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Developer Drops Game Price To $0 Citing Android Piracy

hypnosec writes with news of a curious way of fighting piracy. From the article: "Android based devices are being activated at the rate of million a day and users are downloading apps and games at a rate never seen before. Despite these promising stats, developers of Android based games and apps are not really keen on porting games and apps that have been successful on iOS to Android. Why? Rampant piracy on Android! Madfinger Games has joined the long list of developers who have recently turned their paid Android based game, Dead Trigger, to a free one. Originally priced at $0.99 on Play Store, the first person shooter game is now available for free . The iOS version of the game still costs $0.99 and hasn't been made free." Zero-cost, but certainly not Free Software; one has to wonder whether Open Source games with a "donation" build in the store would do better than proprietary games with upfront costs.

6 of 433 comments (clear)

  1. Re:Sad by Vintermann · · Score: 5, Informative

    Sometimes it's appropriate. I bought Early Bird for Android. Later they made it free, which I'm OK with. What's not OK is making the free version (which I was automatically "upgraded" to) have intrusive ads.

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  2. Re:Good news everyone! by X0563511 · · Score: 5, Informative

    See that * next to crazyjj that you carefully omitted from your summary?

    That means he pays slashdot. So he can see such articles 10 minutes or so before they post. He had plenty of time to write that up.

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  3. Re:Good news everyone! by TheRaven64 · · Score: 5, Informative

    Well, except in the whole old-style 'making money' sense. Apple devices still occupy the most profitable 10% of the market. I suspect that Google and Apple are both happy with this: Google wants lots of Android users so it can collect information about them for advertising and make money out of them, Apple wants the high-margin part of the market to make the biggest profit from direct sales.

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  4. Re:Why? by Andy+Dodd · · Score: 5, Informative

    He didn't... Dead Trigger is a "freemium" app - given how critical in-app-purchases (IAPs) are for that game, it should never have had an initial purchase price assigned to it.

    90%+ of their revenue was from IAPs to begin with.

    They're blaming it on piracy - but plenty of other developers are having no issues with piracy. The fact was they put in a perfect recipe to drive people towards piracy - not making your app worth the money paid for it. Dead Trigger's reliance on IAP meant that the initial purchase price did nothing but anger users.

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  5. Re:Good news everyone! by Anonymous Coward · · Score: 5, Informative

    Of course, with IOS, unless your customers are jailbroken, all apps have to be sold through Apple. So there's 100% piracy, although Apple only steals 30%, like any successful parasite.

    Been working on a sales model that "tried" to take less than the 30%, however, when you start looking at the volume of product at $0.99 credit processing fees eat up most of that 30%. Now there are a lot of tricks to manage that (like how Apple will bundle purchases and do one transaction at the end of the day, but for the vast majority we just couldn't offer more than 70% on sales that less than $.99. Now for higher priced stuff, the credit fee percentage drops because most of it is tied in transaction fees which run around $.20 per transaction, so on a $10 purchase it is a much lower percentage.

    We are looking at alternative models like dwolla that don't charge for transactions under $10.00 but not enough people are on that platform to build a business model around it.

  6. Re:There is - far less by amicusNYCL · · Score: 5, Informative

    The article mentions the piracy rate for iOS, the rate is orders of magnitude smaller.

    Unless you're reading a different "the article" than I did, no it doesn't. It doesn't say anything about the piracy rate on iOS and the word "magnitude" does not appear in the article text. The only claim it makes in terms of numbers, for either platform, is this paragraph:

    If we go by piracy ratio, developers have come up with some rather starling figures. Korea based com2uS has said that some games have seen piracy rate as high as 90%. Appy Entertainment have seen piracy to the ratio of 70:1 i.e. for every 70 illegal installs, there in only one genuine purchase.

    Also, if the piracy rate on iOS was in fact "orders of magnitude" smaller, with "orders" being plural, then that would assume a worst-case piracy rate of 0.9%. Various statistics floating around, like these, show iOS piracy rates between 25% - 75% for various types of apps. Various developers, when they actually disclose these numbers, refer to worst-case rates at between 50% to 90%.

    In other words, you're talking out of your ass. I guess you're strictly correct, though. The iOS piracy rate is zero "orders of magnitude" smaller than the Android piracy rate. So yeah, it's orders of magnitude smaller. Zero orders. It's also zero orders larger.

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