The true cost of free-to-play games
imore.com
imore.com
> Most of us won't pay $1 for a great game, but will pay $99 in IAPs
Here's the difference: by the time you're even considering an in-app-purchase, you already know you love the app. Would you rather support a product that has given you lots of pleasure, or an unknown product that lobs a couple of screenshots before footing you the bill?While I don't have much experience with purchases in iOS, I can say for sure that of the apps I've purchased through Android, all but one (around three dozen total) SUCKED. They had good reviews and good screenshots - that's what made me buy them - but they didn't follow through with the promise. I'm willing to take the <$5 risk to try a new game with "good" reviews and pretty "screenshots", but so far, empirically, it has almost always ended poorly.
... lending the more interesting question: how do we get out of THAT rut?
The game should be balanced in such a way that people who really don't want to pay for it, can finish it, while people who are "lazier" could pay for some stuff to get them over some levels. But even then it shouldn't be like $99 for a game, except maybe for 0.1% or less of the players. For the vast majority of those who play, it shouldn't cost them more than $5-$10.
I think this way you get a game that is very popular in downloads due to it being free to try and play, and it should also make at least as much money as if costing $5-$10, but because it's free to try, and it could get addicting, and also because some players may spend tens of dollars on it, then it also has the potential to make a lot more. Just don't make it so anyone who wants to finish it must spend tens of dollars on it.
Not an attack I'm curious as to how one arrives at the level of in app purchases. Reflecting on it myself I feel there is likely a maximal profit level that one can achieve that you should go for. Do you think differently?