Like literally the only example of paid games I can think of to do one on phones in recent year are Minecraft, Final Fantasy and GTA.
"already established reputation" is overrated in the age of the internet. Lets hope the internet is still around these days.
If prices had kept up with inflation, 'budget' games would be about £12; blockbusters, over £100. Games are well undervalued on app stores, and exploitative rubbish is the result. I've personally paid reasonable small amounts for some of the classic games (e.g. Monkey Island) and am on the lookout for good modern games at about the same price point.
For instance, imagine a game listed as free:
- a freemium model let you play 15 levels and asks for 4.99 to unleash 500 more levels, maybe let a 1.99 option for 100 levels; this should convert 3-5% with a million testing players; v.s.
- free-to-play with locking levels every 10 levels that are so hard you have to use bonus, that would convert 1% to pay for either a Golden Orb for 1.99, or a Golden Blast for 5.99, etc. each who may or may not make a difference, and appease your frustration, and work only once. You get a couple of whales (desperate, clueless players) who pay 50$ a month, but even with a larger distribution (two to three millions players) you don't break even.
The idea in the original comment is not that a price twice higher will double sales, but more that having a price tag (which free-to-play games deny having) makes sense for good games.
The problem new devs face isn't even really that people won't pay for the game. It's that no one knows about the game.
It's all good and well that 100 of your friends and acquaintances will pay $20 for your game, but you really need 10000 people to buy it.