Tag Archives: Apps

Would Free To Play Have Worked For Badland?

Badland

In case you’ve not been reading the script (or have been throwing it into the corner of the room, refusing to touch it lest it “corrupts” you), Free to Play is the dominant business model in the app industry. A report from Flurry into the history of app pricing has argued quite convincingly that the move to F2P has occurred because it offers developers greater reach and users fewer barriers to entry; culminating in 90% of apps on the App Store coming with a free price tag.

That perspective appears to have been reinforced by the results trickling in from the apps that decided to abandon their price tag to be featured in the App Store’s 5th birthday celebration. In particular, side scrolling atmospheric adventure game Badland from Frogmind saw download numbers jump from 280,000 to an astonishing 7.4 million in the space of a single week simply by being featured by Apple.

Which in my mind instantly raised a question: what if Badland had been free to play? How much money could the game have made from that feature simply by monetising the broader pool of free users? With a calculator and what I can remember from A-Level Maths in hand, I set out to have a go at answering that question.

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Don’t Console Yourself: Why App Powered Consoles Aren’t A Great Idea

Console

Ouya? Or ooh no?

 

I remember walking into my brother’s room one time to find him playing around on an MP3 player that he had jail broken to let him mess around with the settings more. I found him hunched over the device squinting and took a look over his shoulder to see him playing Doom on a screen that was barely bigger than a handful of postal stamps laid over one another. While it was all fun and games  to get something like that on there, there was clearly no way the person behind the game  expected to produce a full PC experience on a teeny tiny mobile device with useless size buttons. It was a novelty, nothing else.

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