The amount of trickery I have seen in IAPs is disgusting.
The amount of trickery I have seen in IAPs is disgusting.
Admittedly this does poison the well for many other game developers, but the reality is getting attention in the current mobile market is close to impossible without an enormous spend, so conservatism of business model is going to rule the roost now.
It also doesn't help that self professed hardcore gamers undervalue mobile titles enormously, and that touch controls just aren't good enough for many purposes either.
Or you can buy online, and wait until tomorrow for your items but pay less again.
But being able to skip the line for a few bucks is great. I do the same when flying, too.
Paying to be prioritized in a system with limited resources is one thing, paying to get rid of an entirely artificial restriction is quite something else.
Sure, all mechanics in all games are man-made, but to continue the analogy, we're talking about an entirely artificial wait time to check out that's been specifically optimized to make you pay for the "express" checkout. In other words, the wait exists for no reason except to extract more money from you.
The whole core of the argument is that developers used to optimize the mechanics of the game for fun and enjoyment, and now instead optimize the mechanics for how frequently and continually they can suck money out of your pockets. There is now a gigantic philosophical and developmental gap between the "pay once" and "pay monthly" business models and the "pay always" business model.
Being able to skip boarding line means a: I can hang out in the lounge until a bit later, or b: get on the plane earlier so I can order drinks, get comfy and start sleeping or reading or whatever.
Being up front also means getting in before a ton of people at customs, sometimes. So that might be another 30-40 minutes of standing around in some cases (or worse).
Footwork Neutrality! (/s)
My guess was this is more likely to offed American consumer's egalitarian sentiment and the revenue from membership would pale in comparison to the PR hit. Or maybe it's just inertia from early grocery store practices.
One shouldn't underestimate the sheer effort required to get even trivial revenue from any one app, regardless of genre or quality.
You highly overestimate the ability to judge a winner ahead of time. If only the products we knew we're going to be "decent" got made, we'd have a considerably less innovative society.
Not to mention that this is all just completely subjective. I know plenty of people hat are legitimately happy with their "trash games" (just like certain tv...), and who am I to explain to them what they should actually like?
See: every generation of video gaming.