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Discuss Why do game devs still bother with virtual goods? at the iChitChat - Hackint0sh.org; I don't see why devs still bother with virtual goods. A lot of people have ...
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    Question Why do game devs still bother with virtual goods?

    I don't see why devs still bother with virtual goods. A lot of people have been chasing the virtual goods carrot recently, but are they still the best way for small developers to make a game?

    The problem with virtual goods is that you need millions of users in order to reach $1M in revenue, especially with free-to-paid conversion rates for most social games being in the single digits and average revenue per user (ARPU) often hovering around $1.

    I wrote a in-depth blog post about this (read it here) and would love some feedback. Thanks!



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    In 99% of cases I absolutely hate when iOS games do this.

    The worst is when the game isn't even free to play. If I pay $2-$6 on a game, I expect to have a full version. Another is when the game is made impossible (or close to it) without purchasing in-apps. Some F2P games make it easier to "grind" and slowly build up currency. I don't mind these so much when done correctly - Clash of Clans is a great example.

    Purchasable expansions don't bother me as much.

    Unfortunately, as I'm sure you've noticed, this is the way the industry is headed. It's rare to find an iOS game that doesn't use in-apps in one form or another. And it's people like this who make it worth while. I can't say i really blame the Devs. If I had the option of either making my cut $.99 every time the app was downloaded (slowly building), or putting out an app I worked hard on for free, which creates much faster growth, and charging $.99-$99 for people who want to advance quickly, I think the choice would be obvious. I don't like it, but I don't think there is any stopping it.

 

 

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