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Ask HN: Favorite iOS Game Revenue Model
I am building an iOS game, and was wondering what the community thought of the different revenue models.
Here are the three I am considering:
-One time purchase.
-Free, completely based on many microtransactions.
-Free, demo with full game as in-app purchase
One time purchase.
- Reach Smaller Audience
- Full experience without bothering user
- Customer must buy before trying
- Fixed profit per user
Free, completely based on many microtransactions.
- Reach Larger Audience
- Must bother user constantly for small in-app purchases.
- Possibility of high profit per user.
Free, demo with full game as in-app purchase.
- Reach Larger Audience
- Less annoying than microtransactions.
- Customer has tried and enjoys enough to purchase.
- Fixed profit per user (possibility of higher price than one time)
I would love input on the ideal model for maximum revenue and app experience.
- dustinlakin 14y agoI am leaning towards the demo with the full game unlock as an in-app purchase. I feel it is a great way to reach a large audience, make sure the user enjoys the game before buying it, and keeps the user from being constantly annoyed by attempts to sell micro-transaction items.
- greengreens 14y agoA demo with a full game unlock is a solid move, but don't be stingy with the games features in the demo. You want to show it off after all! A complete game with optional small purchases sounds risky to me if you don't already have an audience, or a team to create the side purchases. Besides you can 'fall-back' to this method if it's not initially successful.