4 ms·
I think it's a question of offering some kind of good old demo mode for games. The problem is not that people don't pay for games (they do, see IAP) but that pe
by jkrems 12y ago
I think it's a question of offering some kind of good old demo mode for games. The problem is not that people don't pay for games (they do, see IAP) but that people don't want to pay for things without knowing what they are buying. Apple has pretty much everything in place to offer (usage) time limited demo versions of paid apps. Many IAPs are using dark UX patterns. Claiming "but they don't have a choice!" is at best naive.
- DanBC 12y agoHere's a review of a game that offers the first few levels free, with a single IAP to unlock the rest of the game. Everything is clear and above board and seems to follow the Doom (etc) model - playable game and pay to unlock the rest. http://www.pocketgamer.co.uk/r/iPhone/Glyph+Quest/review.asp?c=57026 http://www.pocketgamer.co.uk/r/iPhone/Glyph+Quest/review.asp... Note that this reviewer calls it "tacky".
- jkrems 12y agoSure, if the game isn't properly up-front about being a limited time demo, it rightfully feels tacky. But if you "bought" it by clicking a "try for a day" button, why would it feel tacky?
- RKoutnik 12y agoMaking demos is usually a net loss for developers. There are few scenarios where the extra time and effort put into a demo actually result in increased sales [0]. [0] https://www.youtube.com/watch?v=7QM6LoaqEnY https://www.youtube.com/watch?v=7QM6LoaqEnY
- jkrems 12y agoI wasn't talking about "making demos". I was talking about native support in the platform to limit usage of an app to a certain time. The developer just clicks a checkbox "make 24 usage hour demo available" and that's it.