Wow. How on earth do they expect anyone to pay anything for that game much less $100?
I am pretty sure you need to put in your password. Still, this is terrible.
I'm curious about this too. Is there some sort of setup for one-button purchases or anything like that?
Pretty sure you can set it to require a password every time, but I don't think its the default setting. I think the default is that once you enter your password once for something, it'll remember and be active for some amount of time after (something like 10 minutes or something) and you don't need to enter it again for that duration.
Does anyone have an example of a game with good iap so I can look at that?
Isn't it? I've never changed mine and it requires it every time, even for free apps.
yes
dont make mobile games
CambriaRising said:Charges of which are usually non-refundable.
Reflec Beat Plus.Does anyone have an example of a game with good iap so I can look at that?
So your solution to making "better" mobile games is just to not make any?
What will the hundreds of millions of people currently playing (and paying for) mobile games do in such a world?
Isn't it? I've never changed mine and it requires it every time, even for free apps.
It's very easy to get refunds for App Store purchases.
Graduate to PC/consoles/handhelds. /half seriousWhat will the hundreds of millions of people currently playing (and paying for) mobile games do in such a world?
Does anyone have an example of a game with good iap so I can look at that?
TF2?Does anyone have an example of a game with good iap so I can look at that?
Ignoring this shitty game in the OP, I find the IAP hate in general to be pretty funny. If there was a good game on the app store for $2.99 people would be happy to pay for it, but if the same game was $0.99 with a $1.99 IAP it would be like 'WTF KIND OF SCAM IS THIS'
The $99.99 one made me almost choke on my drink...
Mario, just give your games a price and be done with it. Why the freemium stuff with in-app buying?
Your games are solid, don't cheapen them by being freemium.
Femmeworth said:Graduate to PC/consoles/handhelds. /half serious
So your solution to making "better" mobile games is just to not make any?
What will the hundreds of millions of people currently playing (and paying for) mobile games do in such a world?
Shatter is probably going to be the best game your studio ever makes. "Higher quality, deeper and more engaging" is a fucking lie when talking about your F2P stuff.Since moving predominantly to freemium, exponentially more people are playing our games than ever before, with more content than ever before, and on average paying a fraction of what they had to before. Our success is also allowing us to create higher quality, deeper and more engaging (free) games.
Not a win win?
Since moving predominantly to freemium, exponentially more people are playing our games than ever before, with more content than ever before, and on average paying a fraction of what they had to before. Our success is also allowing us to create higher quality, deeper and more engaging (free) games.
Not a win win?
I am saying that if you can't make games without them being turned into (literal) garbage due to the financial model than that model is busted.
You think visibility is bad now, just wait a couple years. There won't be any room for anyone to make money except apple and people who are big enough... to be getting advertising on T.V for their shit free to play game.
So maybe you should keep doing what your doing, I wouldn't recommend mobile to anyone new though.
MTMBStudios said:Shatter is probably going to be the best game your studio ever makes. "Higher quality, deeper and more engaging" is a fucking lie when talking about your F2P stuff.
Uncle Rupee said:Freemium games should be like game demos where you get the first few levels for free but if you want to continue playing you pay a dollar or something.
That way they will still get the attention of people looking for a free game, while still leaving the door open to make some money.
Yeah I don't have a problem with it if it is done in a honest way.
Freemium games should be like game demos where you get the first few levels for free but if you want to continue playing you pay a dollar or something.
That way they will still get the attention of people looking for a free game, while still leaving the door open to make some money.
This has to be a troll game. Either that or made by some dude in China or somewhere.
Shit I wished full-fledged games were like that.
This is why I gave up on mobile gaming. All the in-app purchass blows. Sure it sucks for honest devs with good games without shitty in-app purchaes, but too bad. Staying the fuck away from them all.
Does anyone have an example of a game with good iap so I can look at that?
Ignoring this shitty game in the OP, I find the IAP hate in general to be pretty funny. If there was a good game on the app store for $2.99 people would be happy to pay for it, but if the same game was $0.99 with a $1.99 IAP it would be like 'WTF KIND OF SCAM IS THIS'
Literal garbage? Not sure I can take you or your arguments seriously.
We publish quality games at a fair price. Tens of millions of people think so.
The retail console model is actually broken. So, I'm not sure where you are advising sending developers next.
Hmmm are you referring to our BAFTA nominated shit free to play game, or one of our other highly rated shit free to play games?
We aren't a mobile games company. We are a digital publisher across mobile, tablet, desktop and console.
I wouldn't recommend game development in the first place, but I'd recommend mobile in a heartbeat over starting a console dev.
Ok.
All inapp purchases in freemium games are bullshit? How so?