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Better yet, use IAP in a manner that benefits customers as well as developers/sellers: make it the new shareware.

I'm much more likely to spend $5 on a game if the first 10 levels or the first episode are free, with an optional IAP to unlock the full game. It's a win-win. I understand that the freemium model works because there's less "friction" involved in the initial download.

If someone is browsing potential time wasters, it's a lot easier to click on the free option than the $5 option. Still, developing and supporting a good game costs money so they need to make it somehow. Too often you end up with a modern version of the arcade cabinet where you need to keep feeding it quarters if you want to continue playing or if you want any meaningful progress.

I would much rather spend money on something I've tested and found to be fun than something unknown but I also refuse to spend money on the blatant pay-to-win stuff or really anything that requires Facebook spamming or endless microtransactions to get anywhere. Free demo with full unlock via IAP or separate purchase is definitely my preferred setup. Doing it in-app is probably best for the people selling the game since, again, it removes the friction of having to go back and download another app in the store. As long as it isn't insulting or blatantly exploitative, I'm fine with it.

If only more mobile games were sold this way I'd buy and play more mobile games.




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