I assume they were naive in thinking that piracy wouldn't happen.
Changing the business model may be a possibility, charging for 'in game' goods.
I assume they were naive in thinking that piracy wouldn't happen.
Changing the business model may be a possibility, charging for 'in game' goods.
I don't think they were naive, but they probably didn't expect the piracy level to be quite as high as it would be. Doing server-side blocking for pirated stuff is reasonably difficult, as successfully detecting who's pirated and who's not can occasionally go wrong and burn the paying customers.
If a free app is a demo and IAP is a one-time upgrade to the full version, then it's reasonable and perfectly acceptable. This is, arguably, what the IAP were actually designed for - a nextgen support for try-then-buy software.
The pushback is typically aimed at tacky milking practices - "a satchel of coins for $5.99, a pot of gold for $15.99, etc". You either release a limited, but self-contained playable demo, or a fully functional game. Anything that falls into a stretch between these two feels like a sleazy bait-n-switch kind of deal, hence the pushback.
If the game is self-contained, sure, I see your point, but even there I'd make an exception for "major version"-level changes -- you should let your existing customers have a price break if possible, but maybe not give it to them for free.
I personally think companies releasing apps now should be bold enough to stake it and go "it's $10". Square Enix are, it seems to be working for them, sometimes.
I have paid for the app and for each expansion, as I love the game. Still a low fixed-fee, as opposed to the MMO "buy virtual crap" model that seems to give IAP a bad name.
Perhaps there's a middle ground? More like "pay to attend events/quests/goals where the MMO part is accentuated (think virtual concert), but "most other stuff is free"? Something that gets those who like the game more to pay into it gladly while still leaving something on the table to get the casual person interested.
I don't think they have a problem with that...
Looking at the top grossing games on the Oz App Store, I wonder if the trick is not simply "don't be a small player": http://i.imgur.com/9S1yx.png?1
Could a small team handle the traffic and meintenance needed for a freemium game?
Or rather you're so difficult to sell too that it's not worth the effort. Perhaps there are a load of people out there who will pay for the things you won't, even if they're relatively small in number they're potentially much more lucrative?
Giving the client software away for free and charging for access to official servers has been done for years successfully by Eve online and other games.