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."
Fuck iphone.
There's an app for that!
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.
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.
So now all those Pyramid Scheme style games (Mafias, Ninjas, Vampires, Knights) can be real Pyramid schemes, with Microtransactions filling in the $$$ glue?
Yeah, but it was never approved by Apple...
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.
iFuck?
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.
You are out of lives.
Pay 20c to continue.
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?
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
iDontFuckPleaseHelpMe
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?
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.
MMOs make you pay regardless of if you die or not.
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