This is one of the most shameless and biggest in-app purchase abusing iphone game

Blame Apple,

They're the bastards who built the "platform"

Considering their 30% cut of all purchases I would expect that Apple LOVES apps like this.
 
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.
 
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.

Isn't it? I've never changed mine and it requires it every time, even for free apps.
 
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.
 
yes

dont make mobile games

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?


CambriaRising said:
Charges of which are usually non-refundable.

It's very easy to get refunds for App Store purchases.
 
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?

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.
 
Isn't it? I've never changed mine and it requires it every time, even for free apps.

The default on my phone is to ask after it has been 15 minutes since the last password entry.

So it is possible to download the app and accidentally do an IAP here because of the password entry when you downloaded it.

It's very easy to get refunds for App Store purchases.

Tell that to the smurf berries I got robbed for.
 
Does anyone have an example of a game with good iap so I can look at that?

The Re-Volt port to iOS/some android stores uses it so you can buy the full game from the demo and get cheats for $1 for all cars/tracks/clockwork carnage each. Worth the $4 easily for the 90's awesome.
 
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'
 
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'

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.
 
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.

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?


Femmeworth said:
Graduate to PC/consoles/handhelds. /half serious

So in order to avoid playing mobile games for free, playing where ever and whenever they want, and paying according to their appetite, they should restrict their gaming opportunities and also pay much more? /also 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?

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.

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?
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?

Which sucks for me because I enjoy your games. But since the move to freemium, I no longer touch your games.

Why can' t devs offer the choice, freemium with IAP along with a fixed price?
 
There was an earlier episode of iPhone Garbage where they played some Duck Hunt knockoff, shot only like five bullets, and then a prompt came up to pay for reloading the gun.
 
This example is rendered humorous by the blatant absurdity of it all.
Sadly, you have companies like GameLoft employing similar tactics in their supposedly more legit offerings.

Dungeon Hunter 3 was bad enough.
A numbered sequel of an otherwise OK (and until that point, improving) Diablo clone franchise turned into a shitty Gun Bros, stule freemium arena game.

But the recently released Dungeon Hunter 4 is literally shameful.
It suckers you by promising an actual DH1/DH2 style Diablo experience, and then bombards with its obscene freemium bullshit.
I mean, being free like DH3 (and unlike DJ1/DH2), I expected energy sapping exploration and timers setting up temporary paywalls. I also expected the thoical dual currency tactic of locking away better loot behind real-cash only transactions.

But they go fucking overboard by dropping that same uber loot directly into your inventory, loot that cannot be equipped until you drop cash onto it, nor removed from your inventory. They literally turn your inventory into an in-your-face mini-store front.

And yeah, the expected full IAP store front is always a menu away, regardless.

What the fuck?
Just charge me the $7-$8 bucks you used to for your clones and leave me the fuck alone with that freemium shit.
 
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.

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.


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.

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?


So maybe you should keep doing what your doing, I wouldn't recommend mobile to anyone new though.

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.


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.

Ok.


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.

Some freemium games are like that.
 
This has to be a troll game. Either that or made by some dude in China or somewhere.

Anyway, I think the reason this shit happens is simply because Apple didn't originally anticipate the app store becoming a video game platform. I still think that generally, Apple only gives a shit about video games because they all of a sudden started making money for them. They probably don't look at how traditional platform holders curate and handle game releases.

That said, I also don't like people instantly ignoring any and all free games. I've found like, a couple good ones on iOS. Big PC freemium hits like DOTA 2, League of Legends, Hawken, and Planetside 2 are also becoming prevalent. Even if 90 percent of what represents the business model is shit, you still can't discount that 10 percent that might actually be worth playing.

Punch Quest (which is now $0.99) is a good game. Undercroft is a good free game, although it has no IAP and is actually subsidized by an MMO.

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.

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.

Even non free games have IAP now, which means they come with the same bullshit, tired gameplay that free games have like massive grinding, waiting times and all that.

The problem is the more a game gets downloaded or the more money it makes the higher it charts which means paid apps mostly disappear from the top list. So IAP bait gets the most publicity while decent apps disappear from sight.
 
It's either a troll game, or the most blatant attempt on the app store to get young children without a realistic concept of money to charge things on their parent's credit cards.
 
Does anyone have an example of a game with good iap so I can look at that?

I thought Puzzle Retreat did it well: the game is free (on Android, think it's 99c on iOS) and had a decent set of free levels, then you can purchase additional level packs for 99c each, or the full set for a couple of bucks.

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 problem is that almost no games actually do that. The whole reason the model is successful for most companies is that they get some users who will pay far more in microtransactions than they would have for a full retail game.
 
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.

This shit really saddens me. It would be fine if this guy was like "well it makes us a lot of money, so we keep doing it". I am okay with making a quick buck while an entire ecosystem and financial model continues to implode. But actually thinking that your F2P skinner boxes are engaging and worthwhile to people who care about video games is on another level, it is something I really can't comprehend. I guess after some point it just becomes "well I am making money, so what I am making must be great no matter what". What I am saying, I find it really fucking hard to believe that anyone who works on F2P games thinks that what they are making is good or that going F2P has actually made their game (as a video game) better.
 
EA is crying right now lamenting the fact that they didn't make an atrocity of this level first, whoever made this is going to get bought buy EA to make the sequel.
 
All inapp purchases in freemium games are bullshit? How so?

To be honest, (heavy) IAP/freemium turns me off. I can't shake the feeling that with those games, I get "ripped-off" even if, in the end, I might end up paying the same (or less) as a traditional complete game.


On a similar note, I'd like to ask you how you feel about games like the one in the OP and Final Fantasy: All the bravest. Do you think games like these could hurt the model to the point where it is not viable?
 
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