The iPad/iPhone/iPod Touch Gaming |Thread4| NOT Doomed

Status
Not open for further replies.
Or, you could move your iPhone clock forward by an hour ;)

Surely I shouldn't have to?

People wouldn't stand for Pages making you wait an hour after every paragraph you type, so why should it be tolerated for gaming?

I despise IAP enough when it doesn't add anything to the game (ie level packs = good, eliminate grind = bad) but CSR Racing doesn't just take the cake, it takes the whole damned bakery. And no, I didn't call you Shirley ;)

On a separate note, GreatBigWarGame... So far soooooooo good. Loved the original.
 
Surely I shouldn't have to?

People wouldn't stand for Pages making you wait an hour after every paragraph you type, so why should it be tolerated for gaming?

I despise IAP enough when it doesn't add anything to the game (ie level packs = good, eliminate grind = bad) but CSR Racing doesn't just take the cake, it takes the whole damned bakery. And no, I didn't call you Shirley ;)

On a separate note, GreatBigWarGame... So far soooooooo good. Loved the original.

How much did you pay for CSR Racing?
 
Surely I shouldn't have to?

It's 'free', my good man. Free is shorthand for 'grind like a mofo or buy our in-game currency'.

I chose 'grind like a mofo' and completed the game. All of it. For free. It was fun and now I'm hoping for a decent content update so I can grind some more!


How much did you pay for CSR Racing?
Damn my slow replies.

I do get the complaint though, even for an IAP game, CSR can be savage with it's 'gimme money!' prompts.
 
Hello GAF! Hope I am posting this in the right place.

huebrix_1.png


After completing 5 years, we here at YMS have an announcement that we are very excited about... our next game! We like to call it: HUEBRIX!



Coming to the iOS and Android stores on August 15th 2012 for $2.99 only. We also plan to give some promo codes during launch week!

Screenshots: http://huebrix.com/screenshots.html
Video: http://youtu.be/Mk5w4axtttk

Edit: Added the main menu screen up top :P

Looks right up my alley. Looking forward to playing it!
 
When I play F2P games, part of the fun/challenge for me is 'beating' the game without paying. If I really enjoy the game, I will throw the developer some money. That usually happens after I feel I have mastered the game.


Damn my slow replies.

Personal success for me. Done working for the day now.
 
I'm literally stunned by CSR Racing... It represents by far the worst form of IAP I've encountered in any app so far.

To break it down in simple terms, here's a game that pauses itself for a set amount of time (gas, lol) and doesn't let you continue to play unless you pay money or wait.

The game controls when you can and can't play.

What. Kind. Of. Bullshit. Is. That.

It's shit like this that'll cause mobile gaming to crash hard (no pun intended).

Smh.

I actually didn't get far enough to even feel the burn of its IAP. I was expecting a racing game. Instead, I got a game where you spend about 10 second switching gears... Didn't take much longer for me to lose interest.
 
I'm literally stunned by CSR Racing... It represents by far the worst form of IAP I've encountered in any app so far.

To break it down in simple terms, here's a game that pauses itself for a set amount of time (gas, lol) and doesn't let you continue to play unless you pay money or wait.

The game controls when you can and can't play.

What. Kind. Of. Bullshit. Is. That.

It's shit like this that'll cause mobile gaming to crash hard (no pun intended).

Smh.

I had/have no issue with CSR racing. Yes, it has a slowly regeneration gas-bar that restricts your playtime, but since I play in small burss anyway I don't care. It was free, an incredible amount of fun, looks amazing and didn't even require much grinding, at least not on my part. I've always had enough to do than to not be just doing the same race over and over. I'm definitely enjoying the game, I'd recommend it to anyone out here. Yes, IAP is annoying, but I don't mind it too much in this case.
 
Just got a $15 iTunes gift card. Can you guys recommend me some good non-free games? I play a lot of iOS games but mostly stick to free ones, if I do ever pay for one it's just a 99 cent one. So if it's more than a buck than I likely don't have it.
 
It seems pretty clear to me that the IAP business model is not as broken as some claim it to be. It seems that everyone has a difference preference to how an IAP model should work. Just because you, or we (GAF collective) don't like the way a game tries to make you spend money, doesn't mean it is broken.
 
I have played some multiplayer now and RAD Soldiers is my favorite asynchronous game since Hero Academy, which is probably my favorite iOS game. I was wrong about units being able to equip any weapon, the weapons can only be used by certain classes. Coin seems to be flowing pretty freely especially since you get free coins for every multiplayer move played. For multiplayer you get to choose the amount of team points you want to play with (12, 16, 20) which determines the size and load out of your teams. Bigger weapons cost more points to equip so that should keep the gameplay balanced. Equipping a soldier with a Gatling gun will cost as much as equipping two scouts with uzis so there are lots of options as far as your team goes. Also multiplayer seems to be a combination of deathmatch and king of the hill. You battle to control a certain area after five turns and whoever holds it wins. The five turn limit keeps the game moving fast and means you can't just sit in a corner and try to wait your opponent out.

edit: Just won my first game. At the end a large pot of coins is divided up among the winner and loser in addition to the free gold you get every turn. It was something like 80% to 20%. Your units also gain experience but I'm not sure what it means once they level up. Your commander also levels up and gains new abilities as you play.

RAD soldiers doesn't turn anything up when I search for it in the app store. Is this an acronym?
 
RAD Soldiers is fun. I'm doing what I can on the official forums to convince the devs that the freemium model needs adjustments before the worldwide release. If they make adjustments to the model I think GAF will love it. If they don't I think it'll be a great example of how the freemium model makes a fun game very frustrating and all of y'all will hate it.
 
RAD Soldiers is fun. I'm doing what I can on the official forums to convince the devs that the freemium model needs adjustments before the worldwide release. If they make adjustments to the model I think GAF will love it. If they don't I think it'll be a great example of how the freemium model makes a fun game very frustrating and all of y'all will hate it.

I haven't played enough to see what the problems are, so I'm guessing it's the obvious? Coins accumulate too slow and RAD Bux cost about ten times more than they should?

The game is in an open beta on the Canadian app store right now, it's not available anywhere else yet.

I created a Canadian account to check it out. Only took me logging out of my account, trying to download the game on the Canadian app store, then creating the account there. Just had to google a Canadian address (I searched for apartment complexes).
 
I haven't played enough to see what the problems are, so I'm guessing it's the obvious? Coins accumulate too slow and RAD Bux cost about ten times more than they should?



I created a Canadian account to check it out. Only took me logging out of my account, trying to download the game on the Canadian app store, then creating the account there. Just had to google a Canadian address (I searched for apartment complexes).

Yup. If I were a dev I would decrease the coin and bux price of EVERYTHING in the game by 50% or 75%, I would increase the rate of coin accumulation and then triple the amount of bux you get for IAP. It's an open beta so all of this could very likely change by the official release. I'm just worried my suggestions are being thrown to the wayside as someone complaining about the freemium model. I would gladly purchase IAP for this game if I felt that I was actually getting something for my money but at the moment $5 barely gets you anything. Once again hopefully this changes for the actual release because I am really enjoying the actual game :(
 
Just got a $15 iTunes gift card. Can you guys recommend me some good non-free games? I play a lot of iOS games but mostly stick to free ones, if I do ever pay for one it's just a 99 cent one. So if it's more than a buck than I likely don't have it.

What kind of games do you like?
 
I'm open to anything, really.
Some recent favorites off the top of my head.

Squids
Squids Wild West
Reckless Racing 2
Super Crossfire HD
Mage Gauntlet
Ski Safari
Dead Trigger
Infinity Field
Inferno+
Space Miner (haven't played Blast)
Monster Flip

(Mega Run, Ninjatown: Trees of Doom, and Zombie Parkour Runner are free but make sure you have them)
 
I'm literally stunned by CSR Racing... It represents by far the worst form of IAP I've encountered in any app so far.

To break it down in simple terms, here's a game that pauses itself for a set amount of time (gas, lol) and doesn't let you continue to play unless you pay money or wait.

The game controls when you can and can't play.

What. Kind. Of. Bullshit. Is. That.

It's shit like this that'll cause mobile gaming to crash hard (no pun intended).

Smh.

Considering you got the game for free and the game has high production values, what alternative business model do you propose that would work for both you and the developer?
 
Considering you got the game for free and the game has high production values, what alternative business model do you propose that would work for both you and the developer?

Is the IAP for gas or whatever reasonable? I can understand the complaints if the IAP does not justify the cost.
 
Considering you got the game for free and the game has high production values, what alternative business model do you propose that would work for both you and the developer?

Welcome to the mentality of a majority of iOS users. "We want the best things for free. Not a penny more."
 
Considering you got the game for free and the game has high production values, what alternative business model do you propose that would work for both you and the developer?

My general rule of thumb: if the IAP is a one-time purchase to let me play as much as I want, I wouldn't mind. To be forced to pay to play incrementally, I wouldn't bother. I don't know which model is being discussed here.
 
Considering you got the game for free and the game has high production values, what alternative business model do you propose that would work for both you and the developer?

Charge for the game outright?

Shit is free too. Want some of that? I can make the peanuts and corn IAP, but at least the shit will be free. "Production values" are great, but their only real value is what they add to a good game. I wouldn't label CSR a good game, and in this particular case (as with similar games), IAP is a mindtrip to get suckers to plunk money down on shit. It's the free buffet at the casino.
 
Welcome to the mentality of a majority of iOS users. "We want the best things for free. Not a penny more."
Not me. I just want to buy your game outright. If you have a good product, I will pay $3,$5, even $10. I just want one transaction. I don't want you to bleed me dry over time.
 
I don't mind 'time walls' in iOS games. I usually am juggling 4 or 5 games at a time, so I don't mind if one or two of them you can only play in 20 minute chunks.

Power of Coin and The Tribez was like that and it was still satisfying.



My preference is the Lite/Paid model. Sword and Poker 2 was this way and I gladly paid 3.99 for the full version.
 
Not me. I just want to buy your game outright. If you have a good product, I will pay $3,$5, even $10. I just want one transaction. I don't want you to bleed me dry over time.

Oh I feel the same way as you. But there are plenty of games that are free and support the model with IAP and you'll hear people bitch and moan about that!
 
Consumable IAP is garbage, however you choose to dress it up.

I hate saying it, but this! I can't think of any game where I thought consumable IAP (cIAP) was used well, or any that tempted me to spend money on cIAP. I've spent money on IAPs before. IAPs that added what are essentially expansions to the game (from Peggle Nights to Ascension's expansions), or even unlocked the main game (like Ghost Trick or Summoner Wars, sort of).

Which is why RAD Solider's model worries me. Even if the game is good, I don't see myself 'buying' it.
 
My preference is the Lite/Paid model. Sword and Poker 2 was this way and I gladly paid 3.99 for the full version.

Favorite model of mine too. I don't know why some publishers fear that model because having a demo available like that is the same goddamn thing having a free to play. Those who don't want to buy it simply won't buy it or wouldn't pay a dime in free to play model anyways. I however think the perfect model should be sort of a mix between the two. A game having the option of being bought once and for all but eveything would be selleable inside. You want to progress faster? unlock stuff now? cheat? make the game easier? customise even more? you can if you want. Else you unlock it as you play, just like the old days. And here I mean the game wouldn't have broken gameplay to make you buy that stuff, its just there for "those people" that would (and totally will) buy everything anyways.
 
I want a system that's a "free to play" model with a IAP store, but once you exceed a certain amount of cash spent the game just unlocks everything for you and acts like a traditional "paid for" game.

Just an optional $10-$20 "Kill this F2P store" option, and it's price decreases as you buy more stuff.
 
Favorite model of mine too. I don't know why some publishers fear that model because having a demo available like that is the same goddamn thing having a free to play.

Isn't piracy the big issue there?

It's not good really, either, because you have to get someone to download your game and then you have to get them to download your game AGAIN, and you'll lose the more impatient ones.
 
My general rule of thumb: if the IAP is a one-time purchase to let me play as much as I want, I wouldn't mind. To be forced to pay to play incrementally, I wouldn't bother. I don't know which model is being discussed here.

A lot of F2P games offer coin or consumable purchases at a level where you would never need any more or full unlocks.

This is a good option.


Shit is free too.

You started off well, and then your post became terrible right around here.


Ranger X said:
Favorite model of mine too. I don't know why some publishers fear that model because having a demo available like that is the same goddamn thing having a free to play.

Publishers don't "fear" the paid/lite model. It just doesn't work as well because it introduces an additional download step, a possible loss of progress (or having to redo intro levels), and a potential need for additional unique content to be produced.

As you say, free to play is the "same goddamn thing" except there is less friction in moving from the "demo" part to the "paid" part.
 
Finished WarGames. Absolutely zero replay value once you finish it on hard. Finishing on Normal doesn't really offer anything, but if you go to play it on the hardest difficulty, it will still retain your existing powerups (making the entire game a cakewalk).

Definitely got my dollar's worth, but there's no way I'd play it again. I guess it's main purpose was more to advertise that the movie is available on iTunes, which it certainly has done.
 
Isn't piracy the big issue there?

It's not good really, either, because you have to get someone to download your game and then you have to get them to download your game AGAIN, and you'll lose the more impatient ones.

I didn't go into details. I don't mean the APPLE "lite/full" model is perfect. There totally is stuff that can get better. Per example, it should work like XBLA where you don't have to download 2 times.
 
I want a system that's a "free to play" model with a IAP store, but once you exceed a certain amount of cash spent the game just unlocks everything for you and acts like a traditional "paid for" game.

Just an optional $10-$20 "Kill this F2P store" option, and it's price decreases as you buy more stuff.

But that idea will never work because it would remove quite the totality of the purpose of having a freetoplay game to begin with. Some games makes ALOT of money specifically because people can't count and don't realise they invested 250$ in your games. If you have this cap where the game is free, you would possibly make alot less money.
 
I'm more for the 'free and pay for full game unlock'. Allows me to check it out and buy the full game without having to do all the tutorial stuff again.


Been poking in Summoning wars, seems pretty interesting, kinda reminds me of traditional tcg + chess. Not a big fan of dice rolls for attacks though :/

goddess of dice is never on my side T_T.
 
sheeeeit, Osmos just got a monster update with retina support, local and online multiplayer, improved visuals and audio, and new achievements.
 
Status
Not open for further replies.
Top Bottom