I'm probably just old, I guess.
I'm probably just old, I guess.
There are too many things out there that don't do that to waste time on a computer game that plays mindgames.
EDIT: I should add the caveat that if it's clear about what the IAPs do—i.e. they're clear addons or a shareware model of an otherwise good game, rather than "this game will progress untolerably slowly unless you pay"—I'm not a stickler on principle. Without more information, though, the presence of IAP is a strong negative signal.
IAP can be "pay for more content", or "pay for useless shit to support the developers" and that's fine. It's not fine when it's "pay to actually play" with the intent that having downloaded the software, having a foot through the door, is sufficient an investment to get people to pay.
There is a big difference between in-app purchases for extra content (paid DLC, basically) and the model that Candy Crush is such a despicable example of, i.e. pay for access.
Although you could even argue that pay for access IAP is no different than the coin-operated arcade games from last century.
If CCS you pay 1 cent per play it is ok. but they should charge it directly and transparently.
Comparing that to IAPs is like justifying a coffee maker that makes me put in $4 for every cup because that's what it costs at Starbucks.
For example, the Carcassonne app on iOS is the base game (a board game), but you can buy expansions through IAPs. That mirrors how the physical game is sold (you buy the base game and add expansions as you want).
Expansions are basically new tiles and figures that add new game mechanics.
It’s fair for both buyer (they only buy the expansions they actually want but still don’t have to buy the game multiple times in different permutations) and the developer (they make money for the additional time they put in adding expansions).
Actually, I think IAPs are the only way to correctly solve this problem (short of the ridiculous expectation that developers should not make money from expansions), especially since it’s also possible to combine expansions (something not possible if you were to sell different Carcassonne+River, Carcassonne+Princess, etc., apps).
It’s really a shame that stupid smurfberries are ruining the fun for everyone.
How can you tell whether a game with IAPs has "good" IAPs -- and the critical path of the game remains free -- or "bad" IAPs, paywalls/gating/pay-to-win? Also, how do you decide whether a content gate is a "bad" IAP or a "good" one?
I'm coming at it from a value-for-money angle at the moment, but I've learnt that people's definitions of "value" vary wildly. Some folks are more than happy to boast about completing Candy Crush without giving a cent to the developer.
IAP of extendable resources is a sham.
IAP of shortcuts and powerups is a sham.
IAP of extra game levels, something that extends existing game universe without changing the rules (and that also maps onto a non-trivial work on developer's end) is NOT a sham.
Easy-peasy.
I would add that IAP that are have no effect on gameplay (skins, announcer packs, etc) are not a sham.
I've never actually played the game, so I don't know how well it works for them, but it's always seemed like an interesting idea to me, and EVE has a lot of hardcore fans that don't seem bothered by it.
What about currencies/powerups that I can either get via IAP vs social obligation? I'd rather pay than bug my friends.
(Of course, one argument is that none of these mechanics should exist in the first place. But they do.)
Most that I've seen seem to require purchases to unbreak the game or make it so that progress isn't artificially restricted by time. I think this effects some people more than others (WoW, farmville, clash of clans players who pour thousands of hours/dollars into the game).
Hold on for a minute. WoW is almost the exact opposite of this model, and for that reason I still respect it as an MMO compared to others I've seen.
In WoW, at least when I played it heavily during the Lich King expansion, you pay for the game and for a monthly subscription fee and that's it -- there was no other use for real money other than maybe buying a faster computer or a vent server, but that's outside of the game environment. Buying gold, while possible, was heavily discouraged and bannable.
This policy made WoW feel very fair to teenage me and I ended up putting a considerable amount of time into the game as a result. I realized that it was plausible for me to be the best simply by putting enough time into it.
Additionally, WoW's social environment is typically what keeps the long-term players going (as opposed to ingame objectives, although objectives are important for keeping players engaged), and that's another story entirely.
I don't personally have an issue with it, but their IAP is encroaching subtly on the gameplay, and it might not stop there.
IAP is open-ended. It targets certain types of personalities. It is exploitative in that you can respond to calls to "help" other players. Addicted "whales" dominate revenue.
I've played demos in the past and sometimes that has led to a purchase of a full game, and sometimes not. A difference/problem with this newer model is that paying could lead me to being asked for more payments: I don't necessarily know.
If the game was advertised at free, but then charged me after a point (i.e. if I didn't know in advance that it was a demo), that would be an immediate deal-breaker.
Unless it was clear exactly what I was paying for, I would be unwilling. Will I have to pay for level 16? If it was possible I would be asked repeatedly for more money later, I would be unwilling.
When you had to physically get your software out there and into people's hands, that was perhaps a good model.
Now, it's more awkward. Asking me for payment for partial content is a dangerous indicator that you might ask me for more, later.
There's also reasonable evidence that demos reduce sales figures (i.e. that demos act as negative indicators):
http://uk.ign.com/articles/2013/02/11/jesse-schell-releasing...
Up-front, I have no way to know which exploitative model is going to be used. Just seeing IAPs are involved is enough to turn me off. It's not worth the effort to investigate.
If however, they called it the full game, then yes, it is a deal breaker.