3 ms·
The inception of in-app purchases on mobile games is not to be blamed on game developers - it's the markets. Specifically, AppStore discovery and refund policie
by dsirijus 13y ago
The inception of in-app purchases on mobile games is not to be blamed on game developers - it's the markets. Specifically, AppStore discovery and refund policies.
There you were circa 2009, a mobile game player, presented with games you need to pay for, upfront, with no demo or trial, needing a credit card. You don't like what you bought? That's a shame.
On the other hand, there was Free category, install it, play it, see few ads, or options for in-app purchases, and for the the most part, it matched the quality of premium up-front-charged games. But even if it didn't, who cares. It's free.
My point here is that in-apps were reasonable evolution of money-hungry marketplaces, not developers. Developers just sort of got shoved on that path.
Your point of argument might be - "Well, aren't developers money-hungry too?" Let me explain to you why game developers are paid way below the average compared to their IT fellows in spite of doing arguably much more complex work (you say web site - i say 3d world, you say RoR backend - i say real-time MMO-powering beast, you say web design - i say asset-friggin'-pipeline) and why game market is so cutthroat...
It's because we love what we do and will take shit in order to do it. We're very oppinionated about it, and for the most of us, it's not a job - it's life, a quest, a mission.
And even if this doesn't resonate with you, how about - there's nothing wrong with in-apps? Go to any international/interstate retailer. Check the shelving, check the products, the design, the smell. The sheer amount of science to get you to purchase that particular box of razor blades, removing any rationality you might have for your purchase, is towering over anything you might encounter in mobile game in-apps infrastructure.
- xerophtye 13y agoNo one is saying that the very essence of in-app purchases is wrong. In fact we all agree that games are the most under-valued pieces of software. We honestly support monetization of games (hence everyone saying i would happily pay $X for full unlock). Of course most people would NOT pay that upfront and need to be... "convinced" to pay that amount. What we ARE decrying is the negative affect on the GAME itself for this monetization. The gameplay element should remain unaffected from this. So IAP that gives you extra levels, extra maps, extra skins, are the perfect way to monetize on it. In contrast charging per turn (or for speeding up turns), or for lives, or even things that make your game "pay-to-win" are not only unethical but ruin the GAME. SO doesn't that ruin your " it's life, a quest, a mission" philosophy. PS: My most hated line on play store or appstore is "greedy devs charging me money for content"