On the Expectation of Value From Inexpensive Games
An article by game designer Ian Bogost takes a look at what type of value we attach to games, and how it relates to price. Inspiration for the article came from the complaint of a user who bought Bogost's latest game and afterward wanted a refund. The price of the game? 99 cents. Quoting:
"Games aren't generally like cups of coffee; they don't get used up. They don't provide immediate gratification, but ongoing challenge and reward. This is part of what Frank Lantz means when he claims that games are not media. Yet, when we buy something for a very low price, we are conditioned to see it as expendable. What costs a dollar these days? Hardly anything. A cup of coffee. A pack of sticky notes. A Jr. Bacon Cheeseburger. A lottery ticket. Stuff we use up and discard. ... I contend that iPhone players are not so much dissatisfied as they are confused: should one treat a 99-cent game as a piece of ephemera, or as a potentially rich experience?"
99 cents? What a rip off! On my phone, all the games are .99 cents.
Paying for games? That's SO old school!
A guy goes to a $5 lady of the night, and he gets crabs. So the next day he goes back to complain and the woman says, 'Hey, it was only $5, what did you expect... lobster?'
If the kid you're talking of has an iPhone, I honestly don't think finding $0.99 of disposable income is a problem here.
Freedom is the freedom to say 2+2=4, everything else follows...