If I'm the developer who wants users to have any semblance of try-before-you-buy, the free category (with an IAP for "Premium") is the only option. Which is a real shame.
And, frankly, the gaming industry at large has proven that paying up front does not prevent microtransactions. Even in mobile games.
For that matter, just segregating games with any "consumable" IAP from those without would probably help a lot.
Quote from https://store.steampowered.com/steam_refunds:
You can request a refund for nearly any purchase on Steam—for any reason. Maybe your PC doesn't meet the hardware requirements; maybe you bought a game by mistake; maybe you played the title for an hour and just didn't like it.
It doesn't matter. Valve will, upon request via help.steampowered.com, issue a refund for any reason, if the request is made within the required return period, and, in the case of games, if the title has been played for less than two hours.
Google at least used to do automatic refunds if you uninstalled a pay-for app very quickly - I once had that happen with a utility app that I used to convert some stuff - since it worked exactly like I wanted, I re-purchased and left it installed for a few days.
On a less discouraging note, there is a "try now" button in the Play store that games can implement. You can upload a lightweight version of the game for people to play without installing / paying for the game.
PinOut comes to mind as an example, I'm sure there are many others: https://apps.apple.com/us/app/pinout/id1108417718
In-App Purchases
PinOut Premium $2.99Of course the problem is that it's sometimes a bit hard to tell apart games like this from the P2W micro-transaction shovelware junk
I will admit that paying like $15 four years ago for Stardew Valley on iOS felt a bit weird, but $15 is pretty cheap considering that it's the full game. It doesn't make you buy gems every twenty minutes, or watch an ad every time you plant six crops, or spam your friend to share your status for some extra gold.
It's a full game, and you pay a nominally-high-but-ultimately-reasonable price for it.
Similarly, The Binding of Isaac is also a pretty good iOS game. I don't remember how much I paid, but it was slightly higher than average, but it doesn't spam me with any microtransaction crap.
It's definitely my go-to recommendation when people ask about good iOS games.
I wonder what mechanisms exist for capitalizing on that retroactive price. You can obviously make the up-front price higher, but this obviously erects a barrier to people experiencing the retroactive value.
Some other ones that come to mind: paid DLC, "remastered" versions released N years later (Skyrim has famously done this. I think I've paid for 3 or 4 $60 versions of Skyrim at this point), and open "tip" jars / patreon style support. Any other ideas?
It just doesn't work, people don't want to buy stuff when on mobile, they just don't. The price made no difference in sales either, could be high, low, 99c, whatever, people just ignore your game and get only the free versions.
On Android this is even worse than iOS, my startup could had SOME sales on iOS, on Android we had millions of downloads and literally zero sales.
So I would never have seen your app. I was already driven out of the "ecosystem". I wonder how many others are like me -- fully willing to pay, but so disgusted by the app scene that we aren't even there anymore.
Funny enough given this article, they have Angry Birds 1 remastered.
It’s the only games I’ll let my six year old play on her iPad. It’s disgusting to me that her first experiences playing games would be one’s trying to get her to buy stuff or watch ads.
Something like 70% of our revenue came from 2% of our users. Super bleak and helped contribute to my realization that there's just not reliable money to be made as a solo iOS dev anymore. Better to collect a paycheck building someone else's app.
I can't tell you how crazy it is on Android, to find a killer app that does something that's exactly what I'm looking for and to see perhaps it has or is a paid version, usually for just a few bucks, and I to go-to the store page and see some ridiculously small number under downloads. People will put up with a lot of cruft for free. Even worse in terms of apps and games is that younger people I know don't bat an eye at most it whether it be ads or IAPs. A younger guy I talk tech with will happily pay to win in games he plays, or expensive cosmetics, and he doesn't consider it at all. It's just how things are and he enjoys it. Sometimes I tactfully ask, where is the game if you just buy X or Y? And I don't think he quite gets what I'm hinting at and he's one of the most tech savvy zoomers I know.
In terms of video games. I'm personally not a mobile gamer though. Maybe it's quite a bit different from desktop and console.
Can you point to someone having this sort of success based on this model in the mobile space?
$5 up front, $5 for each expansion (currently 2) which add a substantial amount of content each.
The devs are active, patching regularly, and planning another content update this year. They just released a free new mode to the game as well.
No ads, no microtransactions just a fun and complete game with lots of replay value - I hope they can sustain it over time
> There's a subset of users who are hungry for high quality applications and games.
You're right on, here, and it points to a few problems and opportunities. I'm that subset of users yet I have an incredibly hard time finding apps meeting my criteria in the app stores. They are there. I often find them right after purchasing something that isn't as good or using one of a hundred free-but-varying-degrees-of-awful apps because I don't trust that spending even $3.00 isn't going to get me a paid-but-varying-degrees-of-awful app[0].The amount of awful going on in the space of "mobile development" long passed unacceptable to me. The idea that McDonald's is $10.00 or $4.50 if I use their app that crashes, needs my location, sends me random empty notifications and every other minor and major brand's app that wants to slurp up any little bit of data they can and make my notification tray useless. I'm not happy with the "check this box and we'll track everything you do but 'trust us'" cloud-enabling Windows and every app being non-functional without an internet connection and the "functionality provided" often being "license validation" and/or "share this! social network features and data mining"... takes a breath yeah, that got away from me ... but it's just nuts.
[0] The reviews which mix in the mess of one-stars from "a bad release" among the five-star "some of which were clearly paid for" just leave one wanting to take up drinking.
One way around it is Arcade, which has lots of quality games with no ads nor in apps.
I had this pain with my kids a few months ago while "looking to kill some time" in the Android world. I don't play a lot of phone games and was dismayed at the crap that was out there.
I like to introduce the kids to more low-fidelity games -- I started with 2048 -- I want to say probably 5-10 different choices; all I was looking for was "lets me buy away the ads", works offline (one choice was a webview to a URL which was not cached, several were very low quality) and has a small number of features that I like (and mostly sacrificed).
I ended up buying mobile version of The Kittens Game[0]. $2.99, minimally updated[1], and worth every penny. The pollution in the market as it were, I would have spent $9.99 for it.
Your comment kind of got me thinking, though. While searching, I used a "mental sorting method" (after I found a game matching my requirements) best summarized as "price, descending" because -- in a hurry -- I equated price with quality and assumed "a more expensive game in this category is not going to have ads/be a scam." In some spaces (slot machine/casino games), I wouldn't touch an app that wasn't "upfront payment only/no ads/no tokens" or "free without ads"[2], yet would happily pay for any that worked anything like the old Xbox Texas Hold'em (without voice/any casino-style game).
[0] https://kittensgame.com/web/ (I'm sorry for those who have yet to be exposed).
[1] So my kids got hooked which meant I went down that rabbit hole, again. I'm not sure when the last update was, but many bugs mentioned in the Wiki aren't present in the mobile game.
every platform has a free version (hidden beneath the ad-ware ones)
The Amazon Underground thing they used to incentivize their app store was pretty great also, the "Actually Free" games let you unlock everything in the App. That was discontinued in 2019.
It's interesting how much more effective advertising is than word-of-mouth. Maybe its because I'm not an "active gamer", but it's been hard to find honest recommendations for good paid games by small developers. Trying to research through the Play Store is very difficult though not completely impossible. The store credits from "Google Rewards" certainly lubricate the process of trying things out.
I'm guessing it's not a bad platform?
The App Store and Play Store are full of ad free and micro transactions free good ports of popular PC games if you are ready to pay the price. Some are strictly targeting the iPad but others can be played on a phone. I have spent an insane amount of time playing Slay The Spire on mine. They are not really put forward by Apple and Google however.
Highly recommend "Slay the Spire", "Dead Cells" and any of Trese Brothers games. Of the free games "Vampire Survivors" is really good and not intrusive with ads (I think it's some kind of altruistic business model).
No ads, no micro transactions, very high quality games.
On the other hand, kinda nice too, provides an interesting perspective.
I'm really worried since it occurred to me that going forwards the only way to really change what any computer device does/can do is through app stores. No more programming languages; specially not 'open ones' for your own computer hygiene (or safety).
heck, at this moment I'm worried about a future (I hope it stays a future plan forever) agendas against teaching people to read and write. Now that computers can engage in verbal (oral) communication is just a matter of time.
Once our capacity to 'self-correct' (which is the essence of healing) becomes unused we will begin to lose it.
I guess in such a world we all talk to our personal 'computers' and they communicate us to other humans translating everything automatically. sounds like we will be so free that we won't have to learn to talk to others, 'our' computers will do that for us, and so on until we don't know whether we are ourselves or our computers are us; perfectly assimilating us into the borg.
we will have accomplished a more perfected state of "freedom": we will have become free from having to be alive!!
But, when the gameplay is so absurdly easy you can beat everything with one finger, all the levels are pointless, and most of screen real estate is dedicated to selling you gems or ability to resume playing level after losing it, it just does not make any sense. You have to seriously be mentally retarded to play it.
Just like that, any appearance of craft that went into the levels was shredded and they just feel AI-generated rather than a natural progression. In which case, because AI-generation is basically infinite, do I really care to beat all the levels? (Angry Birds 1 was a big game - 700 levels. Angry Birds 2? 3,080! But it still feels like they could just increase an integer in the code somewhere and get another 1,000.)
I remember playing Angry Birds with friends (not AB Friends) back in ~2012. It was so great when you knew or had figured out the best solution to a level and your friends didn't know how, or vice versa. Also, old Angry Birds was like 10 chapters of ~45 levels each, so if you were stuck in one chapter, you worked on another (and could maybe have the solution for one chapter while your buddy had another), rather than a straight-through "oh, I don't remember how to beat level 308." Randomized levels and the straight-through progression shreds that.
I haven't played Angry Birds since just after it came out, but couldn't you always beat everything with one finger? The entire control scheme was you dragged a little bird and let go, what would you use the second finger for?