It just seems like a much more civil relationship.
It just seems like a much more civil relationship.
1) High quality games that are meant to be completed quickly will make less money relative to poor quality games that stretch out gameplay.
2) Developers become incentivized to stretch out gameplay to increase revenue.
3) Amazon Underground is covering the costs for now. But if users were asked to pay themselves, I'm sure many would balk at the idea of paying per-minute to play games.
All that aside, this is an interesting idea. I could see episodic games particularly benefiting from this model -- so long as they don't fall into the trap of stretching out gameplay to increase revenue.
> 3) Amazon Underground is covering the costs for now. But if users were asked to pay themselves, I'm sure many would balk at the idea of paying per-minute to play games.
As I understand it, it's not a pay-per-minute sort of deal. You'd pay the same price every month and the revenue would be divied out based on usage (like Netflix).
- Traditional TV has fixed length programming windows. No station is going to pay you more if you turn your 30 minute show into a 35 minute show. - However, you might get more money by turning your (25 minutes of content + 5 minutes of ads) show into a (22 minutes of content + 8 minutes of ads) show.
- And, setting up your show to end on a cliff-hanger and encourage viewers to come back next week is great for audience and therefore revenue. That's not "milking the audience" but it is structuring the system/content to maximise revenue.
- TV Content Producers are not generally paid "per minute" but according to its popularity with target demographics. That leads to trying to get more overall audience, rather than just more time. That will be true for underground as well, and it will certainly be the case that content producers will want as many users as possible to use their app as often as possible. But, the economics are such that for a lot of apps, getting existing users to consume for longer is a cheaper avenue than getting new users.
- That said, TV producers often try to spin-off new shows form old ones in order to get more airtime (& more dollars) for a brand. The TV industry graveyard is full of lessons like "Joanie loves Chachi". We similar stories in the app world, expect more of them.
The parent comment isn't FUD in any sense of the word.
Everything gdeglin said is true - just like in-app purchases have encouraged a whole genre of games where you pay to escape the grind, earn-per-minute games are likely to produce an equivalent genre of "just make that cut-scene run for 15 seconds longer" games.
Follow the money. If content producers are paid per minute consumed, then the owners of many of the game publishers will start making decisions that stretch the same amount of actual game play into a longer interaction.
It changes things slightly, but I think the issue remains. As you say, the problem certainly exists on television. Most shows do have lots of filler content in addition to frequent advertisements, and the ones that don't often require a more expensive subscription.
There are a handful of interesting paid apps that are very short, unique experiences - which don't try to drag out the game to keep you playing it every day for months.
Its already getting harder and harder to actually sell/buy apps for money upfront, and this seems like it will make it even harder. And while I seem to be in a tiny minority of 'app' consumers, that is still my preferred method of obtaining new applications.
I would be in this minority as well. Generally, the cost for a good app is so negligible it's not even worth the time to try it beforehand. I paid roughly $5 for a full FTP/SFTP client on my phone. The free version offers 90% of the functionality.
I don't understand the appeal of leasing software.
The same thing could have been said about streaming music services and yet many artists seem not too happy about the per play $ they get from Spotify & ilk (though they are probably bound to say that regardless to some extent)