Personally, I don't have a problem at all with freemium games, as long as it is done right. I don't mind IAP in a game ,as long as they are optional. When that is the case (like e.g. in Bullet Time), I have no problem with a freemium model, because they give you the choice of paying for the IAP or working a bit harder and longer. "Freemium" games in wich you actually have to constantly pay if you don't want to grind hours and hours (like with Glu games), most of the time don't stay long on my iPod (only exception is Blood& Glory, which i'm going to keep on my iPod until I buy Infinity Blade 1 & 2). I can certainly understand that many other players only want to pay once for a game, I personally think that is the best way (for a developer) to go too. On the other hand, I can understand why developers jump on the freemium train if they notice they make more money like that .After all, making top-class games cost quite a lot of money and those developers also have families to feed xD. In short, I understand that many gamers don't like freemium games, but as long as it is done right, I think freemium isn't that bad.
+1, this is spot on with my opinion except sometimes I don't mind the waiting game in certain apps. I never buy consumable iAP. I do buy optional iAP occasionally with the interest of supporting the developer.
The future of iOS gamers depends on the consumers not the developers. If consumers continue to refuse to buy games until/unless they are free then we will get limited low quality half-games like those that are freemium if we get any quality games at all. I recall one of my favorable developers saying that when they reduced price all they got was a bunch of critical ratings on App Store (it was a niche game). Although it is not just iOS gaming that is moving towards downloadable content.
Well, personally I don't like freemium model as well. But not exactly everything in it. The point is with its usage. Today, most new freemium games are just concentrate on buying IAP, sharing on social networks, rating on AppStore, and stuff like this. Attack user through various dialog windows and something like that, forcing to buy some stuff. And on the other side, we have totally optional freemium like Tiny Tower, Mega Jump and some more. Non-intrusive, optional IAP stuff is crucial here. You can play your game at slower pace, but you don't really need to spend extra cash unless you really want it. Personally I've hope that freemium buzz will pass, quite soon, if people see that they spend more money on freemium games than on premium. Lack of ads, forced IAP, social networking "join us" terror, and other not so nice stuff will show them that maybe it is nice to pay 2 or 3 bucks for a game that won't try to suck more from you
90% of the games I have are paid games. The rest are freemium. I'd rather just pay in the first place to get what I want. But if it's done the other way around then I guess it's ok too. I just have to draw a line regarding the limit I put on spending on one app, whether it is freemium or not. Also apps are really cheap anyway. I remember when I was a kid I had a mega drive and the prices were outrageous.
By the way, anyone else agree that the best model for freemium game is unlocking more of the game rather than buying coins? Cause the unlocking thing actually reduces piracy.
Aurum Blade convinced me that freemium can be done fairly and effectively. I have also sunk more money into Aurum Blade than any other pay at front KRPGs and do not regret it. The developer of this has a IAP system that is very fair to users and dose not unfairly compell user IAP; it's possible to complete with no IAP but fun enough that you want to IAP to support and get some play perks. If Aurum Blade is the future of iOS gaming I would be satisfied. Unfortunately I fear that developers like Glu or Gameloft with higher priced consumable IAPs are more likely to dominate the market and that would be sucky because those are rigged towards forced expensive IAP habits. Also shame on Gameval for it's bend towards consumable IAP.
The important part about IAP is to make the player feel that they're buying something of value to them, and not try to force it down their throats. The problem with Freemium is that many people think that only "farm"-style time management games work as Freemium. I've spent alot of money on Battlefield Heroes on the PC platform (its a free-to-play shooter from EA/DICE) and I have felt good about every single purchase, because -I- made the decision to buy something. There is a great future in Free to Play games - both for players and developers - but the developers need to stop making games that are merely copies of Farmville or Smurfs Village. A previous poster was right: It is the CONSUMERS that decide what is right for them, and as the platform matures, the consumers will be more conscious about what they choose to pay for. It needs to make total, 100% sense to them that they get something they like. How often have you bought a game that you regret buying? I have, often. That will never happen with good Free-to-Play. You get exactly what you pay for, if its done right.
There will be a much higher number of downloads for freemium, says its, well, free, but there will always be a place for premium.
@LOLAvi: I think quite the opposite - extra "virtual coins" are better way to handle extra items on freemium games, people have more "freedom" in order to spend them. But everything have its place, only thing I don't like, is intrusive "IAP Ads", unfair game balance without IAP, and "social networking terror"
Maybe I wasn't clear, but I meant will we ever have full AAA games, like on the PSP/DS, that will be priced above $10. I'm also not talking about ports but games specifically made for iOS. MC3 is the closest, but it wasn't priced above $10 and includes IAP. There are also a bunch of small technical things wrong with it that I don't want to get into. Plus, I consider most to be AA games, IMO. I have referred to a couple games as AAA, but this was from a purely iOS perspective. I guess I agree with you that the sports games are premium iOS games, but monetizing a football or basketball game would be extremely difficult. Would they make it, 1 play equals 10 energy? Haha Even on console, I put sports games in a different category, and the only one I play, anyways, is FIFA. Guess I sort of stuck my foot in my mouth! [[EDIT]] I don't reallly play any sports games on iOS except FIFA occassionally, so checked out NFL Pro 2012 (Gameloft), and I guess I figured out how you monetize a football game!
I see your point with the piracy thing! There are ways to crack IAP if the developer doesn't implement IAP the right way. But yeah, it does reduce piracy. I personally think devs should make the initial download a hub and the full price be purchased through IAP. As far as purchasing extras, it doesn't directly affect my gameplay (it might affect my leaderboard ranking) if it's for non-multiplayer. I still don't like MC3 IAP; never will! I still stand by, SNG's are a whole 'nother beast.
!!! Could I advise everyone who participated or looked into this thread to look at this link!?! http://forums.toucharcade.com/showthread.php?t=113993 Here is a post, in particular, by XperimentalZ Games (maker of Don't run With A Plasma Sword) that I agree with. [[EDIT]] Please don't litter that thread with complaints. I C/P'd the link for reference!!!
Umm, dude.. You're practically rallying up a complaint party when that thread isn't even on the same subject. Totally spamming if you ask me. Again, no offense but I think some people are being cry babies. (not referring to anyone in particular..) Way to pull that thread even further off subject man.
First off, did you read both threads thoroughly? Secondly, did you read the last post by XperimentalZ Games? Lastly, I explicitly said don't litter with stupid, cry baby complaints? Keep the DEV section professional! If people can't then I will no longer interlink threads! This will test how mature people can be in this thread. To consider it spamming is BS, in this age and day any piece of information isvaluable. I feel as if you don't see the overall picture!
I don't mean to be a jerk but u are particularly sensitive, apparently. You have a very strong distaste for freemium apps, it almost seems as if you are asking the vast majority of complainers here to take it to the dev forums (a thread of a whole other subject..). Maybe you are not handling this matter with the highest level of maturity yourself? Anyways, I don't plan to argue so I'll say this: chill, bro.
What??? How am I asking the complainers to take it to the dev forums? Also, how did I ever show a strong distaste for freemium games? The only thing that I said, I thought impacted me was IAP for multiplayer games! i supported Bullet Time and I've said why freemium and IAP is what it is! Also, I'm not sensitive, but I think your accusations of me are very unfounded; so, yes, I will defend myself. Sorry for sounding sensitive; my bad! How about you take the time to look at all my posts! Also, isn't a forum a discussion. Correct me if I'm wrong?
And this is where you begin blatantly lying. Not a strong distaste for freemium, eh? You sure ur gonna stick to that argument..? EDIT: credibility, gone. Btw, I'm done arguing. Haha. Have yourself a wonderful evening.
I think that you're trying to misconstrue my meanings of things. In that post I'm talking about true freemium games; pay to play. I hope you know that there is another meaning of freemium in this thread! It's not a lie but a misinterpretation on your part (maybe even me not being clear enough). Again, read all of my posts that where I talk about different revenue models on the AppStore. Yes, pay to play should be banned! I will not take that back! [[EDIT]] I want to re-post this! He, a developer, clearly shows that there are different practices of this model! Maybe, I wasn't clear enough!