I wonder what percentage could be classified as abusive software.
If that's the path I have to take to make money on iOS, I'll take a path on a different platform.
I wonder what percentage could be classified as abusive software.
If that's the path I have to take to make money on iOS, I'll take a path on a different platform.
I think this is about much more than iOS. Anything that can be delivered online (software, music, movies etc.) is something that consumers think should be free. Strangely they are willing to get milked after download through things like in-app purchase.
I don't think that is true. I doubt many pay at all. I think there are a small number of people who are massively exploited to generate the revenue for these apps.
At the start of the year was the player aware how much a years worth of play would cost them? The key to whether or not something is exploitative in this respect is whether or not the player is spending more than they were prepared to.
Does either game disguise the cost and bring in extras incrementally to promote a sunk-cost fallacy? Do they force the decision to spend at points of particular tension in the game? Some games certainly do.
This is quite a good read.
http://insertcredit.com/2011/09/22/who-killed-videogames-a-g...
That's gotta be at least a couple of rounds of drinks each :D
PS: It's actually become a fairly common issue people seek addiction counseling for.
Yes. There are people that spend thousands. They also spend thousands on $60 AAA games as well.
The idea that players get "fleeced" is ridiculous. Spent $15 on Candy Crush, a game that you spent months playing? That really doesn't seem like a lot to me.
Edit: I should acknowledge that certain games, like Candy Crush, do play on psychological weaknesses. Not all free-to-play games (hell, I'd say vanishingly few in the sea of free-to-play games on the App Store) do. Free-to-play is the new shareware and try-before-you-buy. It's also the only real path to sustained revenue, and anyone that runs a game studio knows what I'm talking about with the roller-coaster that are games that take 1-2 years to develop and have an earnings bell-curve of 3 months.
I'm not willing to pay to win though, which is what most of the top grossing mobile games require.
We use rewarded video and advertising and IAP in free-to-play games our users play, but we have no desire to be exploitative.
The amount of room between basic free-to-play and psychological warfare on your players is enormous.
Rewarded video makes up about 10% (currently it's not in a very prominent placement, some games make a majority of their money that way - see Shooty Skies).
So to kind of answer your questions, the longer people play, the more they're worth to us, which feels fair to us (and again, they can pay to rid themselves of ads anytime they want). We will be featuring rewarded video more prominently, which allows the user to have more choice in the matter (although I'm betting they chose ads over cash most of the time, but that's just years of experience talking).
Edit: I should add that our ARPU (average revenue per user) is less that $4.99, so we'd still much rather people buy ads away with IAP.
after years searching, i am back at an open source chess client. sadly they are trying to add their own in-house-chrome-cast instead of just improving multiplayer.
...think in the end i always pick the games that give me an excuse to code patches. sigh. I am a lost case.
Only 2.3% of Candy Crush players pay any money. Meanwhile, King has 1400 employees and revenue of over $2.2 billion per year. But you know what's not fair? Take-Two, the parent company of Rockstar and makers of a whole hell of a lot more AAA games than just GTA, has a profit of $2.3b. I think the profit scales are tipped a little more towards the app developers than towards the AAA developers on this one, especially considering damn close to 100% of the players of GTA V paid for their game, and paid $60 for it.
Sure, not every developer is King and not all IAPs are shitty like that. But the minute I see "buy more gems for $1.99!", I delete the app. You might not get any downloads if you charge money for your software, but then again, as a mobile developer, you chose to enter that market. Which means you chose to be compared to all the other bullshit IAP scam games that dominate the "highest grossing" list. Don't want to be compared to the scam artists? Then don't play the same games as them.
By mid-2013 Candy Crush had over 500m downloads, and in 2015 was still pulling over 340m monthly players. By comparison, GTA 5 sold about 235m units total so your apple-to-apple comparisons are not so much.
As for "playing their game," I've been in this business since before the iPhone. I didn't choose to work in an industry that raced to the bottom for pricing. Mobile gaming is fun and enormous and provides opportunities for small devs that consoles never did. That said, there is a wide range of free-to-play monetization, not all of which is pure pay-to-win. But this is the industry - you can bury your head in the sand, but you'll go out of business.
You may think jumping from one industry to another is easy, but you'd be mistaken. But you know, compare us all to King if it makes you happy. There are many people beating that drum, but they simply can't grip the economic realities of software and the mobile industry as a whole.
We work to make games people love to play. We have a lot of players. They've all told us how they prefer to pay for our games so that our families might eat. That's fine with me, and with our employees who love making games.
https://en.wikipedia.org/wiki/Take-Two_Interactive
>I didn't choose to work in an industry that raced to the bottom for pricing.
I'm sorry but it doesn't matter how long you've been making games. If you choose to produce mobile games and then choose to make them F2P with IAPs and gems and bullshit, you did make that choice. You don't have to do that. Sure it might be the best way to make money on the iPhone, but selling drugs is a pretty darn good way of making money on the streets. It's a great way to make sure your family can eat. It still makes you a horrible person.
If you were making money before the iPhone, then there's your business model. Otherwise, go back and read your comment again, this time imagining a drug pusher explaining why he sells to addicts. "Sure meth is bad, but hey I'm making money and I'm giving people what they want, you just have to come to grips with the economic realities".
Thanks for killing the industry. Glad you're making a profit though.
AAA developers aren't entitled to make more than mobile games.
Even if you're not among them, I'm sure there are plenty of players who elected to make IAPs and are more satisfied with their purchases than if they'd spent their money on AAA games. To throw one more anecdote on the fire, I'd happily pay $60 for all my time in Candy Crush ... and another $60 to NOT have to play GTA V instead (just not my cup of tea, though some friends swear by it ;).
PS. Candy Crush is owned by Activision.
It literally is, because it's literally a clone of games that have been around for decades prior. http://www.businessinsider.com/the-history-of-bejeweled-2014...
I'm not arguing that mobile developers have less right to make money than AAA developers, that's a reply to the guy above me saying that AAA developers are ripping off consumers by charging $60 when mobile users won't even pay $10. AAA games take hundreds of millions of dollars to make. There's never been a hugely successful AAA game made by one guy in his dorm room over the course of two days (https://en.wikipedia.org/wiki/Flappy_Bird). Mobile games are inherently cheaper and easier to make than AAA titles.
>PS. Candy Crush is owned by Activision.
Yeah, I almost added a line about "that's why Activision bought King for $5.5 billion." Because they make a shit load of money scamming players and their games cost absolutely nothing to produce.
Why not just play iOS games that you buy outright without IAP then instead of downloading the "free" trash that makes money then getting upset when they try and make money off you.
For what it's worth, "rewarded video" is, IMHO a nice middle-ground. It's a trade of time for value that doesn't require an out-of-pocket spend, and is user-initiated, and still allows a studio to survive.