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The most interesting part (for me) was the mention of the pay for credit to continue. Now that is an interesting use of IAP rather than 'shiny golden boots, £3'
by nicholassmith 13y ago
The most interesting part (for me) was the mention of the pay for credit to continue. Now that is an interesting use of IAP rather than 'shiny golden boots, £3', as it works on an established model that was reasonably successful for a number of years. Does anyone know of any other games using the same mechanism?
- Negitivefrags 13y ago"Time gating" is probably the most common free to play business model on IOS. See the top 10 grossing list in the App Store for other games using that model.
- nicholassmith 13y agoTimegating is different isn't it? You pay X for Y amount of time, whereas this is you pay X for Y amount of lives. Or have I got my definition of timegating wrong?
- Negitivefrags 13y agoTime gating doesn't mean paying for time, it means paying to make a clock go away. Time gating in these games is often in the form of "Pay X to get another life now or wait for 30 minutes". Candy Crush being a good example. It's like having an arcade machine that gets a free credit on it every half an hour.
- nicholassmith 13y agoAh hah, of course. That's much different though, that's the game imposing a limit upon you outside your control, in this case it's if you die you have to make a choice of paying or dropping back.
- makomk 13y agoThere's some discussion of it in the "Reward Removal" section of this widely-linked Gamasutra article http://www.gamasutra.com/blogs/RaminShokrizade/20130626/194933/ http://www.gamasutra.com/blogs/RaminShokrizade/20130626/1949..., but their example is again Puzzles and Dragons. Presumably this is the main game that uses this technique aggressively.