Elements of Successful iPhone Games
diaryofanappdeveloper.tumblr.com
diaryofanappdeveloper.tumblr.com
If that is the case, how would marketing help sales?
Give people what they WANT and they'll buy it. Force people to buy something and they'll find a cheaper route, as in playing a different game.
I agree with the frequent updates. The goal is simple:
1) Avoid the spike. Game sales the weekend after release is big, and then dies.
2) Keep the game on the phone. With 1500 new game submissions A DAY, you need to keep the attention of the player. You do that by giving them short term goals and keep'm coming.
So you hook the user with variable-reward conditioning and then encourage him to become impatient enough to pay you $$$... No; I'm not really cool with that. Worst gameplay mechanic ever.
Because it seems to me that those are two very good uses of in-app purchases.
Re: comments on Marketing. It's not something I know much about at this stage. I have read though that game is only half the battle for a successful release. My research was really only based on what I could find directly from the games.
I get that mobile game devs need to make money, and I support that goal. I just wish I had an answer that didn't involve what feels like unethical behavior.
The most successful games started with an original idea. People like the game, so they keep adding and improving.
The real secret to success is keeping your player coming back for more, giving them more opportunities to talk with their friends about it, tweet it, or get seen playing it in a social or populated location.