I miss the pre-IAP days.
I miss the pre-IAP days.
The old desktop approach of new major versions that people have to purchase periodically is not really feasible on IOS, since old versions would clog up the app store, and there is no way to offer the new versions at a discount to past purchasers, which desktop software likes to do to avoid annoying recent customers when a new version comes out.
So to recover for costs from ongoing development, an app developer will either need to 1) somehow increase the number of people who will purchase the app, 2) add a recurring revenue source like ads to the app (possibly with IAP to disable), 3) make the app subscription based (but only some types of apps can pull this off), or 4) make the app IAP based, and when updating add new features that can be purchased.
Now not every app does any of those. Some will just a single unlock IAP with limited functionality before that. But this is not all that different from the old demo or shareware approach, and the design of the app store makes it generally better to have the demo and full version be the same app, at which point IAP is the way to do that. Without a recurring revenue source though, such apps are likely to either change approach or get abandoned eventually once the costs of periodically upgrading the app exceed the remaining revenue coming in.
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Also there is the abusive IAP single use item to bypass artificial cooldowns MTX garbage that mobile games tend to be full of, but I really cannot bring myself to accept that as a legitimate business model. Even the Gacha model (terrible as it is) feels somewhat more legitimate, but I have plenty of significant concerns about those too. But I'm really looking at this from the perspective of non-games, or at least not "F2P" games.
To install, try and pay is as easy as to pay, install, and try
To install, try and uninstall is much easier then to pay, install, try, uninstall, and ask for the money back, if the latter us even supported.
What's really bothersome is no option to pay and remove ads. A subscription may be more costly but it's at least honest, and UX is not annoying.
The App Store is a huge market, fortunes have been built, but I know many indie developers who have been reluctant to adopt the F2P model.
As a user, I don't like it either.
With IAP, it's really difficult to know what you're getting and how much it will cost you in the end. And reviews may be discussing a completely different app experience. Plus the constant feeling that you're being nickel and dimed.
It's the developer's choice, just like family sharing for the original purchase. This was a good move, since so many apps went from paid to free demo +IAP to unlock. I think a lot of devs who previously allowed family sharing for paid apps have turned family sharing on for IAP.
So I have no issue with subscribing to many apps I love to fund development, or maybe paying an extra “tip” through IAP. Or just IAP for more content.
But IAP and subscriptions enabled a few models I hate.
Free game (either with ads, IAP, or both) have flooded the App Store and destroyed the market for quality games. Even the better made ones (like Candy Crush) are still designed to wring money out of people.
On the subscription front there are so many scam apps. Buy a calculator app, and pay $5/week for it because they trick people into it.
I’d be happy with no consumable IAPs in games. Or just no IAPs in games at all. And Apple should probably review high subscription prices to find scams. Realistically is there any reason for weekly subscriptions? Maybe just monthly/yearly only.
Arcade games may have been designed to deprive players of their quarters/tokens, but they have nothing on modern optimized monetization schemes, including many which bring mobile games much closer to slot machines, in the hope that gambling addict "whale" players will spend the sort of money that they might lose at a casino rather than a Chuck E. Cheese.
So many games that I might otherwise enjoy playing in are simply not fun for me because of the intrusive monetization schemes. F2P games add this annoying metagame of "fight against the obnoxious monetization traps" which I usually don't enjoy.
Bad monetization schemes set up an ugly conflict between developers and players that degrades the gaming experience.
But I have little interest in games that rely on scammy paid gacha/loot boxes/slot machine mechanics, monetized play-and-wait/energy systems, paid in game currencies, progress paywalls, etc. - not to mention intrusive advertising for monetization schemes. I'm not entirely huge on paid cosmetic options either.