Guitar Hero Live IOS. reduced from $49.99 to $9.99

Tak3n

Banned
So the elephant in the room did anyone here pay the $50! crazy reduction, must of bombed badly on IOS

This is the same version as consoles BTW, but touch version
 
When 99 Cents is too much for a big part of that audience...setting the price at 50 bucks probably wasnt the best idea.
 
$10 is pretty pricey for an iOS game. Will wait for a sale.

a quote from the makers of Banner Saga who initially were going to release on IOS first but had this problem so went with PC first

The biggest decision is, of course, how much The Banner Saga should cost on tablets.

It's a decision that Stoic is still struggling with — and, surprisingly, it's one that Apple has been advising the studio on.

"Apple is frustrated, along with everybody else, about the mentality that's gone rampant in mobile app markets, where people don't want to pay anything," Watson said. "They want to pay as little as possible. They think that four dollars is an exorbitant amount to pay for a game, which is very illogical considering most people's lifestyles. They'll spend $600 on an iPad, and $4 on a coffee, drop $20 on lunch, but when it comes to spending four or five dollars on a game, it's this life-altering decision.
 
a quote from the makers of Banner Saga who initially were going to release on IOS first but had this problem so went with PC first
It's a rediculous mentality that's run rampant on the price of mobile games. Of course some games are $1 experiences. Other games are $5 experiences or $10 experiences or even $60 experiences.
 
I commend Activision for trying but I wished they didn't cave. I'm sure they had to but high prices for big franchises like these are needed to lift the price of games back up on mobile.

I don't lay the blame on consumers for expecting dirt cheap prices for games when the market is full of them and it's not easy to differentiate between one game and another on the store front. It really doesn't help when high quality games that commanded higher prices eventually go on sale for the same price as lower quality ones. Some are given out for free.
 
App Store economics are so fucked. It's the exact same game as on consoles, including support for a guitar controller, but purely because it's on iOS no one will buy it for $50. You can even play it on your TV if you have an Apple TV.

The race to the bottom in the App Store has absolutely fucking murdered its chances of getting big-budget games and pro apps, same on Google Play, and neither Apple nor Google give a shit about fixing it so long as the Candy Crush money keeps rolling in.
 
I personally believe that adding the options for game trials will go a long way in rectifying the 'dirt cheap/free or bust' mentality.

I have often contemplated buying an app, if only I could preview it to see if it's worthwhile.
 
App Store economics are so fucked. It's the exact same game as on consoles, including support for a guitar controller, but purely because it's on iOS no one will buy it for $50. You can even play it on your TV if you have an Apple TV.

The race to the bottom in the App Store has absolutely fucking murdered its chances of getting big-budget games and pro apps, same on Google Play, and neither Apple nor Google give a shit about fixing it so long as the Candy Crush money keeps rolling in.

Gameindustry.Biz actually had a pretty lengthy few days ago about it:

http://www.gamesindustry.biz/articl...ussion-in-mobile-is-over-free-to-play-has-won
 
The race to the bottom in the App Store has absolutely fucking murdered its chances of getting big-budget games and pro apps, same on Google Play, and neither Apple nor Google give a shit about fixing it so long as the Candy Crush money keeps rolling in.

According to developers, they do give a shit and have been talking to them about the pricing situation, but it's not exactly something that's easy to fix. I mean, the rare times I play on my phone, it's only going to be for a few minutes so I'm never going to finish a long involved console-like experience on it, so the value to me is very low. I have one of my favourite games of all time in XCOM on my phone, yet I've not finished a single campaign.

I think the situation is similar to a lot of people. Games on a phone are good timekillers, but unless you take a lot of public transport, a longer more premium game isn't going to be worth more to them than a free puzzle game.

I just don't know what you'd need to do to change that mindset for people.
 
Just tried the trial. This game is the real deal, and the touch gameplay is decent although I can definitely understand hand cramps if you aren't playing on a table. Not sure how nice it'll be on iPhone either, but it's lovely on my Air 2. Kind of like two finger piano.
 
Can you buy the Apple TV version for $10 as well? Maybe the iOS Guitar (yes, they made one) goes on clearance I can get this full game for really cheap.
 
Can you buy the Apple TV version for $10 as well? Maybe the iOS Guitar (yes, they made one) goes on clearance I can get this full game for really cheap.

The Wii U and iOS guitars are on sale for $60 on Amazon. Comes with an unlock code as well.
 
Trial has definitely sold me on the console version, I'll grab it post-Xmas. Does the file size get bigger if you upgrade to the full version or is it all included in the 2GB? If it's huge that's a deal breaker but otherwise I'll buy this too. My iPad space is more limited than my iPhone.
 
Still too much for an iOS game and although this game probably bombed everywhere, I'm still convinced that iOS will never be a true replacement for handheld gaming (for the core anyway).
 
iOS and Android are pretty terrible platforms for full priced games though. Not just because of consumer mentality which Apple was happy to promote with non stop string of F2P editor choice games over all these years. It's because of OS updates constantly breaking game capability.

SE and Capcom finally fixed some of their broken games after more then a year of issues (TWEWY, GhostTrick, etc...). Some games are never going to get fixed (some from same companies).

I am not paying handheld/console pricing for a mobile game until Apple/Google take responsibility and stop breaking shit every year by constantly deprecating APIs. If one buys a game on a handheld, console or a PC they don't have such issues.
 
Who in God's name thought that was a smart price point? You've got iOS costumers getting cranky over games that cost <$1. You can barley get away with charging $50 for games on PC, and at least people there are willing to pay.

Sounds like someone completely misunderstood their target market. Maybe the Candy Crush guys will help them out after all.
 
According to developers, they do give a shit and have been talking to them about the pricing situation, but it's not exactly something that's easy to fix. I mean, the rare times I play on my phone, it's only going to be for a few minutes so I'm never going to finish a long involved console-like experience on it, so the value to me is very low. I have one of my favourite games of all time in XCOM on my phone, yet I've not finished a single campaign.

I think the situation is similar to a lot of people. Games on a phone are good timekillers, but unless you take a lot of public transport, a longer more premium game isn't going to be worth more to them than a free puzzle game.

I just don't know what you'd need to do to change that mindset for people.

It's amusing that Apple would be frustrated with the pricing situation, considering they created it by allowing Free-tier apps with IAPs, and allowing a 99c price level. They have every tool at their disposal to change it – from getting rid of IAPs on free-tier games, to raising the lowest price level to $1.99 or $2.99 – but they do nothing. Now that Phil Schiller is taking over the App Store (because Eddy Cue has let it fester for years), we might see some changes.
 
$10 is already a hard sell.
$50 is being ridiculous.

And Apple can continue being frustrated all they'd like. They're the reason mainstream smartphone users have this opinion that everything should be $1 or less.
 
It's amusing that Apple would be frustrated with the pricing situation, considering they created it by allowing Free-tier apps with IAPs, and allowing a 99c price level. They have every tool at their disposal to change it – from getting rid of IAPs on free-tier games, to raising the lowest price level to $1.99 or $2.99 – but they do nothing. Now that Phil Schiller is taking over the App Store (because Eddy Cue has let it fester for years), we might see some changes.

I think it's probably too late to change the iOS App Store in the major ways it needs changed to sustain higher-priced software and games, to be honest. There's little financial incentive for Apple to do it and raising prices/crippling F2P at this stage of the game would certainly do more harm than good.
 
God forbid they try to change it right.

I'd love for them to change it. It's ridiculous for a game to cost $10 on Steam and then $3 on iOS because 'reasons'. I don't mind spending more (if the quality is there, of course).

But Apple has already tried pushing 'premium apps'. And failed. I'd love to see what they'll attempt this time.
 
I guess it's like trying to sell premium products at the 99 cent store. People are already conditioned to pay little or nothing on mobile, it's probably impossible to go back now. Would scare the shit out of me as a developer/publisher though.
 
Oddly enough, isn't this game structured entirely around micro transactions? This could easily be F2P on mobile.

Devs whining about pricing? You made your bed. Now you get to lie in it.
Uhh... Not all devs showed up to the day 1 mobile game meeting to decide on universal pricing terms.
 
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