that is a good idea... and there might be other accessories like that which are suitable for IAP without screwing the game. As I said previously: this is a high score game after all. If I can buy better weapons/armors, more potions, more food, more skill points, better skills etc. through IAP and start off with those, then I'll do better (-> higher score) on average/all other things being equal than someone who doen't have this. Therefore, this will screw leaderboards and, hence, the core mechanic of this game (high score). I am baffled that you (referring to the developers/publisher team) even think about this. 100R already has a lot of IAPs for different characters, montser classes, game modes (even those are not really finished as there are no separate leaderboards ... ...) and I am fine with that. Just add more classes and alike, no prob. But I am absolutely not fine with the consumables ideas for the reason stated above. For me this is even worse than the ads (which were a pretty bad idea too) as at least the ads did not destroy the game balancing between players. And, btw, of course I will not sign up to the 100R forums to post this again. Wes, you are on this forum and YOU can copy and paste all the reactions here to send them to whomever you like. As a customer it is not my job to compensate for the laziness/unwillingness of parts of the dev/publisher team to read something here IMO Cheers!
Wow, chill man. Ripping the dev a new one isn't likely to get him to change his mind or see things from your point of view - it'll just piss him off.
100 Rogues IAP http://www.garry.tv/2011/06/02/the-story-of-snabbo/ Be sure to read the first couple of comments.
No sale, it's that simple. Never have done IAP, never will. I paid for the initial game and any further content should be free.
Good lord calm down, you're going to burst something. Wes is not the sole dev and doesn't call all the shots in the development of 100 Rogues. I don't think that the idea of consumables is appealing to anyone but you are way out of line. Just out of interest, do you mean any IAP, regardless of how much content it adds? What if it added 5 times the content, what about 20 times? Not referring specifically to 100R, I just wonder if you feel that way about any game and it's IAP.
That was a good read. I have np with most iap's, show the dev some support if you like the game besides you initial dollar or whatever.
Looks great on iPad(2). I play it on that way more than my iTouch, thanks to the better UI layout. Runs smooth too. EDIT: I vote no for IAP consumables. I vote yes for content IAP. I have bought all current IAP for 100 Rogues, and plan to buy any additional IAP content that will be released.
RE: Snabbo. Yes. This is exactly our experience. My personal feelings about IAPs are irrelevant; the team as a whole is considering this option, and you can bet I will make sure these views get into the hands of the everyone taking part in the decision. Thank you to those of you that have posted on the 100 Rogues boards, I'm sure that will have greater weight. The question in the end is, "what impact will our selling of IAPs have on sales?" If we continue doing what we're doing, we'll continue making barely anything. I'd like to reiterate that we aren't going to let our decisions muddy the high score boards. Anyone using a hypothetical consumable IAP will, at most, be able to have local high scores saved, and maybe not even that. It will be a team decision to include consumable IAPs or not; myself, our publisher, and our designer, will ALL agree with whatever decision we make, aware of the pros and cons. Our personal views on the issue itself are irrelevant. Regarding hats, etc., we aren't making nearly enough to pay our artist for the work at this point. Even if we could, we don't even have people willing to spend the $1 on a new player class with radically different skills, art and strategies; it could be weeks or months before the relatively instantaneous investment in those classes can be repaid. There just isn't a significant population of people that care anymore, I have to assume. Regarding us 'kicking you all in the balls', or 'nickle-and-diming' you, etc., I do have some views I would like to personally share on the subject. When the project started, we saw a platform flooded with ports, clones, genres that just didn't fit, and quick cash-grabs. We tried to do better than that. In sales and in general, I think we've done a lot, LOT, better than the majority of games that go on sale in the AppStore. I'm not angry (or even all that surprised) to hear outrage over our recent strategies with IAPs. I sincerely wish they worked. It does make me just a bit sad, though, as much as I know many of you have enjoyed everything we've put into 100 Rogues, to see our desire to get paid for our care, commitment and expertise perceived by so many as greed for more than a full year now. I also kind of wish I knew what to take away from this development experience, apart from that you can't be in this for the money or because you want your ideas to be seen. In any case, I know how many of you have stuck with us and continually enjoyed 100 Rogues. Thank you. I will do what I can to make as many positive changes to the game as I can...
I don't know, Wes. It's a shame that all the devs who put out quality stuff don't necessarily get their just rewards. There are clearly more examples of this than there are feel-good success stories. Sometimes you just need the perfect storm to succeed in this market, it seems. Having said that, I have a feeling that the stability issues at launch and for a good while after release went a long way in sucking the air out of the sails. I could be wrong, but it seems like getting great press and reviews right off the bat has an enormous impact, and once your game isn't the new thing and won't likely get featured by Apple or the review sites, you're always going to be fighting an ever more upward battle. I fear 100 Rogues did not make the first impression it could have. Although, again, I don't really know. This is just me lamenting things from a very armchair perspective so take it for what it's worth, (very little indeed).
Why are some people so against iap's it's exactly the same as buying dlc for a console game and I've bought loads of dlc and quite a few iap's. If it extends the life of a game then it's all good. I'm all for iap's to add content to a game. I wouldn't buy stuff that vanished once you used it though.
I actually see more people against dlc. A lot of the iap I have seen were implemented down the road on app store games. DLC in consoles is often ready to go when the game ships and a lot of people feel that its a ploy by big developers to get more money. 100 Rogues is having more content added in which is a bonus, where as games like dragon age 2 shipped with DLC already to go. There is no point in people paying for content that should have been included in a game's release.
No one is getting nickel-and-dimed. When you're buying the game, you're getting a complete product. If you want the additional stuff then you can pay for it, but you don't have to. They're not lying and saying "buy the game and you'll get everything for free!" and then having you pay for stuff. They're not nickel-and-diming you, they're giving you the option to add additional content.
So far it's applied to all games. There's so much out there to play that I'd rather spend the money on a new game entirely.
Agreed. I think 100R is a good game, but just doesn't give you quite enough as it is. i think you should have charged a little more for the game, and given a few more content updates for free. I am by no means a marketing expert but from what I have seen, successful games on the Appstore do so by providing content updates. They don't have to be frequent as in once a week, but they should be there (see for example Angry Birds, Dungeon Raid). This is what stimulates sustained interest for the game and ultimately revenue. The 100R IAP feel tacked on purely for monetary purposes and takes away from the replayability of the game. Just my 2 cents. Don't get me wrong. I like 100R, but having beaten the game a few times I don't feel like going back to play it again. Much less so when I have to shell out another .99 (actually $1.29 for me).
you are paying for the engine.. imagine when the game has 50 + worlds and 50+ characters. the 100r engine is sublime for a rogue game. granted theres a lot of bugs usually but they fix them sorta fast. and there should be quite a bit more random items and stuff but thats their particular style. the engine is whats important. all the componants are being added as they get money.
We had a good 7 or 8 months of completely free updates to the game. The item shop, the locker, a bunch of new items, a monster or two, the universal iPad version, some skill updates like the crystal caltrops dropped by Amafyst, etc. Oh, and Hell, which introduced a new world, massive AI upgrades and animations developed from scratch for a dozen new monsters, plus a new boss fight. We did not ever want to go the IAP route, but it was absolutely necessary. It is now becoming more necessary. Also, I strongly recommend you give rogue mode more of a shot. The game's designer approves it as The Mode to Play, and I suspect it's fairly unbeatable. But how FAR can you get?!
I think this is actually pretty dead on. Even when the game got GOOD press, it always seemed to come with a few caveats about bugs and crashes. Couldn't have helped. Love this game. Been a big supporter from day one. Got many of my friends to pick it up, and then had to try to defend it when they had problems with it. Did they in turn recommend it to others? Doubtful. As for the rest of this stuff, I'll buy worlds & new classes. No problem. As an artist I know what Blake goes through to churn out the art for that stuff. He DEFINITELY deserves some compensation for the effort. Personally I won't pay for consumables because I find them to be a little ridiculous. Put 'em in, don't put 'em in, I guess it doesn't matter. I won't be using them. Some people might. More power to them. It's not going to affect how I feel about the game. I'm not obsessed about my scores, I just really enjoy the game play.