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How Micro-Transactions Will Shake Up iPhone

Spanner Spencer writes "Talk to iPhone games developers, and the feature they're most excited about in the new iPhone 3.0 software is the ability to do in-game micro-transactions. And while you might wonder if this is just an excuse to get iPhone gamers to dip into their wallets even more often, it's actually a hugely positive thing for several reasons. Downloadable content, virtual items, subscription billing and fast-track social advancement are some of them, so Pocket Gamer looks into a bit more depth about what you can expect on the micro-payments side once iPhone 3.0 debuts."

148 comments

  1. Shake up your iPhone by Anonymous Coward · · Score: 1, Funny

    iPhone has force-feedback too? Is there nothing this thing can't do?

    1. Re:Shake up your iPhone by Garridan · · Score: 1

      Force-feedback shouldn't be hard -- it would be weak, of course, but the phone's got a vibrator in it, like any other cell phone. Not to mention the ridiculous drain on the battery.

    2. Re:Shake up your iPhone by mjwx · · Score: 1

      Micro-transactions, paid for service packs.

      The Iphone, the phone that keeps costing.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  2. Re:Looks like attack of the shill by Culture20 · · Score: 5, Funny

    Fuck iphone.

    There's an app for that!

  3. Huh. by fuzzyfuzzyfungus · · Score: 5, Insightful

    Why do none of those "hugely positive things" sound hugely positive, or even positive at all? Am I a bad, bad failure of a consumer, whose mere existence is dragging our economy down, or are the writers of TFA a bunch of koolaid-drinking frigtards who are cheerleading the advance of some of the worst aspects of traditional phone service into the realm of applications?

    Probably no need to answer that.

    1. Re:Huh. by eln · · Score: 4, Insightful

      It's hugely positive for the business types who keep pushing micropayments as the thing that will save the Internet, despite the fact that they've been tried several times before and have been a dismal failure. Since iPhone users tend to be used to shelling out small amounts of money frequently anyway with iTunes and the App store, it might be more successful there than it ever could be on the Internet at large, but it's not a positive development for the consumer no matter how you slice it.

    2. Re:Huh. by EastCoastSurfer · · Score: 3, Insightful

      It's positive for a couple reasons. First, the consumer gets more choice about the premium content they want to buy. Sorta like buying individual cable channels as opposed to packages. Second, the developer now has more options on how to sell said content. They may be able to take more chances offering small pieces of content to determine a market prior to offering a full package. In general, I think more choice is always a good thing.

      Don't think of the free apps going away, but instead you having more options on potentially buying some of the paid for apps.

    3. Re:Huh. by internerdj · · Score: 4, Insightful

      So long as I'm getting reasonable stuff for my $X that is fine but when they realize that people will pay $0.0x for little bits there are a handful of things that will charge $X for the initial app with $0.0x * 20 to actually do anything useful with the app. While I don't have an iPhone, I dread the day when I have to wander around Tamriel stark naked because I refuse to pay real money for a suit of virtual armor.

    4. Re:Huh. by ionix5891 · · Score: 4, Insightful

      positive, choice, premium, packages, options ,content, offering, market

        wow did that just read like a marketing spiel

    5. Re:Huh. by Red+Flayer · · Score: 1

      I dread the day when I have to wander around Tamriel stark naked

      Gee, thanks. That image has been burned into the retina of my mind's eye, and I can't make it go away.

      Please be assured that you are not alone in dreading the day you have to wander stark naked.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    6. Re:Huh. by Renderer+of+Evil · · Score: 5, Insightful

      ...but it's not a positive development for the consumer no matter how you slice it.

      I disagree, and here's why.

      In-game, in-app transactions free up developers to provide applications which are modular and go beyond widgetizing the phone with bunch of buttons. For example, instead of releasing 10 different apps for language instruction and ranking somewhere in the 10,000's on the list of downloaded apps, you could just make one well-designed app and then provide language packs for a fee. Currently there are lots of single-purpose apps from the same company localized to fit a specific language. This is bad for the developers because they don't have a chance to reach critical mass on the platform since their offerings are balkanized - Spanish, French, and German versions are all competing against one another and other similar apps. Their combined total downloads would propel them to the top but since these are treated and sold as separate apps you lose exposure.

      This would also do away with "LITE" applications and get you the real thing where you could purchase the full game after playing the demo level. It's really a redundant step to download iFighter Lite (an awesome game!) and then go back and purchase the full iFighter game. The in-game transaction saves you the step of going through delete > re-download > sync steps and puts you back into action.

      Will some developers abuse this by releasing shitty content? Absolutely. But the market will sort these out in time.

    7. Re:Huh. by Ohio+Calvinist · · Score: 1

      The nice feature will be that Free apps will be easier to convert to "paid" apps quickly and easily rather than doing "work" in the free version, and then chosing to upgrade and not being able to transfer that data in the free version to the paid (more robust) version because the apps are so isolated from one another.

      This could work very well for "service" type applications such as 411 or language translations. For instance, if you translated a block of text it would be very easy to have a "submit to professional translator for $cost."

      This is a "good" peice of technology, but does open the door for very bad implementations. However, I'm a realist and know that I'm not going to convince anyone who asserts that all software should be free-as-in-beer at all times, that this is a natrual extension to the methods already in place in the app-store.

      --
      Forgive my spelling from time to time. I'm often posting during short breaks.
    8. Re:Huh. by harryandthehenderson · · Score: 1

      It's hugely positive for the business types who keep pushing micropayments as the thing that will save the Internet, despite the fact that they've been tried several times before and have been a dismal failure.

      The Guitar Hero and Rock Band developers would like to have a word with you.

    9. Re:Huh. by mattwarden · · Score: 2, Interesting

      > but it's not a positive development for the consumer no matter how you slice it.

      Hey, you said that very definitively, so it must be true. And I agree with you. I'm tired of the "business types" trying to make money off me. Just give me everything I want for free, already. Is it that hard???

      Well, just playing devil's advocate here, let's consider whether micropayments really a logical step to make the Internet better for consumers. Contrary to popular belief on the left side of things, the payment of goods is not a way for rich people to become richer, it's a way for consumers to get what they want. Without payment for goods, there is no signal to business about what items consumers demand and what items consumers don't want, and by how much consumers demand A over B, and how much producers should be willing to spend on the creation of both A and B.

      Micropayments are difficult to pull off logistically, but the bottom line is that eventually content will be price-differentiated. You will pay for better content. There will be plenty of content for free. Surprisingly to many people, this is not a new model... see radio, television, books, magazines, newsletters, and pretty much everything else.

    10. Re:Huh. by forand · · Score: 2, Insightful

      I was under the impression that your "LITE" application example was banned by the in App purchasing methods offered through Apple. That is if an App is free then it is always free, if an App is paid for THEN it can charge you more.

    11. Re:Huh. by Mike+Buddha · · Score: 1

      It's hugely positive for the business types who keep pushing micropayments as the thing that will save the Internet, despite the fact that they've been tried several times before and have been a dismal failure.

      Oh come on, you're going to try and tell us that Flooz.com was a dismal failure? They had Whoopi Goldberg as their spokesperson for Christ sakes! How is that a failure?

      --
      by Mike Buddha -- Someday the mountain might get him, but the law never will.
    12. Re:Huh. by Anonymous Coward · · Score: 0

      Will some developers abuse this by releasing shitty content? Absolutely. But the market will sort these out in time.

      Say, you're not an ex-banker are you?

    13. Re:Huh. by Anonymous Coward · · Score: 1, Insightful
      You forgot the handy strawman at the end of the paragraph:

      In general, I think more choice is always a good thing.

    14. Re:Huh. by keytoe · · Score: 2, Informative

      This is currently true. While nobody can publicly discuss the exact terms of the 3.0 payment model without breaking the NDA, you can draw some conclusions by looking at the spirit of the current contracts. In short, the 'free means free' part of the payment model is to keep you from making a free app and then charging for it in some way other than the app store. In effect, they're saying that you must Give Unto Caesar or GTFO (or go free). Trying to get around giving Apple their cut is a good way to be stuck in the 'unexpected delays' black hole.

      With 3.0 offering in-app micro payments, you can now Give Unto Caesar with every transaction - so why NOT offer a lite->pro upgrade path? Apple still gets their tax, you get a cleaner process, the user is a lot less confused, and you can modularize your app like a good little developer. Everybody wins.

    15. Re:Huh. by Renderer+of+Evil · · Score: 1

      That is if an App is free then it is always free, if an App is paid for THEN it can charge you more.

      You're right, but here's a better example of LITE vs Pro app like DSLR Remote. One of them costs $1.99 and the full-featured app costs $9.99. The company plans to update the app to support Nikon cameras very soon and they're not doing separate apps in this case. With in-app purchasing you could just buy support for either Canon or Nikon and not subsidize it for the other camera.

      Extend this to things like local maps for turn-by-turn gps (like XRoad's G-Map) and you can see the value in having something which adds content a la carte. Currently they have Eastern US and Western US, each of the apps weighing in at 900MB. That's 1/16th of the space on your iPhone. A lot of maps that you don't need if you're just going to drive around Los Angeles.

    16. Re:Huh. by Anonymous Coward · · Score: 0

      I'll give a dollar to make that go away.

      Suddenly I understand the business sense in all of this.

    17. Re:Huh. by The+Qube · · Score: 1

      As per my comment to the other story, the in-game purchasing is critical for me as a developer. For the features in my app, I'm practically giving it away at $1.
      The app, Virtual Cricket, gives the users access to live scores and commentary for the international cricket games. The cost of professional data sources for this sort of content is not small, as you can imagine. For me to just brake even, I would need to have a very high sustained level of new customers each and every day.
      In-app purchases however will allow the conversion of the existing customer base for subscription to higher-end content (eg. fantasy cricket), where I can look at recovering some of the invested money.
      This is where the market must go to go away from your iBeer and iFart type of efforts which do nothing to promote the platform as a serious marketplace.

      --

      "First they ignore you, then they laugh at you, then they fight you, then you win."

    18. Re:Huh. by phreakhead · · Score: 1

      Your first sentence, "micropayments as the thing that will save the Internet, despite the fact that they've been tried several times before and have been a dismal failure" contradicts your later sentence, "since iPhone users tend to be used to shelling out small amounts of money frequently anyway with iTunes and the App store." Obviously, micropayments did not work in the few terrible implementations that were tried that you are referring to, but Apple is big enough and visible enough to make them work. And they are working INCREDIBLY well. A successful iPhone app (also usually the stupidest and simplest ones, like lighting a cigarette with your iPhone), rakes in tens of thousands of dollars a week because $1 is definitely nothing you're going to miss if you already paid $300 for your phone and $99 for a data plan. If you don't think $1 for a song or app is a micropayment, just do the comparison. Yeah, the original micropayments idea started with things costing a nickel, or a fraction of a cent, but Apple has the right idea here and the smarts to make it work. It's only a matter of time before everything can be bought online for less than the cost of a cup of coffee.

    19. Re:Huh. by s73v3r · · Score: 1

      Last I heard, you could not implement micro transactions in a Free App. If an app is free, then it will stay free.

    20. Re:Huh. by Anonymous Coward · · Score: 0

      The road to Hell is paved with good intentions. Hey, Pop-ups were a good idea once, and then .... well you know that story. What if I program my app to stop giving you advertisements for a period of time in proportion to your micro-transaction?

    21. Re:Huh. by zummit · · Score: 1

      It's hugely positive for the business types who keep pushing micropayments as the thing that will save the Internet, despite the fact that they've been tried several times before and have been a dismal failure.

      IMO, micropayments have failed thus far due to the lack of a trusted micropayment aggregator. Perhaps Apple/iPhone is that trusted aggregator.

      Note: I do not own an iPhone. :-)

    22. Re:Huh. by wvmarle · · Score: 1

      That are small payments maybe, not micropayments. The iTunes store charges US$0.99 for most songs, in other words for the price of a few songs you can have lunch as well. That are not micropayments.

      Real micropayments are smaller. Cents, or fractions of that. And they have always been a failure, mainly for the inconvenience ("click here to pay $littlebit to see the article/video") and the fact that users don't like to decide time and again whether something is worth paying for. Subscriptions work far better for that.

    23. Re:Huh. by wvmarle · · Score: 1

      The logistics part is not even the hard one for micropayments, though the privacy issue is. I can not think of any way using encryption or whatnot to make micropayments work without a central server. Cash (bank notes, coins) works because it's so hard to copy them. However a digital bank note, by nature, can be copied. So it requires a central server that keeps track of all payments, with all privacy issues related to it.

      The technical side is also not even that hard, albeit that you will have to install an add-on to your browser to facilitate the transaction communication. Critical mass becomes an issue of course, both on buyer (browser) and seller (website) sides.

      Finally it's the consumer that doesn't like to have to decide time and again whether such a micropayment (for a microservice like a single page or to watch some short video) is worth it. That is a really big issue and a showstopper.

    24. Re:Huh. by mattwarden · · Score: 1

      Understood. There are definitely a lot of problems with the proposed implementation. However, the bottom line is that the Internet is not as rich because the consumer has no way to pay for content it wants. In the end this hurts everyone and it will be replaced by a pricing model of some sort. Whether that is the current proposed implementation or not, I don't know. Luckily we have a somewhat free market and can try things until something that works sticks.

    25. Re:Huh. by DJProtoss · · Score: 1

      Except (at least presently), apple are not allowing micro-transactions for free apps.

      --
      "Success is based on knowing how far to go in going too far"
  4. I hope it's clearly marked and confirmed by Paul+Carver · · Score: 3, Insightful

    I like my iPhone and I have 70+ apps installed but most of them are free apps that I'd live without if I had to pay for them. Only a dozen or so are paid apps that I actively tell people "you should get this, it's outstanding". I've paid for a couple of games but I would be really upset if I "accidentally" purchased something even if it's only a couple of dollars.

    I hope Apple makes very sure that "micro-transactions" don't let developers try to keep slipping their fingers into my wallet quietly.

    1. Re:I hope it's clearly marked and confirmed by fuzzyfuzzyfungus · · Score: 5, Funny

      It isn't "slipping their fingers into my wallet quietly" it's "Enabling premium content acquisition seamlessly"...

    2. Re:I hope it's clearly marked and confirmed by tepples · · Score: 5, Informative

      I hope Apple makes very sure that "micro-transactions" don't let developers try to keep slipping their fingers into my wallet quietly.

      As I understand it, $0.00 apps can't call the microtransaction API. That's why you can't buy new books in Amazon's Kindle app; you have to close it and open Safari.

    3. Re:I hope it's clearly marked and confirmed by alvinrod · · Score: 3, Interesting

      It would be fairly trivial to get around this restriction. Just sell at $10 version of the Kindle app that gives you $10 store credit towards your first purchase. Of course people might balk at the $10 initial cost, so it may be more effective to sell it for $1, or whatever Apple has set as the minimum cost.

      If you're going to be making a considerable amount of micro-transactions, the initial cost is probably worth the added convenience. Of course, Apple could always make exceptions as it may have done in the past.

    4. Re:I hope it's clearly marked and confirmed by davester666 · · Score: 2, Interesting

      "That's why you can't buy new books in Amazon's Kindle app; you have to close it and open Safari."

      Um, no. The current TOS doesn't permit Amazon to include purchasing functionality in their application (that and there currently is no microtransaction API for Amazon to call).

      Going forward, Amazon is also more likely to want the whole pie, instead of having to share 30% of it with Apple, particularly if another article I read is true, where Amazon is paying the publisher a percentage of the MSRP while charging the customer a lower price...

      --
      Sleep your way to a whiter smile...date a dentist!
    5. Re:I hope it's clearly marked and confirmed by danwesnor · · Score: 1

      I'm sure in-app purchases will still require your App Store password, and if that's easy to be types accidentally, you might want to check your credit card bill.

    6. Re:I hope it's clearly marked and confirmed by tattood · · Score: 5, Informative

      I hope Apple makes very sure that "micro-transactions" don't let developers try to keep slipping their fingers into my wallet quietly.

      Yes, it is very clearly marked with a popup window that asks you "Do you want to purchase (insert item here) for (insert price here)" window that you have to confirm or deny. They showed an example of this in the 3.0 press conference when they announced it.

      --
      WTB [sig], PST!!!
    7. Re:I hope it's clearly marked and confirmed by tepples · · Score: 0, Troll

      The current TOS doesn't permit Amazon to include purchasing functionality in their application

      You said "current". Paul Carver and I were discussing the update to the operating system and TOS described by the article.

    8. Re:I hope it's clearly marked and confirmed by dangitman · · Score: 0, Troll

      That doesn't make any sense. You said "That's why you can't buy new books in Amazon's Kindle app; you have to close it and open Safari."

      The Kindle app is not yet available for iPhone 3.0 - so you must have been talking about the current iteration. And you cite the TOS regarding microtransactions as the reason that Amazon doesn't sell books via microtransactions. This is dubious. If Apple did allow Amazon to sell books via iPhone microtransactions, do you really think that Amazon would? I doubt they'd be inclined to hand Apple 30% of their book revenue.

      Really, your post makes no sense on so many levels. Saying that the reason you currently can't buy books from the Kindle app has anything to do with a microtransaction feature that doesn't exist yet is pretty bizarre. Wouldn't it be a lot more logical and straightforward to conclude that Amazon doesn't sell the books this way, because they don't allow selling things via the iPhone apps?

      --
      ... and then they built the supercollider.
    9. Re:I hope it's clearly marked and confirmed by tmkn · · Score: 0

      So what happens if I mistap "Confirm"? Is there undo? Mistaps on iPhone are plenty. It's not based on pressure, so it's not too far fetched to mistap twice in a row. I'd much rather type my iTunes account password every time I purchase something, than accidentally buy content I didn't intend to.

  5. Social Pyramid Games by Culture20 · · Score: 4, Insightful

    So now all those Pyramid Scheme style games (Mafias, Ninjas, Vampires, Knights) can be real Pyramid schemes, with Microtransactions filling in the $$$ glue?

    1. Re:Social Pyramid Games by Krneki · · Score: 5, Funny

      Hmm, that gives me an idea.
      How about a Nigerian adventure game, where you have to pay every time you make some progress toward your 10M$ reward.

      --
      Love many, trust a few, do harm to none.
    2. Re:Social Pyramid Games by Anonymous Coward · · Score: 0

      They already do that, you just have to pay outside of the game. Actually if you look at most of those games, they're really just cheap web browsers that bind to the sites that play the games.

    3. Re:Social Pyramid Games by Anonymous Coward · · Score: 0

      Microtransactions + Pyramid schemes = Piranha Schemes

  6. Re:Looks like attack of the shill by Anonymous Coward · · Score: 4, Funny

    Yeah, but it was never approved by Apple...

  7. Positive? by Millennium · · Score: 4, Insightful

    And while you might wonder if this is just an excuse to get iPhone gamers to dip into their wallets even more often, it's actually a hugely positive thing for several reasons. Downloadable content, virtual items, subscription billing and fast-track social advancement are some of them...

    Um, in what way are any of these things positive? I look at these things and see only scams: more ways to nickel-and-dime gamers to death.

    1. Re:Positive? by TinBromide · · Score: 1

      I guess this goes back to the initial arguments against microtransations on pc/console games: "If you can be arsed to make the model and skin it, why are you withholding it from my "Full Game" which I purchased?"

      --
      Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
    2. Re:Positive? by Anonymous Coward · · Score: 0

      Millions of gamers pay a $15/month subscription fee to play World of Warcraft. Gamers throw down $60 dollars for games they will play only a few times.

      It's not like apps are going charge your credit card behind your back. If anything, it may even lower the initial up-front cost of an app as developers can count on a trickle (or flood!) of micro-transaction dollars coming in from people that like their app.

      Although I can see iPhone screens being flooded by micro-transaction alerts...

    3. Re:Positive? by Tokerat · · Score: 0, Redundant

      I guess this goes back to the initial arguments against microtransations on pc/console games: "If you can be arsed to make the model and skin it, why are you withholding it from my "Full Game" which I purchased?"

      Because it took time and effort which you haven't paid for yet.

      "If you can be arsed to design the RAM and manufacture it, why are you withholding it from my 'Motherboard' which I purchased?"

      --
      CAn'T CompreHend SARcaSm?
    4. Re:Positive? by rhsanborn · · Score: 1

      So long as they are clear about the model beforehand, I don't think there is any problem here. If you disagree with the model you are welcome to not buy it.

    5. Re:Positive? by TinBromide · · Score: 2, Interesting

      why are you withholding it from my 'Motherboard' which I purchased?

      Because its a motherboard, not ram, and I don't ever remember ram coming standard with individual motherboards from ASUS, DFI, or Gigabyte (or other makers), ever. Bad analogy, try again.

      Here I was thinking that because games had a fixed price ($50 or $60USD) and gamers had a fixed amount of money to spend, they might try to get the most value for their buck. If a sizable portion of a game's design budget goes into content that isn't part of the release or cost of the game, why pay full price for that game? (Yes, most console games that release DLC still cost $60, and the budget that goes into the making of that DLC comes from the pool of sales, its not like they set aside the marketplace profits soley for the creation of paid DLC).

      While yes, I am aware that expecting a company to try to please its consumers can be construed as entitlement, once upon a time, if something was developed for a game by the devs and they could fit it in, they tried to put it in, or released it later with a patch (Like multiplayer maps for quake 2). Unlike your bad Mobo/ram analogy, once upon a time, the $50 cost of admission was (and in some cases, like the orange box, still is) enough to cover everything that was created for a game that was polished, rather than having to charge for simply because someone says they have to.

      If the devs say that they've moved on after release and don't want to release anything new, that's cool too, I'm not expecting companies to better their product after release, just not knee-cap it prior to release.

      By the way, I know that nobody is forcing me to buy DLC, and in a lot of cases, I don't, but in halo 3, its getting harder to play online because I don't have all the new paid content, so the value of my game is decreasing because I refuse to pay its upkeep (being the flashing name in a party with the text "The following players do not have the content required" gets old). So while they're not "forcing" me to pay more, it would be nice if they didn't rub my nose in it and heavily imply that if I wanted to continue to enjoy the game fully and not be a party pariah, I should fork out more money.

      --
      Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
    6. Re:Positive? by The+Qube · · Score: 1

      > more ways to nickel-and-dime gamers to death

      This is not just about gamers. Yes, I'm sure that there will be games that will take advantage of this by selling more levels etc as well as having some dress-my-pet-toy type of games which will be completely over the top.
      However, this is really about enabling serious developers to recover more money from the investments they made to develop serious apps with serious content. In my own case - sports apps that have premium quality commentary and live scores. I can't afford the costs for the existing professional data content in my app with just regular sales, let alone to add all of the other features I want to add to it (eg. video highlights, notifications/alerts, fantasy cricket etc). In-app purchasing will allow more serious users to have access to premium content - same as the real world.
      By the way, my app is Virtual Cricket - yes, a completely shameless plug, but it's on topic at least :-)

      --

      "First they ignore you, then they laugh at you, then they fight you, then you win."

  8. Re:Looks like attack of the shill by ionix5891 · · Score: 4, Funny

    iFuck?

  9. This will end badly by MacAnkka · · Score: 4, Insightful

    These micro transactions have some ok poential uses, but some of the uses are just down-right silly. Like that FPS game Apple demoed, where you can pay some tens of cents to get a rocket launcher to get an advantage. I, personally, can't wait to see the Slashdot story about a kid who racked up tens of thousands of dollars of debt with his parents credit card by trying to be the best on a silly FPS server.

    1. Re:This will end badly by tattood · · Score: 4, Insightful

      That's why the parent doesn't give the kid the full access to the credit card. They buy him the iTunes gift cards in pre-determined amounts. The kid gets $20 worth of music/apps/in-game-credits, and once they have been spent, there are no more until the next birthday/etc. You hear the same story about kids racking up thousand dollar cell phone bills from sending 500 text messages a day. If you give your kid a toy that requires payment to use, YOU, the parent, need to control how much can be spent on it.

      --
      WTB [sig], PST!!!
    2. Re:This will end badly by harryandthehenderson · · Score: 2, Insightful

      If a parent is dumb enough to give their kid full, unsupervised access to use their credit card then they deserve all the charges that get racked up.

    3. Re:This will end badly by wanax · · Score: 1

      And how is the parent supposed to do this, when these companies can add for charge services to your contract without prior notification, where there is no clear and concise explanation of where you may incur expenses, etc? There is such a strong movement to blame the parent/mortgage recipient/other borrower and insist they they live up to their end of contracts, while allowing various banks and corporations abrogate their contracts again and again (but heaven forbid the government should be able to do so)-- simply because they they had the legal and lobbying expertise to get this behavior legalized. Perhaps you know only responsible, technically literate parents who have countless hours to devote not only to their children but also to closely analyze everything they have to sign in a given day, but I certainly haven't.

    4. Re:This will end badly by PKFC · · Score: 1

      Actually (at least for Canada), you CAN'T buy iPhone apps using a gift card. It's only good for music/TV/movies.. Not sure if the allowance could work for iPhone apps, but hopefully that's just a temporary "iPhone apps are new and it's not implemented" type thing rather than a decision...

  10. Takes me back by Norsefire · · Score: 4, Interesting

    You are out of lives.

    Pay 20c to continue.

  11. Abuse? by TinBromide · · Score: 3, Interesting

    How long until we start seeing "lite" apps with all the buttons, but there's a tiny bit of text at the bottom "If you would like to click this button, you agree to pay $.25". /tinfoilhat

    Back to reality though, I really like that the iphone app store was once a place where dev's could make a halfway decent program based on a really cool idea and make money as a reward. It also felt like the golden days of the old shareware scene before it got stale and people started depending on it and expecting it to pay their bills. While I have yet to pay for an app on the itouch, there are a few I might have if I had an iphone with it's mobile connection and gps (the geocaching app would be the first on my list).

    However, I really don't like the idea of a microtransaction for iphone gaming. I think that the microtransaction system in gaming implies that someone has a heavy emotional attachment to the game and the majority of microtransaction items are prestige items. In order for those two criteria to work, you need two criteria: A game that someone will play for more than a few hours before buying another $1.00 game and persistent multiplayer. I.E. Why buy a coat for a character that you will play on a plane flight and never again? Especially if the only way that people will see it is if you show them the character on your iphone. ("Oh, that's nice, you paid extra for him to be lime green!"). By the way, if you're thinking of buying extra levels, how many labyrinth lite instances have you seen on iphones? How many full versions? The only difference is more levels, but I haven't met anybody that felt the need to buy more levels for a novelty game.

    That and the other major types of apps that i've seen IT and casual people use are information access type apps (urban spoon, website readers like for fmylife, directories, directions, recipes, etc) and resource access type apps (ssh, remote login, and other IT based monitoring/remote tools), nobody is going to pay a quarter every time they want to look up directions or login to thier server, and they'll probably just buy the full app and expense it or eat the cost for making their lives "easier". So the only thing I can see is a feature list a la carte, i.e. if you look at the list of features that differentiate a lite and full version of an app, and you only charge a small amount per feature, you might get more money in the long run due to people not wanting everything, but only picking out what suits them.

    --
    Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
    1. Re:Abuse? by Hijacked+Public · · Score: 1

      I agree that your examples aren't things I would be intereasted in paying for, but I don't see why it is bad that such things are available to those who want them.

      There are people willing to pay for decoration in both real life and virtual, so someone is going to try to service that market in some way. I don't understand the mentality but I'm not really affected by its existence.

      Having used Apple products for many years now I doubt they will allow the applications they distribute to trick people into buying things. I don't think microtransactions should be held back by the possibility that someone who isn't very bright might unknowingly click through whatever hoops and buy something unintentionally. I don't think games that depend on microtransactions will eliminate those that don't and 'force' every gamer into that model.

      But the disclaimer is that I've yet to run into any specific content, games music movies, that absolutely cannot stop myself from consuming despite not liking its price or sales model. Others may have had a different experience.

      --
      "Sacrifice for the good of The State" - The State
    2. Re:Abuse? by Tokerat · · Score: 3, Interesting

      I.E. Why buy a coat for a character that you will play on a plane flight and never again? Especially if the only way that people will see it is if you show them the character on your iphone. ("Oh, that's nice, you paid extra for him to be lime green!").

      One of two things will happen. Either people are dumb enough to do it and make it profitable, or game companies will find out quickly that it's the Apple App Store, not the PS3 Network where 12 year olds kick and scream until their parents let them download the MGS1 DLC Pack for LittleBigPlanet for $1.99.

      If you hear DLC and you think "Oh, that must mean they're going to sell minimal games and then charge for every little piece of the full game and that's it" then it's a good thing you're not a game developer, because your customers would buy your games exactly once and be done with you. Now, I'm sure we'll see this happen to SOME extent, but people aren't stupid - we don't like screens littered with advertisements, we don't like paying by the minute (even though you can't DO that very well with micropayments - it's not auto-pay you know) if there is a similar application that is a one-time purchase, and if you want us to subscribe to something it better be freakin' phenomenal.

      --
      CAn'T CompreHend SARcaSm?
    3. Re:Abuse? by Mellenger · · Score: 1

      It'll be just like arcade games when we were kids. "Insert 25 cents to continue..."

    4. Re:Abuse? by dangitman · · Score: 1

      but people aren't stupid

      I beg to differ.

      we don't like screens littered with advertisements

      If that's the case, then why is America's #1 pastime sitting in front of screens littered with advertisements?

      --
      ... and then they built the supercollider.
    5. Re:Abuse? by Anonymous Coward · · Score: 0

      "because your customers would buy your games exactly once and be done with you."

      At which point you change your company name and do it again.

    6. Re:Abuse? by EvilIdler · · Score: 1

      If microtransactions for clothing items in an iPhone game bother you, don't do it. It seems you don't already, since you have never bought anything ;)

      Apple has this rule that you need to provide full functionality. You can't submit an app with unfunctional buttons. You also need to charge for the app in the first place to have microtransactions available. I'm not a scummy developer, but I am sure we'll see some *cough* EA *cough* crop up. If I was to implement microtransactions in a game, I'd make sure a small fee gave players access to a few levels, a few new opponents, a few new powers. Permanently, and not one item at a time. A 99 cent levelpack is fine, even to a $1.99 game. Bugfixes still need to be free, because once paid for, a user gets all updates for free.

      I hope that the system can be used to buy content in one game, and re-use the DLC in a sequel. I can think of gametypes where a prequel's content could still be useful.

      Seeing how many pushed "Buy" on iFart, we can safely say that there will be buyers for microtransactions. But please provide something a little more useful :)

    7. Re:Abuse? by Ma8thew · · Score: 1

      Never, because free Apps cannot use the microtransactions API.

  12. The case for micropayments by SuperKendall · · Score: 5, Insightful

    A lot of people here can see no good from micropayments.

    However, it allows the developer to make the initial game much cheaper, and thus gives you more of an ability to try a game for less - essentially you could replace the lite/full version with a single version that let you buy more levels.

    Then as a gamer, if you liked it you could buy the rest of the game... or perhaps mid game you could decide the level design had gone to pot and buy no more.

    in-game payments is just a tool, and like any tool it can be abused - but that does not mean the tool should not exist and cannot be helpful. In the end the companies that treat the consumer with respect will make the most of it.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:The case for micropayments by TinBromide · · Score: 2, Informative

      I don't think that the slashdotters are afraid of individual dev's abusing the power, but instead when apple (which is a company with shareholders and a responsibiltiy to share holders and has a history of wishing to turn a profit) decides that they want to follow other content market administrators and limit what dev's can give away for free.

      --
      Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
    2. Re:The case for micropayments by Dracil · · Score: 2, Insightful

      I remember the good old days when that was simply called a free demo.

    3. Re:The case for micropayments by Red+Flayer · · Score: 2, Interesting

      Then as a gamer, if you liked it you could buy the rest of the game... or perhaps mid game you could decide the level design had gone to pot and buy no more.

      Sounds great in theory... but in practice, I'd hate it. Nothing like ruining a sense of accomplishment by forcing the player to add cash to continue. Paying $X for extra lives makes more sense... just like most coin-op videogames.

      If micropayments HAVE to be done, then they need to be done gracefully. For games, I'd love to hear from some Korean gamers who have been getting hit by the micropayment hammer for a while now... what is their take on it?

      I think, so far, most people have gotten used to paying for access to content (via ISP), but not actually paying for the content online. This is a recurring issue re: micropayments, re: paywalls, etc. At some point we all have to realize that all this content is not free to produce, and we might have to start paying for it, like it or not.

      I know that I, personally, will change my browsing/app habits to minimize cost... and the web as we know it will go the way of the dodo.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    4. Re:The case for micropayments by Mishotaki · · Score: 1

      I remember the good old days when that was simply called a free demo.

      now they are called fee demo

    5. Re:The case for micropayments by Anonymous Coward · · Score: 0

      limit what dev's can give away for free.

      Apple has said that they will let the developer choose the price of their app, even if the price is zero. And am I missing something with the second article? It has nothing to do with micro-payments to get stuff in games.

    6. Re:The case for micropayments by TinBromide · · Score: 2, Informative

      I apologize for that. Here's the proper link.

      --
      Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
    7. Re:The case for micropayments by Anonymous Coward · · Score: 0

      Capture the flag become Capture the fee? Fair play become Feeplay? Fee fantasy? Duke Nukem Fee-ever? Fail become Fee?

    8. Re:The case for micropayments by 0xdeadbeef · · Score: 1

      Seriously. It has worked well for the XBox and games like Rock Band. Since Apple is so insistent on making their phone a console, it makes sense that they would promote the same revenue model.

      Of course, buying games by the level is as stupid as buying only the "hit" songs on an album. It's a good way to promote fluff while leaving the long, complex, rewarding gems lost in the sales rankings. I don't look forward to seeing the new wave of fart applications, now with downloadable sound effects.

    9. Re:The case for micropayments by Anonymous Coward · · Score: 0

      It's kind of like bandwidth caps.. it allows ISPs to make your connection much cheaper, yet they never lower prices.

      All you'll see is the same crap you see on PSN/XBOX now -- Paying to unlock skins or custom maps or whatever that used to be free, yet the games still cost just as much as they always did.

    10. Re:The case for micropayments by mjwx · · Score: 1

      A lot of people here can see no good from micropayments.

      That's because there is no good in micro payments. It's a dishonest means of hiding the true cost and/or milking more money out of people for a product they've already paid for. In other words its a business model built around the bait and switch. Publisher A advertises all the features available in the premium version of Game B but advertises the price as $10 with "micro transactions required for premium content" in extremely small text. However the features advertised are not in the initial version of the game and in order to get the features people want they have to pay 20 x $1 transactions in addition to the initial cost of $10. There is no good side to this.

      However, it allows the developer to make the initial game much cheaper, and thus gives you more of an ability to try a game for less - essentially you could replace the lite/full version with a single version that let you buy more levels.

      Then as a gamer, if you liked it you could buy the rest of the game... or perhaps mid game you could decide the level design had gone to pot and buy no more.

      As a gamer this is a terrible idea, for multilayer especially. Say John Q Noob sucks at playing DoomClone3 but he can purchase a new auto-targeting rocket launcher, seeing as this weapon is only available to those who pay it provides an unfair advantage to players who have the ability to play the game but are unable to pay extra for the content. It also starts an arms race between creating more and more powerful weaponry/items, this will cause games to be instantly unfriendly to new players.

      This idea has been tried before, several MUMORPUGRS (MMORPG's) have tried and failed with the "free" account to get people interested in the game and then the "Premium" account that gives access to all the features and items in the game. This falls over at the same point, most of the fun parts are taken out of the gimped "free" account and it creates a clear division between players as a publisher can never allow a "premium" account holder to be bested by a "free" account holder as this promotes the "premium" account holder to leave the game and stop paying.

      The only way to make micro payments feasible is to have them sell unfair advantages, this will quickly backfire as the good players will leave and the game becomes hostile to new players.

      in-game payments is just a tool, and like any tool it can be abused

      I think you mean, in-game payments will be abused and abused in every way imaginable (obscuring transactions when they take place, downgrading of "free" items and so on).

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  13. Speak up! by goldaryn · · Score: 1

    it's actually a hugely positive thing for several reasons [...]
    Downloadable content, virtual items, subscription billing and fast-track social advancement


    Sorry, the deafening Kerching! Kerching! Kerching! Kerching! drowned you out there..

  14. More like by liquiddark · · Score: 4, Funny

    iDontFuckPleaseHelpMe

  15. Good old days by Dracil · · Score: 1

    I remember the good old days when there were no such things as DLC. They were simply called free patches.

    1. Re:Good old days by Mike+Buddha · · Score: 1

      I guess the developers want to encourage us to steal the original content, then pay for the DLC? I understand that the DLC is seen as a way to monetize all those pirates out there. So, again, the legitimate users get screwed in the process.

      --
      by Mike Buddha -- Someday the mountain might get him, but the law never will.
    2. Re:Good old days by s73v3r · · Score: 1

      As long as the DLC is done correctly, I don't think it screws legitimate users at all. As long as you don't need the DLC to enjoy the game, or they charge to fix the game, then the only real compelling reason to get the DLC is if you really want it.

    3. Re:Good old days by Mike+Buddha · · Score: 1

      But if developers are leaving out content in order to make DLC more compelling, that's messed up. And that's exactly what's happening more and more often. Capcom released 4 DLC packs for SFIV with alternate costumes, items that used to have been included in the regular release, or as a patch after the fact. That's hardly an appropriate use of DLC, IMO.

      --
      by Mike Buddha -- Someday the mountain might get him, but the law never will.
  16. Re:Looks like attack of the shill by PeeShootr · · Score: 0, Redundant

    I thought that Apple rejected that app??!!

  17. Re:Looks like attack of the shill by ethicalBob · · Score: 1

    Fuck iphone.

    There's an app for that!

    Yeah, but is there a hardware port for it???

    --
    Politics will sooner or later make fools of everybody... - Dick Armey
  18. This is NOT a bad thing. by Tokerat · · Score: 5, Insightful

    1. You are warned everytime an App charges you. I don't understand the people acting like "micropayments" means "happens automatically without your knowledge".

    2. If you don't like the payment model a certain App uses, vote with your wallet. Stop using it. Developers are only going to make money nickel-and-diming you all if you LET THEM.

    3. Free Apps will not go away. It isn't like people said "Oh gee, I wish we could only charge $0.50 for this. I guess we'll give it away instead of making any money". Those Apps are free because whoever made them had the ability and desire to release them that way.

    So, calm the fuck down.

    --
    CAn'T CompreHend SARcaSm?
    1. Re:This is NOT a bad thing. by Anonymous Coward · · Score: 0

      They said the same thing about PPV when it raised its head. People assumed their satellite (Europe's sat TV took off in the 80s) subscription costs would drop, and that they could pay for the programming they wanted. The reality was the reverse. The content they'd been getting as the package got re-factored, and anything that would have been an event disappeared into PPVland.

    2. Re:This is NOT a bad thing. by notoriou5 · · Score: 1

      Right. People develop games for money or personal satisfaction (aka fame). There is nothing wrong with this business model. Use it as you may. This is not some apocalyptic event. It is capitalism at its best. Does anyone think this concept could be stopped? Doubt it. So, yes, calm the fuck down.

    3. Re:This is NOT a bad thing. by RJBeery · · Score: 1

      Completely off topic, but is it pure chance that the capitals in your sig spell "catch SARS"??

  19. The more things change... by tepples · · Score: 1

    You are out of lives.

    Pay 20c to continue.

    How, exactly, is the arcade model markedly different from the MMORPG monthly fee model? I guess the more things change, the more things stay the same.

    1. Re:The more things change... by Norsefire · · Score: 3, Interesting

      MMOs make you pay regardless of if you die or not.

    2. Re:The more things change... by stefanlasiewski · · Score: 2, Interesting

      MMOs make you pay regardless of if you play or not, after you sign up.

      --
      "Can of worms? The can is open... the worms are everywhere."
    3. Re:The more things change... by Mike+Buddha · · Score: 0, Flamebait

      Wow, that's good to know. Having cancelled my WoW account for months at a time when I do other things, I had no idea I was still paying for it. I thought I only paid the months that I wanted to play. Good to know.

      --
      by Mike Buddha -- Someday the mountain might get him, but the law never will.
    4. Re:The more things change... by redJag · · Score: 2, Interesting

      On the flip side, they don't usually charge you when you DO die :) Other than in-game penalties, that is (which could be argued to translate to real life dollars, time is money, blah blah freakin' blah!).

    5. Re:The more things change... by Anonymous Coward · · Score: 1, Interesting

      Whereas arcade games are designed to make you die a lot. Time Crisis, anyone?

    6. Re:The more things change... by Anonymous Coward · · Score: 1, Interesting

      He was referring to people who sign up, and get busy and forget to play but do not suspend the account. In that case, you are paying for the game even when you are not playing. Obviously when you cancel the account or use the pre-paid time cards you are not charged when you don't play. Normally when you play WoW, you do not "pay for the months you want to play" unless you are constantly enabling and disabling your account. In that sense, arcade games are quite different than MMORPGs where as soon as you walk away from the game, you aren't paying anymore.

  20. Those days still exist! by billlava · · Score: 1, Insightful

    Valve Software patches their games frequently, and not just bug fixes. Team Fortress 2 for example regularly comes out with "themed" update packs that will give new unlockable weapons and abilities to individual characters, new maps, and new gameplay modes. Seriously, they keep the content coming even almost 2 years after the game first came out, with no sign of letting up!

    1. Re:Those days still exist! by mrdoogee · · Score: 1

      Valve is my hero for this. Both TF2 and L4D have seen massive FREE content updates.

  21. Definitions by immcintosh · · Score: 1

    I think you and I must define "hugely positive" very differently.

  22. Re:Looks like attack of the shill by Endo13 · · Score: 1

    And now the question we're all dieing to hear the answer to...

    How long did it take to type that with one hand?

    --
    There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
  23. Isn't this going backwards? by webdog314 · · Score: 3, Informative

    I thought the whole point about the App Store was that you could BUY an app (as in, ONCE). This is very different than services such as Verizon's Get It Now, which allows you to get a SUBSCRIPTION to an app that you will pay for again and again each month for as long as you own the phone (or cancel the subscription). I understand about being able to "try" something to see if it's worth sticking with, but come on, most apps for the iPhone are a buck or two. You pick up a dozen for the cost of lunch. And how long is it going to be before the average "micropayment" starts creeping up to near what the greater percentage of apps cost now (.99)? Poof! You're Verizon again.

  24. I like microtransactions. by Sowelu · · Score: 2, Interesting

    I was really pissed when Bitpass went down. Sure, I only ended up using it for a few webcomics passes, but it sure was worth it, and I wish I'd had more to spend it on. I like the system. I like being able to buy things for a quarter. I don't think that this is going to unleash a horrible torrent of games that need micropayments, IE "Want an extra life? That'll be five cents". However I sure wouldn't mind returning to the old shareware model where the next three episodes of Wolfenstein or whatever costs a small amount.

    As long as my micropayments go toward something semi-permanent (more levels) instead of something transient (an extra life), I'm totally cool with it--and I'm also cool with other people liking the transient stuff. There's not enough ways to pay small amounts of money for things that are worth small amounts of money, so this sounds good to me. I'll always have my choice to play games that just don't use that feature anyway.

    ...Of course, I don't even HAVE an iPhone, but I like this on principle...

  25. Microtransactions lead to macrotransactions by bickle · · Score: 2, Informative

    Mircotransactions would be fine if they didn't morph into macrotransactions. Xbox Live is a great example. Games and add-ons were routinely priced at $5. A little pricey, but doable. Then a few started charging $10. But these were just larger, premium items (sure...). These days, a $5 item is a rarity, most are $10, with a few reaching to $20. We will get to the same situation as we are with full price games (if we aren't there already), where you can pay $69-79 for a special edition game, and still not have all of the content (Resident Evil 5, Street Fighter IV). Micropayment, blech. Mine are going to be so micro that the publishers will never see them.

  26. Pay for additional levels inside a game by kenh · · Score: 1

    I'm not a gamer myself, but I can imagine a freely downloadable game that has additional levels available for a trivial amount of money (instead of a $5 app, a 50 cent to $1 pack of additional levels, up to $5 to get/unlock all levels). This would cost the gamer that wants all the levels the same amount, but others could play the game and would buy additional levels as long as the game is engaging...

    I can easily imagine this increasing over-all revenues per game, as many people would download the free game, then large number might buy the first set of additional levels, a smaller number might get the second additional level, etc, with only a few paying for all levels.

    --
    Ken
  27. Chill Out - you just like to complain. by Anonymous Coward · · Score: 2, Insightful

    Wow, I have noticed it for a while here on Slashdot, but the only reason that people seem to comment is to complain (this too may be considered a complaint). Cheer up basement dwellers, as an iPhone developer writing games aimed at young children I can assure you that its not as easy as people are making it out to be to profit off of little fingers making little mistakes. ...If it were so, people would abuse that and apple does a ton to make sure that no one gives them a bad name, many times even at the cost of not allowing very innovative and cool games to the market, or even very legit charity applications.

    Apple plays a mean game of 'cover you ass' folks.

    later,
    -MG

  28. Blah Ninja Pirate Blah by kenp2002 · · Score: 0, Offtopic

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    2 cents and lookin all fly
    gonna get a quick boost
    gonna let her fly

    Another 5 cents getting into a groove
    get the ninja gear
    and pwn some n00bz

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    Like fly wiseman once told me true
    what you throw out comes back to you
    for another 5 cents he'll show ya too

    A buck now and 4 cents again
    30+ life and I'm back again
    Fighting like a pirate with a master plan

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    2Cold said again .25 cents was the master plan
    but the Internet shrank the world again

    No smokin no drink and the arcades are dead
    so lets try somethin' like 4/10th a cent
    and see if that money starts rollin in

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    Meh wtf lets sing it again

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    say what?!

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    oh I luv ya baby say it again!

    Blah Ninja Pirate
    Giddy on up
    Giddy on Up

    MICRO HOLMES PEACE!

    --
    -=[ Who Is John Galt? ]=-
  29. Apple needs to get licensed as a bank by Animats · · Score: 1, Insightful

    At the point Apple starts acting as a money transfer agent for third parties, they need to start acting like a financial institution. Either they're a bank, or they're a money transfer company, both of which are regulated.

    PayPal eventually had to register as a financial institution in Europe and in some US states. Apple will have to do the same.

    1. Re:Apple needs to get licensed as a bank by Anonymous Coward · · Score: 0

      At the point Apple starts acting as a money transfer agent for third parties, they need to start acting like a financial institution. Either they're a bank, or they're a money transfer company, both of which are regulated..

      How are what they are doing any different than a retail store that sells on consignment? This is far from a financial institution.

    2. Re:Apple needs to get licensed as a bank by Anonymous Coward · · Score: 0

      Apple already collects money for devs and artists.
      It's called trading.

  30. Re:Looks like attack of the shill by ben0207 · · Score: 2, Funny

    Right, I'm going to need a fleshlight, a dock connector, the SDK and a few days.

    --
    cmd-q.co.uk - some sort of stupid fucking internet bullshit
  31. We demand more! by Anonymous Coward · · Score: 0, Funny

    Please publish more Apple/iPhone stories, no matter how pointless. Thank you.

  32. Micropayments by sexconker · · Score: 0

    You need content worth buying first.

  33. Idea seems to be OK, imlementation not so much.. by Seth+Kriticos · · Score: 1

    I see some potential for micro payments, but the current and past initiatives seem to have some flaws:

    Flaw 1: There is no limit. Micro payments would be nice in a way, that you deposit some amount of money on a micro-payment account (10-20 dollars for instance) and then use it until it is empty. Then you could reload it manually, for instance with an online banking account (no automatic loading of the account to limit potential losses, like with pre paid phones).

    Flaw 2: Greed. Come on, 20-70 ct are not exactly micro, especially in the current environment. They are small at best. If you could get some premium content for like 1-5 ct, then people might be convinced to use it. The whole idea is to use the economics of scale. This would help small developers to create some content/service/whatever and get a compensation for it.

    The current implementations seem to fail to adopt to real conditions. Wake me when we get something workable.

  34. 2 Words by mrdoogee · · Score: 1

    Horse Armor

  35. Microtransactions: The business of the future... by Chris+Mattern · · Score: 1

    ...and it always will be!

  36. honestly by karl3 · · Score: 1

    i know that most of humans aren't actually beacons of rationality, but ppl are not that stupid either.

  37. Re:Looks like attack of the shill by thousandinone · · Score: 1

    May I volunteer for the private beta? ;)

  38. a rose by any other name by AnAdventurer · · Score: 3, Insightful

    Suppliers call it "micro payments", Savy consumers call it being "nickle and dimed".

    --
    6.8SPC TR of 550, l xwind at 6, drift rt at 26" drops 77". AT has 503 ft-lbs at 1403 fps. FT 0.86
  39. As long as the following is true: by JimboFBX · · Score: 1

    1. Nobody advertises a feature on an app as if it was included only to find out you have to pay extra for it
    2. Its impossible to get "auto-charged"

  40. Gambling? by argent · · Score: 1

    How long before someone implements Zyngo on the iPhone?

  41. Verbal Garnish by pandrijeczko · · Score: 1

    "Micro Transaction" == "Regularly made payment" == "Rental model for all your media and games".

    Never forget, Apple supports DRM, a leopard can't change its spots.

    --
    Gentoo Linux - another day, another USE flag.
  42. Everyone is missing the scam by Elwood+P+Dowd · · Score: 2, Insightful
    1. make a game with decent content
    2. market it successfully
    3. sell a bunch of copies
    4. neglect marketing
    5. update app, locking users out of previously accessible content
    6. reap microtransactions
    --

    There are no trails. There are no trees out here.
    1. Re:Everyone is missing the scam by Anonymous Coward · · Score: 0

      (Replying AC to avoid removing my mods)

      Considering how asinine Apple has been about making sure people don't give them a bad name for screwing people (not having what is advertised, showing grayed out buttons in free version, etc) I highly doubt that an update to an app would get away with that for any significant length of time.

      For example, in free versions of apps, we can't even gray out buttons that the user can't use; we have to completely remove them. Furthermore, we can't even specify what exactly they don't have (for example, we can say "Premium version has more weapons!" not "You're missing out on the Rocket Launcher and Golden Gun; buy the full version!).

  43. FAIL by Anonymous Coward · · Score: 0

    Ummmm...this trial balloon gets floated about every 18 months. FAIL.

  44. Exactly, XBox is a model where it's generally good by SuperKendall · · Score: 1

    Seriously. It has worked well for the XBox and games like Rock Band. Since Apple is so insistent on making their phone a console, it makes sense that they would promote the same revenue model.

    I think that's a great model for how micropayments can generally be used as good tools - there have been some abuses of the model on consoles but it's enabled new ways of expanding games that I think a lot of people like.

    Of course, buying games by the level is as stupid as buying only the "hit" songs on an album.

    That wasn't really a good example, I probably should have said something like "level pack" which is how most games seem to work it. Still, I think the idea might be accepted if each unit you bought was large enough... it's more a matter of feeling you got value for what you purchased and not interrupting game flow to make you buy more stuff too often.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  45. But that's Microsoft and not Apple by SuperKendall · · Score: 1

    In that case Microsoft is forcing Valve to charge for content.

    We don't have examples of Apple doing that at all, the examples we do have are of a huge number of free apps. There's no indication Apple wants to change that at all, so I don't think it's really that much of a danger... are you worried about some in-game content not being able to be free? That seems unlikely.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:But that's Microsoft and not Apple by TinBromide · · Score: 1

      Couple of things: Microsoft is a major shareholder in apple, there's less of a difference than those Mac vs. PC Ads would have you believe. Also, Apple is a publicly traded company with shareholders and a need to turn a profit. Shareholders and a need to turn a profit come before a company's conscience.

      All I'm saying is that Apple is less than generous with its service packs and OS upgrades and when faced with making money or not making money, any business with shareholders and a need to turn a profit will make the obvious choice, because they can.

      --
      Is it sad that I am more likely to recognize you and your posts by your sig than your name or UID?
  46. It's still a free demo, easier to get full version by SuperKendall · · Score: 1

    It's still a free demo. You download the app for free, and what you can do is a demonstration of what the app/game will do for (or to) you generally.

    It's also now an easier way to get the full version rather than having to launch the App Store and hunt it down. Being easier will make it more likely to be done...

    As an example I point you to the PC game "Braid", where I played a few levels and suddenly decided "OK, yes I'd like to get the full thing". They had a number of unobtrusive in-game points where it would ask if you wanted to do so and I said yes at one, made the whole experience more seamless (though the actually mechanics of getting the game to realize it was unlocked were not as seamless as would be an in-game purchase of some kind of unlock or level block).

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  47. So Target is a bank? Amazon is a bank? by SuperKendall · · Score: 1

    At the point Apple starts acting as a money transfer agent for third parties

    How is Apple supporting in-game transactions for Apps any different than Amazon allowing you to buy books for a Kindle or buying upgrades for your kitchen from Target.

    The simple fact is the app developer charges for SOMETHING, which you are buying. Apple is not "transferring money" beyond allowing the consumer to buy something someone else is selling. They are not a bank in any way shape or form.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  48. Re:Looks like attack of the shill by mdwh2 · · Score: 2, Interesting

    Not sure why you were modded troll - it's got worse than daily now, in that there are two Iphone stories on the front page today that are nothing more than rumour or speculation, and a third story that probably wouldn't have been worth covering if it wasn't for the Iphone connection.

    sLashdot - iPhone rUmours fOr nErds, sTuff tHat dOesn't mAtter?

    Incidentally, I recently used my Motorola V980 to access a website - I'll have to submit a news story, as that's obviously news worthy, right.

  49. The summary is ter: not micro-transactions by MobyDisk · · Score: 1

    The summary is terribly misleading. First, micropayments means literally "microscopic payments" like as in 1/1000th of a dollar. Second, this is not limited to games.

    IMHO, micropayments is a huge thing. It would allow for a completely fair way for things like newspapers to charge for content. I don't want to sign-up for each web site that provides me content. Nor do I think advertisements is viable for all businesses. But as an information hog, I would not mind having access to various pay journals like Science, Nature, WSJ, New York Times, Slashdot, etc. - if all I had to do was sign-up in one place, and get charged something that barely adds-up to pocket change. A few dollars a day in premium services would not negatively impact me financially, but it would save me a heck of a lot of hassle.

    But I digress... that isn't what this is. This is apps charging for content.

    1. Re:The summary is ter: not micro-transactions by Anonymous Coward · · Score: 0

      Apparently, copy/paste does not work in subject lines. That is NOT the subject I had.

  50. Corrected verb tense by tepples · · Score: 0, Troll

    Saying that the reason you currently can't buy books from the Kindle app has anything to do with a microtransaction feature that doesn't exist yet is pretty bizarre.

    "Can" is a defective verb. Please allow me to rephrase my previous comment with the proper verb tense:

    As I understand it, $0.00 apps will not be able to call the microtransaction API. That's why you will not be able to buy new books in the updated version of Amazon's Kindle app; you have to close it and open Safari.

    1. Re:Corrected verb tense by dangitman · · Score: 0, Troll

      As I understand it, $0.00 apps will not be able to call the microtransaction API. That's why you will not be able to buy new books in the updated version of Amazon's Kindle app; you have to close it and open Safari.

      That addresses one point, but not the other. Let's continue playing the hypothetical - say that the Kindle app is allowed to call the microtransaction API. Would Amazon allow people to buy books via iPhone microtransactions? I doubt it. So, if that were the case, then you couldn't say that microtransactions are the reason why you couldn't buy books through the Kindle app.

      --
      ... and then they built the supercollider.
  51. Re:Looks like attack of the shill by Chabil+Ha' · · Score: 1

    Don't worry! With the new release you can connect any third party hardware for use as a human interface input.

    --
    We're all hypocrites. We all have hidden parts, it's the contrast between them that make us more a hypocrite than others
  52. Re:So Target is a bank? Amazon is a bank? by Animats · · Score: 1

    How is Apple supporting in-game transactions for Apps any different than Amazon allowing you to buy books for a Kindle

    Amazon is licensed as a money transfer agent in states that require it. So Amazon is, in fact, regulated by banking authorities.

  53. No... by SuperKendall · · Score: 1

    Couple of things: Microsoft is a major shareholder in apple

    Microsoft sold off the stock investment they made some time ago.

    There's less of a difference than those Mac vs. PC Ads would have you believe.

    I used Windows every day at work for a decade to do programming, and programmed at home on a Mac for about the last seven. There's a world, a giant world of difference with a yawning chasm between the two.

    Also, Apple is a publicly traded company with shareholders and a need to turn a profit.

    Yes but they are wildly profitable, have been for some time, and have a giant cash hoard. This gives them leeway to do whatever they like and shareholders will just assume it will work (which has been mostly right).

    Shareholders and a need to turn a profit come before a company's conscience.

    That totally ignores personality driven companies like Oracle, Microsoft, etc. They do stuff because the LEADERS WANT TO, not because of the raw need for profit.

    Furthermore, no-one can say that any one direction is more profitable than another. Many thought them insane to make the iPod. Saying they "have a need to turn a profit" is therefore as meaningless as saying "I need to draw air to breathe" and therefor deducing what I will eat for breakfast the following Monday. Again, truly big companies do what they like even when the most rational among us can plainly see what a fiasco it will be (independent of it actually being a fiasco or not). Shareholders are there to punish poor performance, not drive future behavior.

    All I'm saying is that Apple is less than generous with its service packs and OS upgrades and when faced with making money or not making money

    That is not the case. They have the most lenient family software pricing around. They don't charge for iPhone updates, the only reason they charge for Touch updates is because of accounting rules which has been explained repeatedly. Even the OS updates are very reasonable in price, as are iLife updates (and of course you get iLife for free with new macs).

    any business with shareholders and a need to turn a profit will make the obvious choice, because they can.

    When you actually run a business (I have my own now) no choice is that obvious, all choices have tradeoffs. In the end there is vision and instinct to do what you want, and with luck money will come from the choices you make.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  54. Re:So Target is a bank? Amazon is a bank? by SuperKendall · · Score: 1

    That's pretty interesting, but I'm not sure it's a compelling argument that Apple would need to be considered a money transfer agent:

    A) It's Amazon Payments, not Amazon.

    B) They are not a "Money Transer Agent", they are a "Money Service Business", which is defined as:

    "A retail store that enables a customer to do one or more of the following: cash checks, pay major bills (utilities, phone, cable, etc.), wire money to other locations, purchase money orders and in some cases to borrow against post-dated checks on a fee for service basis"

    Apple does none of those things, certainly not by way of microtransactions.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  55. But you're thinking advantage or multiplayer only by SuperKendall · · Score: 1

    It's a dishonest means of hiding the true cost and/or milking more money out of people for a product they've already paid for.

    Not if people are fully aware of other fees up front. Doubly so if the product was free to begin with, as they were out nothing if the product springs fees on them they do not accept - they have nothing invested.

    Sure you can say the system can be abused and I'm sure it will be. But such apps would be savaged in the comments and ratings for the game, and sales would rapidly drop. The App Store is an ecosystem that quickly punishes bad behavior on the part of sellers.

    The only way to make micro payments feasible is to have them sell unfair advantages

    By feasable I assume you mean used.

    This is not the case at all. Plenty of people for example are willing to pay for graphical bling, this imparts no advantage besides looking cool.

    But lets say you can buy an advantage. That's annoying in a multiplayer game but why do you care if it's a single layer game, which the vast majority of iPhone games are? Are you also against the sale of game walkthrough guides, that's basically the same thing - it gives the player an unfair advantage over the game for money. I refuse to be upset over someone simply wanting to get through a section of a game they cannot due to a lack of skill, or of time to master an in-game skill.

    I think you mean, in-game payments will be abused and abused in every way imaginable

    Of course, and as I said those apps will be punished. But that does not mean this is a great tool to give developers and cannot ever possibly help the gamer. I'll bet you'd hear an awful lot of grumbling if you tried to shut down Live at this point!

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  56. Re:But you're thinking advantage or multiplayer on by mjwx · · Score: 1

    Not if people are fully aware of other fees up front.

    Now think for a moment, will this happen? Just like telco's advertising the per month cost of service instead of the total cost of the term or banks not advertising all their fees and charges until you accidentally run over them. The point of micro transactions is solely to obscure the total cost. People will not be aware of the cost up front.

    Sure you can say the system can be abused and I'm sure it will be. But such apps would be savaged in the comments and ratings for the game, and sales would rapidly drop.

    I think you are counting on the "wisdom of the crowds" too much. Apple deliberately places certain apps up top, so called "staff picks" or some such. There is a direct correlation between the "staff picks" page and the number of downloads. It wouldn't take too much to see Apple placing favoured apps on this page. Most people will blindly accept if they think it is popular.

    By feasible I assume you mean used.

    No by feasible I mean that it will lock the user up and perform The Cask of Amontillado. Of course I mean used, or more precisely purchased.

    But lets say you can buy an advantage. That's annoying in a multiplayer game but why do you care if it's a single layer game, which the vast majority of iPhone games are?

    That is a self correcting problem eventually but it will cost a lot of players money. The publishers don't care about the longevity of the game so much as making a quick buck, this system should not be supported. There is a reason that micro transactions have failed every single time they've been attempted on the PC (this is not a new idea you know) PC players have better standards and a lot more competition and that giving the "premium" players and advantage quickly reduces the user base. Adding micro transactions is a quick way to kill the platforms viability as a gaming platform.

    Are you also against the sale of game walkthrough guides, that's basically the same thing - it gives the player an unfair advantage over the game for money.

    A Strategy Guide is not even close, A strategy guide will not make a bad player better by virtue of its existence, it may help the player learn to become better but it provides no advantage that could not be gained without the strategy guide or does not exist of all other players. Micro transactions select which players have the advantage, this is not equitable and deliberately slants the game towards those who have paid extra for "optional" content in order to get all players to pay extra in order to level the playing field again. Giving an advantage via micro transactions is akin to allowing certain players an AimBot, which is cheating and I am totally against it.

    But that does not mean this is a great tool to give developers and cannot ever possibly help the gamer. I'll bet you'd hear an awful lot of grumbling if you tried to shut down Live at this point!

    As I said before, this system will be abused, not just by game publishers, it is a terrible thing for gamers. Microsoft more or less force developers to produce DLC for Xbox games, DLC that is charged for so MS can gain additional profit and I wouldn't put Apple above this practice. As a PC gamer with many publishers whom create updates with additional content for free (Stardock, Valve) I would not care in the slightest if Microsoft shut down GFWL (Games For Windows Live) and I don't own an Xbox (or PS3, I do own a Wii) so I cant comment on Xbox live but I've said for a while GFWL just needs to go away, PC gamers do not want nor need paid for DLC or micro transactions.

    Yes you would hear grumbling if Xbox live shut down, that's because Microsoft refuses to allow any type of competition for multiplayer on the Xbox, if you have an Xbox, you have to pay for Xbox Live or remain disconnected. If Live were shut down and a free or better alternative were available there would be practically no grumbling what so ever.

    --
    Calling someone a "hater" only means you can not rationally rebut their argument.