
| Marc-Andre Caron |
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Coming up with buzzwords is good business, my friends!
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| Bruno Patatas |
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I'm a supporter of freemium but I think that this paymium model can be something quite complicated. If you give your game for free, then charging your player for added content imo is fine. But if you pay for the game, and then you have to pay for more content? Well, it can work like in the case of Infinity Blade, but it can also lead to cases like Batman: Arkham City controversial Catwoman Code. I think the industry needs to be careful.
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| Harry Fields |
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Fairly priced, value-added content, I don't think anyone has a problem with. The 30$ weapon skin pack for Gears of War is a prime example of "microstransactions" that really stick it to the player. I mean come on.. half the price of a new game for a weeks worth of artists time?
That said, map backs for 10 bucks.. I think that's fair and most people don't mind. things like a skin should be like 50 cents.... not 3 dollars.. Provide value in your IAPs at reasonable prices so your relationship with your playerbase is not one of anal rape-age. Then, Paymium is viable for the long-haul. And in the next generation, as dev costs continue to soar, additional revenue streams will become necessary. Just be careful that you're not screwing little Jimmy who can't afford the IAPs out of the meat and potato experience he put 60$ up for. |
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| Jeffrey Crenshaw |
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"I believe that free is the natural price point on any platform where the price of making one more copy is as close to zero as makes no odds."
I believe this too for _some_ definition of "natural". But the price of making one more copy of IAPs is also close to zero. The price of copying any data constructed in bits is close to zero (until DRM and closed platforms kick in, but then is this still "natural"?). Does this mean that the "natural" price for software is free, and should we accept this, and if so how will software developers make a living? Will game development become just a hobby, its developers forced to earn their living through other jobs while making games for free on the side? |
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| Matthew Cooper |
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How to do it right:
http://www.thinkwithportals.com/blog.php?id=6430 |
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| Lennard Feddersen |
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Paymium TM - sooo, does this mean that further usage of this word comes with a royalty stream?
If so, I'm in the wrong business. This article can't have taken that long to bang out and there is zero chance of technical support issues as time goes by due to shifting platform and OS upgrade issues. These emerging business models are, without a doubt, the future of our industry and are coming none too soon. When I was a kid (back in the early 80's) there was a huge market for Atari 2600 games at $45 a pop. They took a few months to make by a small team and that was in 1982 dollars. Now we have big teams making games for $2.99 (2011 dollars mind you) in the app. store and the market isn't any bigger (there were something like 50 million Atari 2600 units). Somethings gotta give. |
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| Joshua Dallman |
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Another complication to these IAP statistics are titles like those of Big Fish Games that are free to download and play then have an in-game IAP upgrade for the full version ala a 60 minute try-and-buy model, which would be included in any IAP stats.
Games with extraordinary engagement or IP can charge premium currency for basic game features like inventory that come free in other games - this same principle can be applied to the download price itself which is the coining of paymium here. Further the principle of always offering IAP is nothing new to the game industry, akin to MMO's that have both a subscription fee and further microtransaction opportunity in the game. I'm coining my own term - instead of "try and buy" I'm going to call it "buy and buy" - that's all it is, paymium is just a buzzword way to say it (can't wait to hear paymium used in VC pitches that have everything and the kitchen sink for monetization buzzwords in them). |
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| Lennard Feddersen |
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Hah. I'll start using buy and buy as well, I like it!
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| Eric Geer |
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give me a solid price and a solid game over this freemium/paymium/DLC/IAP crappola--its great for business but for the consumer its more of a cost and less of a benefit.
More and more these odd business practices are getting to become more and more of a hinderance to the consumer-- Between freemium/paymium/DLC/IAP/online passes/day one patches/incomplete games/mandatory sign-ins to company owned websites/registration codes/mandatory installs.etc---good luck trying to put in a game and just playing ^(This is why I respect Nintendo and the Wii). For most new games that come out---good luck with the old "Plug in and Play" mentality. May be a good half hour before you get to play the damn thing. |
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| Joe Wreschnig |
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"I believe that free is the natural price point on any platform where the price of making one more copy is as close to zero as makes no odds."
Have you written elsewhere about that belief? That statement is significantly more radical than anything I've seen expressed on Gamasutra, but maybe I missed the article. At first blush it looks like you're being clever with mathematics but it's really only a practical statement if you have literally infinite distribution - obviously not possible. When the market is small it can easily sustain - and require - far higher prices than free - such as your own book for 100 GBP. The criterion you've laid out - can be copied freely - also applies to IAPs themselves. So by your logic the natural price point for those is also free. Where does the regression end and why? Certainly one can argue along the lines "free-to-play is the most cost-effective way to market in this environment", but that's been true of gaming platforms since shareware. "Free is the natural price point for anything with a marginal cost of free"? I don't buy it, and I think by your own book's pricing, you don't buy it either. |
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| Anthony Giallourakis |
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While everyone is trying to optimize the investment driven video game market, no one seems to be paying any attention to the 800 pound gorilla called advergames. Advertising sponsored browser advergaming is going to explode in the next 2 years. This is not in-game advertising, that is something completely different (for those readers who do not know the difference).
The quality and amount of advergames that will hit the Internet in the coming 2 years is going to be a huge force in the video game marketplace. A measurable amount of the collective casual gaming market will select to play more advergames as a percentage of their total casual gaming consumption as several positive forces converge (for the advertising sponsored advergaming marketplace). The freemium model manifested itself out of the pricing pressure placed upon the casual games industry by developers and publishers giving away games on the Internet and later in the App Store. Competitive forces and easy alternatives (all free) created a marketplace that had to adapt. A decent portion of the casual games market still is being dragged into freemium kicking. When huge corporations with advertising budgets bigger than the market caps of some game development companies (implied or otherwise) start to plow tens of millions each into annual advergaming campaigns, the investment driven casual games market is going to feel an increasingly larger part of its audience disappear. There are only so many hours in a day, and only so many eyeballs to engage. Advergames, THEY ARE COMING. |
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| Joe McGinn |
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Good article, makes sense to me, go free or go expensive.
Of course in such a fluid market there is always an exception. Gunship Zombie is 99 cents, but I bet they make far more income from their IAP. Would love to see their data. The digital age is so much more complex than box products, if for no other reason than we no longer have access to accurate competitor data. Thanks for the insights Nicholas. |
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| Marc Schaerer |
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I am against paymium, especially if paymium gets pulled off as NCSoft for example does it with Aion where you pay a monthly sub and then pay for them doing their work a second time (lets remember that subscriptions were meant to pay ongoing support and expansion not to stick it in your pocket dear SOE and Blizzard) its just no longer a payment model, its a ripp off system and one where I have serious doubts that its going to work out at all and that for the good of it.
There are naturally exceptiosn to it like full content unlocker so you don't have to play through it or ingame currency so you don't have to play to afford equipment in an RPG or racing game, basically selling 'time savers' (and even unlockers are lame in old days games had cheats or even option menu entries for it), but I truely hope that any business that starts to sell shells at premium prices to expand them (C&C on iOS anyone) with IAP just deserves a single thing and thats going down immediately |
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