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I can tell you from my admittedly limited mobile social game development experience that user acquisition is really expensive. You need the users you get to mak
by dominostars 13y ago
I can tell you from my admittedly limited mobile social game development experience that user acquisition is really expensive. You need the users you get to make lots of purchases. If your purchases suck, or elicit regret, you're not going survive for very long. It is very common industry advice that purchases should feel really good and provide instant gratification. Industry experts know that once a user makes a first purchase they have a smaller barrier of entry for making more. The industry is all about whales, not about making a quick buck on a user who doesn't know better.
Of course there are companies who don't know any better that are trying to money grab as much as possible, but they're not as successful as you might think. They achieve ranking with a large advertising budget before disappearing into obscurity. But what a lot of people don't want to accept is that a game like FarmVille is a good game that many people legitimately enjoy and feel good spending money on.
- chii 13y agoLots of people feel good spending money on heroin, and it also makes them feel good (proven - it chemically makes you feel good!). But you can't possibly agree that heroin is good for you, nor those who make or sell it is justified in making and selling it.
- dominostars 13y agoI did not discuss the morality of addictive game mechanics. I was responding to the assertion that people regret making in app purchases. The author was operating under the assumption that users are being misled or tricked into making purchases that they would later regret. I was merely explaining why most successful IAP-driven games could not reach success this way.