears 'excessive', and required for the game. I've
by nicholassmith 14y ago
There's starting to be a pushback against developers releasing games for free and monetising through IAP if appears 'excessive', and required for the game. I've seen more than a few comments levied about it, essentially there's a reasonably vocal group who don't want to pay more than 79p for games, and don't want IAP to be necessary for their enjoyment.
I don't think they were naive, but they probably didn't expect the piracy level to be quite as high as it would be. Doing server-side blocking for pirated stuff is reasonably difficult, as successfully detecting who's pirated and who's not can occasionally go wrong and burn the paying customers.
- hamai 14y ago>burn the paying customers. I don't think they have a problem with that...
- nicholassmith 14y agoI imagine if they've pulled the app they'll probably have to go through a refund procedure, but I'm not 100% on that as it's a pretty rare and odd situation.
- huhtenberg 14y ago> There's starting to be a pushback against developers releasing games for free and monetising through IAP If a free app is a demo and IAP is a one-time upgrade to the full version, then it's reasonable and perfectly acceptable. This is, arguably, what the IAP were actually designed for - a nextgen support for try-then-buy software. The pushback is typically aimed at tacky milking practices - "a satchel of coins for $5.99, a pot of gold for $15.99, etc". You either release a limited, but self-contained playable demo, or a fully functional game. Anything that falls into a stretch between these two feels like a sleazy bait-n-switch kind of deal, hence the pushback.
- nicholassmith 14y agoThat seems to be one aspect, but I've seen games getting railroaded for having a limited aspect with a pay to access additional functionality, and people saying "I'd prefer to have paid X amount for this app not IAP", even in cases where devs have made it free to get more traction. I personally think companies releasing apps now should be bold enough to stake it and go "it's $10". Square Enix are, it seems to be working for them, sometimes.
- huhtenberg 14y agoFor what it's worth I personally don't even look at free games anymore, because there's always a catch. So, yeah, I guess it's a form of a pushback due to the massive abuse of IAP that doesn't align well with user's genuine interests.
- Turing_Machine 14y agoHmm... I personally don't have a problem with a game that requires significant ongoing expenses on the part of the company (e.g., servers) charging for that, whether through IAP or some other means. Otherwise you'd have to charge enough up front to pay for the servers in perpetuity (or at least as long as the expected lifetime of the game). If the game is self-contained, sure, I see your point, but even there I'd make an exception for "major version"-level changes -- you should let your existing customers have a price break if possible, but maybe not give it to them for free.
- r00fus 14y agoPayment models like the one Carcassonne do: one payment for each "expansion" sound entirely valid. We're not talking $0.99 items, more like $2-$5 per expansion. I have paid for the app and for each expansion, as I love the game. Still a low fixed-fee, as opposed to the MMO "buy virtual crap" model that seems to give IAP a bad name. Perhaps there's a middle ground? More like "pay to attend events/quests/goals where the MMO part is accentuated (think virtual concert), but "most other stuff is free"? Something that gets those who like the game more to pay into it gladly while still leaving something on the table to get the casual person interested.