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bestgamesstudios

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http://www.cracked.com/personal-experiences-1762-5-reasons-i-lost-249000-iphone-game.html

A gamer describes how he spent 9,000$ on Game Of War: Fire Age and the psychological techniques used. A great read.

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Martin

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Reply with quote  #2 
Very interesting read. This game is one of the top grossing games too so its a good example. But for me the confusing nature of the game actually put me off it. It wasn't fun trying to figure out what the hell everything was and it lost my attention within 20 minutes, but i guess im the minority and a lot of players really enjoy this type of game. 

We definitely need to improve our in-app purchase system / approach and this is good inspiration for sure. Once we get better at IAP I'll share with everyone here for sure.

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XdebugX

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This article describes exactly the game I don't want to make. It's a crappy game made to sucker people into spending money, and advertised into popularity. I just couldn't be satisfied making games like this. It's making a pile of cash right now, but people will get fed up with this type of BS. I think this type of game only works if you have enough cash to advertise it really hard anyways. You don't see small indie games with decent IAP revenues very often. A few make decent money with niche games, but it's usually a certain kind of game, like a card trading RPG or monster trainer.
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Grumpy

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I agree with XdebugX. If one person spent $9,000 on one of my games I wouldn't be happy. One of my games does quite well on IAP - but the player gets a lot of bang for their buck if they spend like £6 and really I'd be surprised if anyone has spent over £20. Even games where people spend £100-500 are okay in my book - if they're unlocking permanent rewards, new features and spending that money over a long period of time. Some games, however, (I've not played the above so I can't comment on it) make the player feel like they're never spending enough, they apply social pressure to make them spend more and focus on getting them to spend a lot quickly so that they feel trapped in the game. As the article says this kind of game is very close to gambling only where no one can win, it's a money trap. It's one thing if a person gets compulsively hooked on your game, quite another to ensnare and manipulate people into spending amounts that could be a living wage. Just my opinion.
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bestgamesstudios

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Reply with quote  #5 
XDebugX, Grumpy - yes, when it comes to small indy devs such as ourselves pulling something like that off is out of the question, since that sort of game requires at least a medium team with people doing art, coding, server-side stuff, testing/balance and constantly churning out fixes/updates. However, the game does showcase what can be achieved in terms ARPU - even if 1 in 100 spends a few hundred or a few thousand dollars, the advertisement costs make it well worth it so one might as well pour tons of money into advertisement since it will all be returned many times more.

I don't agree that "people will get fed up with this type of BS" - why haven't people already gotten fed up with ads, in-app purchases, push notifications, annoying achievements, "wait to play/pay to speed up", etc? If anything, people are becoming more accustomed and accepting of these things.
(Of course, as a "gamer", I despise the above- I grew up playing games like Half Life 1, Red Alert 2, Need for Speed 3/4 - that was the pinnacle of gaming I think). However, as an "entrepreneur/game developer" I love the above (although, I would still much prefer a hypothetical market where it's possible to create a small game similar to the ones I make and sell them for 1$ instead of earning the same 1$ through ads) .

"people will get fed up with this type of BS" - here, I also think you are projecting your own opinions onto the market (for example, that "you'd" get fed up with this type of BS) - however, the beautiful/horrid thing is that today there are millions of kids who grew up knowing only games filled with ads, achievements, in-apps - they have nothing to compare it to to be fed up with it, and think it is the norm.

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XdebugX

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Reply with quote  #6 
Quote:
Originally Posted by bestgamesstudios
XDebugX, Grumpy - yes, when it comes to small indy devs such as ourselves pulling something like that off is out of the question, since that sort of game requires at least a medium team with people doing art, coding, server-side stuff, testing/balance and constantly churning out fixes/updates. However, the game does showcase what can be achieved in terms ARPU - even if 1 in 100 spends a few hundred or a few thousand dollars, the advertisement costs make it well worth it so one might as well pour tons of money into advertisement since it will all be returned many times more.

I don't agree that "people will get fed up with this type of BS" - why haven't people already gotten fed up with ads, in-app purchases, push notifications, annoying achievements, "wait to play/pay to speed up", etc? If anything, people are becoming more accustomed and accepting of these things.
(Of course, as a "gamer", I despise the above- I grew up playing games like Half Life 1, Red Alert 2, Need for Speed 3/4 - that was the pinnacle of gaming I think). However, as an "entrepreneur/game developer" I love the above (although, I would still much prefer a hypothetical market where it's possible to create a small game similar to the ones I make and sell them for 1$ instead of earning the same 1$ through ads) .

"people will get fed up with this type of BS" - here, I also think you are projecting your own opinions onto the market (for example, that "you'd" get fed up with this type of BS) - however, the beautiful/horrid thing is that today there are millions of kids who grew up knowing only games filled with ads, achievements, in-apps - they have nothing to compare it to to be fed up with it, and think it is the norm.


Actually this game would not be hard to make for an indie. The graphics are crappy, as the article says. The only hard part I think of making this game would be the server and network code. What would be hard for an indie would be to get the cash to advertise this game like they do. Even with the multiplayer server code an indie could still make this game. Check out this indie dev, who's multiplayer game got featured on Google Play and he has written server code for thousands of people playing together. https://play.google.com/store/apps/developer?id=SVEN+Studios+Corp
(His game doesn't have as many players as a year or so ago).

"however, the beautiful/horrid thing is that today there are millions of kids who grew up knowing only games filled with ads, achievements, in-apps - they have nothing to compare it to to be fed up with it, and think it is the norm" - Your probably right, but it's a sad thing really, compared to what we grew up playing.


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kompleted.com

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Reply with quote  #7 
Quote:
Originally Posted by bestgamesstudios

"people will get fed up with this type of BS" - here, I also think you are projecting your own opinions onto the market (for example, that "you'd" get fed up with this type of BS) - however, the beautiful/horrid thing is that today there are millions of kids who grew up knowing only games filled with ads, achievements, in-apps - they have nothing to compare it to to be fed up with it, and think it is the norm.

If you are right (and I am afraid you are), then we live in a truly despicable world. I can just imagine a kid nowadays picking up a Super Mario game and rage quiting when they die because there is no "Watch an ad" or "Pay a dollar" to continue option. [bawl]

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