InApp Purchases, Ads, Game Center, Play Services.......

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hardyx

Quote from: spicypixel on 2013-Jun-26
On both AppStore and PlayStore and getting zero purchases for either it has struck me the importance of Ads and/or InApp purchases. We are competing in a strong marketplace on both stores and having a LITE and FULL just isn't cutting it anymore (imho).

Releasing a free version and a paid version at once it isn't a good option, because most users go to the easy path. It's better release the paid version first, and then when the sales decrease, release the lite version to get known the app again. Or updating the app frequently, fixing possible errors and add something the users like.

spicypixel

Quote from: matchy on 2013-Jun-27
From experience, apps get popular due to market research and exposure. Blaming the app stores and GLBasic is unfair if you believe a product is profitable. That is why I don't wreck myself everyday creating pipe dream apps without a demand in the market otherwise it is just common gambling.  :whistle:

We still need to be able to compete on a level playing field and having apps without features that users expect or take for granted will affect our leverage. It's not down to market research it's down to luck in many ways, who could have expected throwing birds at pigs would be so successful, what market research can you possibly acquire to come to that conclusion? Many useful apps rely on social networking to create accounts (fb/twitter) and have device ui components for interaction we don't have that but as we write games it doesn't matter.

Market research can be studied for apps I agree, we have the internet to see what trends are happening and we can identify areas that we can fill, the same cannot be said for games. For example four pics one word, very popular, produce a clone, people want the original. How can you market research the game that is going to be popular? As soon as you identify a genre that is popular, there are already a million clones and the truth is someone else has identified it first (or more likely wrote a game that was lucky enough to be popular).

The same can be said of many incredibly successful entrepreneurs or businesses. Agreed they had a product/service or vision that was unique and was geared perfectly for the future but the truth is that in nearly every case it was a chance meeting with another, a so-called lucky chance encounter that led these individuals together to work and go from strenght to strength.

All in all it's still a lucky gamble regardless of anything, the best we can do is arm ourselves with all the tools that others have. Never go to a gunfight with a pocketknife is all I'm saying.
http://www.spicypixel.net | http://www.facebook.com/SpicyPixel.NET

Comps Owned - ZX.81, ZX.48K, ZX.128K+2, Vic20, C64, Atari-ST, A500.600.1200, PC, Apple Mini-Mac.

spicypixel

Quote from: hardyx on 2013-Jun-27
Releasing a free version and a paid version at once it isn't a good option, because most users go to the easy path. It's better release the paid version first, and then when the sales decrease, release the lite version to get known the app again. Or updating the app frequently, fixing possible errors and add something the users like.

I don't see many free or lite versions now I just see one version which can be upgraded within the app/game. The reasoning being "catch them in the mood for the sale", if they are getting into your product and just finished the last level but can unlock the full game for 50p. The psychology is there "they are likely to do it". If however they need to load the AppStore, search the product again, locate the full version and then buy it, there's a chance they will be distracted, change their mind, possibly read a review "full version doesnt seem worth it stick with the free one" or whatever. It's all about impulse buying and fast sales.

We live in an age of 100mph transactions, thought and decisions. :D


PS: To all that think I'm slating GLB I'm not I'm just saying as a community we should push ourselves to get these things and help Gernot if we can.
http://www.spicypixel.net | http://www.facebook.com/SpicyPixel.NET

Comps Owned - ZX.81, ZX.48K, ZX.128K+2, Vic20, C64, Atari-ST, A500.600.1200, PC, Apple Mini-Mac.

spacefractal

for IOS, there is this code about In-App Code:
http://www.glbasic.com/forum/index.php?topic=6711.30

That should been translated into easier functions, then the same functions could go for Android as well. Howover Android dont use Restore, but is done on setup, while Apple require a restore button for iOS.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

bigsofty

I tested this on ios  recentlty and I could not get it working. There's a lot of libs out there that no longer work on GLB unfortunately. This is not GLBs fault, Apple just seems to continuously move the API goalposts each ios revision.
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

Omadan

Spicy we know you are not throwing Glbasic. At least I know :)
Infact I feel the same way. Of all thats been said here I still consider iap the most important one.

Your recent post is so true. The chances of someone going through your so called lite version getting to the end and then going to the app store to download the full copy is just not happening anymore, at least not in the numbers we want.
And that is if the person downloads a lite version in the first place, which only 1% does.

However having the game there which at the end of level 3 or something like that gives you the prompt to unlock all contents at £0.69 will surely increase that 1% to maybe even 10%. now that's marketing for you :)

Just take a look at the store and you see hundreds of top apps as free with iap, we just cannot deny that, so or you move in that direction or you're just not going to make a dime, if that's what you want.

Regards
Top Arcade Apps - Best game for mobiles and computers

http://www.toparcadeapps.com

spicypixel

Quote from: Omadan on 2013-Jun-27
Just take a look at the store and you see hundreds of top apps as free with iap, we just cannot deny that, so or you move in that direction or you're just not going to make a dime, if that's what you want.

Regards

I totally agree. As bigsofty has mentioned the downside of supporting features such as inApp via the community is that if it's not maintained it doesn't work due to revisions etc. It makes me wonder if supporting so many formats in GLB is spreading Gernot thinly, compared to targeting, one or two and personally being able to maintain them to the fullest. Only meant as discussion :-) not in anyway a bash, he's doing a marvellous job, pity we can't clone hime :D
http://www.spicypixel.net | http://www.facebook.com/SpicyPixel.NET

Comps Owned - ZX.81, ZX.48K, ZX.128K+2, Vic20, C64, Atari-ST, A500.600.1200, PC, Apple Mini-Mac.

spacefractal

I'm like new platforms, and we can't get anything yet, so you must get best as you can with the limits...

there is a nice iOS6 based torturial how to do inapp purchase, Howover it's used a iOS 6 ui control, but its not needed in glbasic anyway.

I'm not think gernot won't add that anytime soon. So don't hold your breath on that one.

Howover my next game, karma Miwa would property give away free, and then later can eventuelly integreate ads etc. that game was not created with money in mind, but for fun.

I'm guess you should ask  DaCarSoft if he want to look on that one? He is pretty good iOS programmer. I'm will sooner or later, if not Fivesprite will do that for Android? Howover im do more look on ads again. Not sure deadline or where om look on that yet.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

marovada

Read this article to see how you can make a lot of money with in-app purchases:

http://www.gamasutra.com/blogs/RaminShokrizade/20130626/194933/The_Top_F2P_Monetization_Tricks.php

Unfortunately it's harder to succeed using in-app purchases with genuine games of skill.  The games making the most money trick customers.

bigsofty

I dont know, as a games player I detest iAPs, as an app developer I am drawn by their revenue generating aspects.  :S
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

Jonás Perusquía

i'm willing to add InApp Purchases to my game (IAP of OUYA) but it is still not supported.
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Be free and do good things

erico

Quote from: bigsofty on 2013-Jul-05
I dont know, as a games player I detest iAPs, as an app developer I am drawn by their revenue generating aspects.  :S

I feel similar to it.
Thanks marovada, that is a nice article.

Reminded me of a discussion about one xbox game from a good franchise.
Last version was considered crap by most gamers here, but a few tried to argue that buying some extras made the game good. Nobody else fell for it :good:
The main argument, even from the girls, were that if a game is not good enough as it is (triple A costs horrors in brazil...), then it is crap, no IAP.

Still, that is more or less the barrage to break on ouyeah and that article helps out.


MrTAToad

Most people don't like Ads in programs, even if they are free.  I do think it generates a more positive feel to a program if there aren't any.

Jonás Perusquía

Quote from: MrTAToad on 2013-Jul-05
Most people don't like Ads in programs, even if they are free.  I do think it generates a more positive feel to a program if there aren't any.
I think the same.  :)
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Be free and do good things

erico

I tolerate ads in game if done cleverly and non intrusive.
Like I said before, ads on road tracks of a racer don´t bother me. A full screen add without click tricks once every few levels is also ok.

Free angry birds with constant on-screen add over touch playfield is a no no to me.