So all that's missing is a way to give customers of "date X or later" unlockable features as part of the baseline sale.
So all that's missing is a way to give customers of "date X or later" unlockable features as part of the baseline sale.
It's a great model for games and certain specific types of apps (Paper is very clever). But to push all apps onto this model is highly unrealistic.
Similar situation with luxury features on cars: it makes business sense to sell them individually.
I'm not saying the model can never work, but it's not a good fit for every product. The developer should be able to create the relationship with their customers that they think fits best; sometimes that will be IAP, sometimes subscriptions, sometimes upgrades. There will never be "one business model to rule them all", or else we'd see all marketplaces naturally converge in that direction.
2. It can turn be much more profitable as long as you don't just take the price you'd charge for the upgrade and divide by the number of features. Games are leading the way with this business model.
For example, IIRC League of Legends is insanely popular right now. (I want to say it's the biggest game at the moment, but I could be misremembering. Anyway.) It's free to play, but unlike most games, you don't get any permanent characters or upgrades when you start. To unlock a character, you have to buy them. Buying all the characters with money would cost almost a thousand dollars. And if you want to customize your characters so they look cool – well, that can cost several times more. Suffice it to say, Riot Games is doing pretty well for itself by unbundling as much as humanly possible.