Tag Archives: Paid

Because They’re Worth It: Here’s Why You Should Pay For Games Like Device 6

What does £2.49 buy you in the real world? The answer is not much. It can scrape you a hot drink at Caffe Nero; it allows you to emerge from M&S with a ham sandwich and a bottle of water or, if you’re lucky, it’ll nab you a DVD from Fopp and it’ll still be of uncertain quality. Ultimately, you’re not going to get much from that much pocket change but yet most people will still go out and spend it on those things – rarely will it feel expensive.

But when it comes to mobile games on iOS and Android, people baulk at the thought of paying a couple of quid for a fully featured new release. It’s something that I find utterly baffling, particularly after I finished Simogo’s latest release Device 6.

Continue Reading →

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.

Continue Reading →

Paid vs Freemium: Why A Price is Sometimes Right

Freemium Xcom

Kicking ass $20 a go

With the freemium economic model up, running and making big piles of money, paying up front for apps has increasingly felt like an action of someone on the fringes of social acceptability. Like the uncool kid at school bringing Pokemon cards in a week after everyone else has stopped playing (note: definitely not me as I had an awesome deck, thank you very much), parting a set amount of money for an app has felt increasingly unfashionable of late.

Which is why the tale of Xcom: Enemy Unknown has warmed the cockles of my cold, corporate heart. With developers falling over themselves to offer their products for free before reeling back as much money as they can with IAP, makers 2K China looked at the product they were selling (essentially a full port of a console game), decided it was amazing and slapped what is now considered an expensive $20 price tag on it to make sure they got their money back.

Continue Reading →