Honest In-App Purchases
david-smith.org
david-smith.org
"According to article, 'once a consumer has been marked as a spender, the game difficulty ramps up massively, shifting the game from a skill game to a money game . . .'"
[1]- http://valleywag.gawker.com/there-is-no-evil-scheme-behind-i...
[2] - http://www.gamasutra.com/blogs/RaminShokrizade/20130626/1949...
After all, in a pay-to-win game, your wallet is effectively your sword, used to slash through the game's obstacles--so having an area hidden behind a (monetary) obstacle--a rock you can only crack with a Level 10 Wallet, so to speak--where everything in that area requires at least a Level 10 Wallet to defeat, sort of makes sense; it's isomorphic to the same sort of game logic we're all already used to, just in a much more cynical/pragmatic world.
...now I'm imagining a game made for company-owners, where the goal is actually to be able to pay certain amounts of money at a time, so your leveling curve and progress in the game matches a rise to riches in reality... hm. Probably the only people who could afford to play it, would have too much sense to. :)
This fear is likely completely unfounded on multiple levels.
Firstly, nobody is spending all of their money on iTunes. Generally, most people won't even budget for it. That means that most purchases on the app store are 'spur of the moment' in which a consumer will see something they want and buy it. That's also why cheap purchases work best there. So no matter how many $1 in app purchases someone makes, the chance of them 'running out of money' and stopping purchases of all app store products is somewhere close to 0.
Secondly, once you start charging 19.99, someone is far less likely to just say 'eh, let me try it'. People will still buy this if they can work out that they need/want it, but it will be a longer process involving searching for reviews and/or getting feedback from people around them. The number of in-app purchases that consumer makes is unlikely to affect this process. In effect, large apps and small apps are probably completely different markets.
On a completely unrelated note though: if you try to sell me required items in the game for real money, I'm uninstalling your app on the spot. This seems to be a growing trend among a small share of consumers, so we'll see how it goes.
I'm hardly a mobile app power user, but I've dumped around $150 on apps. Almost all of that was before in-app purchases. Now even paid apps can have in-app purchasing, making it impossible to know what you're actually paying for without thorough review. So I no longer make impulse purchases and I hardly spend any time doing app discovery. I don't mean to speak for the author, but maybe this is what is meant by drawing money away from the ecosystem.
Now, when you download a 'free' drawing app and then find out the pen costs $5, it's just an annoyance; it builds resentment and lowers your trust in the app store. There is no reward other than what you already expected to be there, and even when done well (eg Paper) it still feels a tad bit dishonest.
If Apple added demoing all of that would vanish pretty quickly, I suspect.
There is no similar expectation when purchasing a game. It doesn't make sense for me to have to rent more time on a game on my own hardware[2].
[1] Nevertheless, the comparison is apt in some ways, as the process of encouraging people to feed more coins often distorted the gameplay in the same was as it does with IAP-based games. [2] I know, the current reason for much of this is that MANY casual gamers are resistant to put even $1 down initially. There are very few models that work for games targeted at this crowd, and IAP may actually be the best approach here.
The people who make these sorts of games aren't gamedevs. They are social engineers.
It's unfortunate that the distinction hasn't been very clearly defined. It's not true that just because they've created an interactive loop that they've made a game.
The problem with this approach is that it absolves any such person who considers themselves a true game developer of the responsibility. I think it's more valuable to view social engineering as the dark side of game development, and look for ways to minimise it.
It's similar to the way software developers often come up with (or are asked to come up with) "dark patterns" to manipulate users into signing up for stuff or buying stuff without realising it. It's our responsibility as developers to recognise when this is happening and actively work to stop it.
Should be interesting exploration of morality and ethics in it. Only real shame is that current game design of the game I'm working on doesn't include parody of it all. I'm just not that good a game designer yet. :)
Of course there are companies who don't know any better that are trying to money grab as much as possible, but they're not as successful as you might think. They achieve ranking with a large advertising budget before disappearing into obscurity. But what a lot of people don't want to accept is that a game like FarmVille is a good game that many people legitimately enjoy and feel good spending money on.
What i understand from the article is that people don't regret their purchases immediately. What they regret is the realization that they spent way too much on their game. And thus there should be mechanisms to avoid that regret. And so i love the 2nd suggestion.
Edit: I just wanted to add that I think the two proposed solutions target in-app purchases in general, rather than just hidden or dishonest in-app purchases. A good solution would be one that doesn't affect positive uses of in-app purchases but does combat negative uses.
I don't think they are.
The App Store's goals should be about bringing the best apps to the most people. Not about making money by selling apps — even though it does make a little bit of money for Apple.
By having a long term goal based on App quality they encourage more device sales and more consumer trust in the App Store.
Those two things lead to more people being willing to pay more up-front for apps in the long term. Better for developers, and much better for Apple.
A good app could still sell expensive in-app purchases. This article in particular targets consumables. If a game told me I was spending $10 a month on consumables I would be happy to know that — and would continue doing it if I felt it was worth it. It would also let me better understand how those scammy purchases add up in cost, if I were one to go for those sorts of things.
The quality of Apple's App Store is one of the key differentiators in the smartphone/tablet market. In-app purchase based software can reasonably be seen to reduce the quality of an app-store for a couple reasons.
1) The low barrier to entry puts f2p software at an initial advantage. This hurts the market for complete software.
2) Competition for profits then becomes based on extracting the most money from users in hard to quantify ways, leading to insidious tricks.
3) Consumers become disenfranchised with the idea of an app, after they become burned a couple times, and trying to look for quality complete software, but finding that it has failed to thrive in the face of free+ alternatives.
Remember that old Columbia Records CD-by-mail thing? It made money because it offered a low initial cost that a kid could sign up for. Then CDs were sent monthly, and eventually a big bill would follow. Can you imagine a quality music discovery service competing with the free one that spammed kids and then left their parents to foot the bill? I suggest no. First, the up-front, honest service would require a reasoned commitment, while Columbia's appealed directly to people's instincts. Second, Columbia poisoned the water. No one could trust the technology of the day (catalogues and mail) to be beneficial after they were hit with a huge surprise bill from the big name in the industry.
I'm not saying that is a perfect analogy, but I think it reasonably fits. The difference here is that Apple is in full control of their destiny- and they can't afford to let things go to shit.
This is better for the market because its not a competition for who's the best trickster, but who can make the best apps on which people WANT to spend money.
At least dont screw over the ones that supported you at the start. It's a real 'fuck-you' to the ones who took you from nothing to where you are today.
I'd love to give developers some money for the games they put a lot of time into making. Plants vs Zombies 2... I'll probably buy a plant to make them receive some of that.
I quit Clash of Clans after I realised there is no way it's even remotely possible to get better at the game by skill. It's purely down to how much money you're willing to throw at it.
• "power ups"
• "plant food"
• the plants themselves
• keys
• stars
All are just methods of juicing money out of the user, and are generally quite time consuming to gain organically. It's a nasty experience given how good the original one was to play while traveling.
The skill comes in choosing which troops to take to battle and the order and placing to deploy them. The best players internalize troop AI making their attacks seem laser guided, while the worst players just spam troops and fail.
Clash of Clans, unlike Candy Crush that alters difficulty based on your spend, seems to me to be extraordinarily effective at getting players to want to spend gems for time, while remaining ethical in that a free player can play the entire game up to max level without spending a dime and remains on a level playing field.
You could argue this for almost anything in the commerce world. Should we start putting signs up in malls that say "Warning! Stores that offer deep discounts are most likely trying to up-sell you to other products"?
I'll drop $20 dollars on a decent game in the app store, as long as the playing field is level. But when you begin to link performance to bank accounts, you ruin the game. It's way more intrusive than advertisements, because advertisements don't give anyone an unfair advantage.
Not to say there aren't games that try to make you think they're skill-based and then reveal their pay-to-win nature later on--but the current trend in the market is against this, and moving toward a more bald-faced "yeah, you win this game using your wallet; want to play?"
From my experience, games that involve skill are the only ones worth playing.
- A skill-based game shakes out as a ranking based on skill, so players with high technical aptitude for these sorts of games enjoy participating in skill-based game communities.
- A grind-fest game shakes out as a ranking based on "temporal capital", so people who have a lot of time (and perhaps not a high capacity for skill) enjoy participating in the grind.
- A pay-to-win game, finally, shakes out as a ranking based on, well, money. People who have a lot of money (and perhaps not a high capacity for skill, or time to invest) enjoy paying to win. (I met a "whale" for one of these games, an oil tycoon from a middle-eastern country; he was very happy to be able to basically play a game of fiscal chicken against his tycoon friends/rivals, using the game to prove who was willing to waste more money to get what they want.)
These three game "classes" are each totally sensible on their own, for the players who want to play them. The danger comes almost entirely in trying to sell one class of game as if it were another class, or trying to mix classes of players within a single game.
Ads in aps don't make money. These days they're mostly used for cross promotion.
Although apps should take responsibility for what they store or do not store on an sdcard that doesn't always happen. Android really needs a sandboxed area for each app on the external storage and alternatively require an additional permission for universal sdcard access if it's needed (like by file explorer apps). That may be hard to do with the fact that even FUSE backed emulated sdcards found on some devices are still pretending to be a FAT-like filesystem.
Sure, they tend to offer lots of in-app purchase opportunities, and sometimes push them aggressively, but so do plenty of the paid games I have. Literally the only categorical difference I've seen is that paid games have an up-front payment.
Once you allow free apps they become too attractive -- the simplest way to dominate a category full of paid apps is to offer your app for free. Then we see the race to the bottom that currently afflicts the app market. If there was a minimum app cost, say 99c, free-to-play would not be the issue it is today.
BTW, I originally heard this point made by Dan Ariely (linked above.)
Not sure how this ties in with that, but it seems several companies are also self-regulating by imposing a spending-limit based on the customers age[2].
[1] https://twitter.com/108/status/292004594555449345
[2] http://www.gamasutra.com/view/news/169254/report_social_gami...
Or ISP's.
Users simply don't want to pay money to try out paid apps, unless they have tons of 5 star reviews or are recommended by friends or media. And why should they?
In the absence of free trials we are stuck with offering "free" apps with in-app upgrades.
[1] https://itunes.apple.com/us/app/life-is-beautiful-get-daily/...
What I do have a problem with, and have refused to spend a single cent on, are anything going by the name of "coins", "gems", "gold" etc. These are the disease the app store needs a way to remove