although you arent getting a whole new game for you 1$ i feel that there is a good and bad side to these in app purchases. The extra content is not consumable and can be played over and over again while consimables go away and force you to buy more of them. The extra content isnt like a membership or anything it stays with you forever. Take the mob respect points for example They charge like 20$ for 200 respect points and that is a complete waste of money. Im in the middle of disliking and liking the new content fees. PROS: More features CONS: Costs Extra
Just think of it as the game getting updated when it wouldn't have been without these micro-transactions.
My thoughts exactly. I'll develop a complete game for the normal price. I will offer in-game purchases if the content approaches the equivalent of another full game. Like Half-life and their subsequent episodes. Ultimately it's up the to the users to determine if add-on content is worth the money or not.
Unfortunately, I can see review scores differentiate due to these in-game purchases. Say, if reviewers enjoy the overall product, but do not agree on the price of an add-on and feel it's a rip-off, they'll simply lower their score. Overall, I welcome these purchases,as long as they're not abused.
I think devs are going to abuse this power with creating unfinished games and charging for content what should have been free. Thats just my fear. I have no problem paying for extra content if the game is COMPLETE and already has loads of hours upon hours of gameplay/replayability and all the other goods a real game should have. This guy has the best idea though, hopefully it does turn out this way!
I'm just afraid of the backlash from users and reviewers on apps that actually try to use it for a legit add-on. Gamers expect an unbelievable amount of content for a single dollar these days. And anyone who tries to ask for a second buck for more content will get hammered on reviews.
Personally, I think the benefits will eventually outweigh the negatives. I think devs will adopt an approach of offering bug fixes, performance enhancements small content stuff in their free updates, while utilising in app purchases for more meaty content (new level packs, characters, vehicles, new game modes etc). Some games like Bounce On have added new worlds for free in the hope that they will sell more copies with each update, but that is a risky strategy. With this system, fans of the game, the people most likely to be willing to spend more have the option to do so and in return get more of the game they love. The Fieldrunners example is interesting as one has to wonder how they would've dealt with it had they the option of 3.0's paid DLC. I doubt they would've tried charging for sound as they would have been killed in the reviews, but most likely would have charged for the extra content like new maps/towers. The main reason i'm not worried about this though is the app store, which unlike many services before it has a user review system that has been proven to affect app/game sales significantly. Many games/apps that cost way too much for what they offer feature/content wise are hammered in the user reviews, receiving 1 star reviews. I would assume in app purchases would receive the same treatment if they are not good value for money. Also, does anyone know, does apple approve in app content just like it would an update to the app? And do you have to download the entire app again or just the new stuff?
You gotta think though, (if all goes well and no one abuses DLC) this means devs will be spending more time on the game and actually consistently be making it better. Now how awesome is that. One game will last you forever.