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Study: Half of In-App Purchases Come From Only 0.15% of Players

An anonymous reader writes "Have you ever seen a goofy microtransaction for a mobile game you play and wondered, 'Does anyone actually buy that junk?' As it turns out, few players actually do. A new study found that only 1.5% of players actually spend money on in-app purchases. Of those who do, more than 50% of the money is spent by the top 10%. 'Some game companies talk openly about the fact that they have whales, but others shy away from discussing them publicly. It costs money to develop and keep a game running, just like those fancy decorations and free drinks at a casino; whales, like gambling addicts, subsidize fun for everyone else.' Eric Johnson at Re/code says he talked to a game company who actually assigned an employee to one particular player who dropped $10,000 every month on in-app purchases." Meanwhile, in-app purchases have come to the attention of the European Commission, and they'll be discussing a set of standards for consumer rights at upcoming meetings. They say, 'Games advertised as "free" should not mislead consumers about the true costs involved.'

144 comments

  1. 0.15% vs 1.5% by Anonymous Coward · · Score: 0

    See title.

    1. Re:0.15% vs 1.5% by FuzzyDustBall · · Score: 5, Insightful

      1.5%* Top 10% is 0.15%... which is what the title is referring to. Please read full summary before ripping title.

    2. Re:0.15% vs 1.5% by paiute · · Score: 4, Insightful

      Only 1.5% spend any money. 1 in 10 of those spend 50% of all the monies. So 0.15% spend 50%.

      Were you told there would be no math? RTFS and DTFM.

      --
      If Slashdot were chemistry it would look like this:Cadaverine
    3. Re:0.15% vs 1.5% by RealRav · · Score: 1

      I don't expect you RTFA but atleast finish the blurb before complaining.

    4. Re:0.15% vs 1.5% by interkin3tic · · Score: 1

      I see. Those are indeed two different numbers that you typed out there. Good work AC! Or is this like a fight? I'm thinking the 1.5% would win if it came to fisticuffs. I'd give it ten to one odds in fact. 0.15% may have an extra numeral in there, but I don't think the zero is worth much in the ring.

      Or is it you want to DISCUSS the differences? There's a decimal place of difference. I might start out with Khan Academy if you need further explanation of maths. I don't know if they do percentages and decimal place explanation.

    5. Re:0.15% vs 1.5% by Anonymous Coward · · Score: 0

      Nice trolling there, 8/10.

    6. Re:0.15% vs 1.5% by gstoddart · · Score: 3, Informative

      There's actually two different numbers at play here:

      In a mobile monetization report released today, app testing firm Swrve found that in January, half of free-to-play gamesâ(TM) in-app purchases came from 0.15 percent of players. Only 1.5 percent of players of games in the Swrve network spent any money at all.

      So, half of all spending comes from 0.15% of all players, and only 1.5% of all players spent anything (and make up the other half of spending).

      The rest of us refuse to hand over money for whatever in-game gimmick you have implemented which makes the game suck without it and end up uninstalling the damned game.

      --
      Lost at C:>. Found at C.
    7. Re:0.15% vs 1.5% by gstoddart · · Score: 1

      Sorry, you clearly grasped that ... but clearly some people are having a hard time understanding it.

      --
      Lost at C:>. Found at C.
    8. Re:0.15% vs 1.5% by mybecq · · Score: 1

      The title should say "Half of In-App Revenue ..." then, just like the article.

    9. Re:0.15% vs 1.5% by Anonymous Coward · · Score: 0

      Please read full summary before ripping title.

      You must be new here

    10. Re:0.15% vs 1.5% by ShanghaiBill · · Score: 2

      The rest of us refuse to hand over money for whatever in-game gimmick you have implemented

      Speak for yourself. I am part of the 1.5%. When I asked my five year old nephew what he wanted for Christmas, he said he wanted, more than anything else in the world, a $5 bushel of virtual smurfberries. So I bought them for him. I am now his favorite uncle.

    11. Re:0.15% vs 1.5% by Minwee · · Score: 1

      See title.

      See summary.

    12. Re:0.15% vs 1.5% by Anonymous Coward · · Score: 0

      When you live in America you're promised that there won't be math unless explicitly stated otherwise, at which point you can (of course) opt out.

    13. Re:0.15% vs 1.5% by Anonymous Coward · · Score: 1

      I'm guessing his parents turned him down, so he looked for some other sucker.

    14. Re:0.15% vs 1.5% by FunkDup · · Score: 1

      Were you told there would be no math? RTFS and DTFA.

      FTFY

      --
      Great spirits have always encountered violent opposition from mediocre minds -- Albert Einstein
    15. Re:0.15% vs 1.5% by jrumney · · Score: 4, Interesting

      I downloaded that game for my kids when it first came out. I promptly deleted it when I realised how much nagging it does to get kids to make in-app purchases. In-app purchases in games aimed at pre-schoolers and elementary school age kids are unethical in the extreme, and should be the first thing regulators go after.

    16. Re:0.15% vs 1.5% by jrumney · · Score: 1

      How many of the 1.5% (and the 0.15%) are people who don't know how to secure their iPhone/iPad to stop young kids from making in-app purchases without any idea that they are spending real money?

  2. $10,000?!? by ackthpt · · Score: 5, Funny

    Here I am, trying to sell the Golden Gate Bridge on the street and I could be selling it in a game.

    I've got to get caught up on synergies of new technology, to coordinate my vision of business core-competencies with the emerging paradigm.

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:$10,000?!? by Anonymous Coward · · Score: 0

      Seriously. Some people make it big, and just have no idea what to do with the money. I simply can't imagine this.

      If you have the funds to drop $10k per month on in-app purchases of a game, then maybe you should drop $3-5k on a life coach and figure out how to express yourself a bit better so you can maybe find a spouse and have a family. Families are expensive so having money for it is useful, but they're far more rewarding and for far longer than digital items in a game.

    2. Re:$10,000?!? by CanHasDIY · · Score: 4, Insightful

      Here I am, trying to sell the Golden Gate Bridge on the street and I could be selling it in a game.

      I've got to get caught up on synergies of new technology, to coordinate my vision of business core-competencies with the emerging paradigm.

      I was thinking the same thing; we should collaborate, make our own game that's nothing but microtransactions...

      --
      An enigma, wrapped in a riddle, shrouded in bacon and cheese
    3. Re:$10,000?!? by Anonymous Coward · · Score: 2, Insightful

      I like the two ignorant assumptions in your post.

      1.) People who spend lots of money on in-app purchases don't have a family.

      2.) To be rewarded in life, you have to have a spouse and join the ranks of the mindless breeders.

      Fuck you.

    4. Re:$10,000?!? by Anonymous Coward · · Score: 2, Funny
    5. Re:$10,000?!? by ackthpt · · Score: 1

      Seriously. Some people make it big, and just have no idea what to do with the money. I simply can't imagine this.

      If you have the funds to drop $10k per month on in-app purchases of a game, then maybe you should drop $3-5k on a life coach and figure out how to express yourself a bit better so you can maybe find a spouse and have a family. Families are expensive so having money for it is useful, but they're far more rewarding and for far longer than digital items in a game.

      I figure I need to write a Justin Bieber Egg Tosser game - sell special Ostrich eggs and a spiff trebuchet.

      Them who have needs, need to have a good provisioner.

      --

      A feeling of having made the same mistake before: Deja Foobar
    6. Re:$10,000?!? by rsmith-mac · · Score: 1

      So, Candy Crush then?

    7. Re: $10,000?!? by Anonymous Coward · · Score: 0

      I hear there's a pretty good market selling virtual widgets in the SecondLife game. Your avatar can buy all sorts of useless crap there (using real dollars).

    8. Re:$10,000?!? by Anonymous Coward · · Score: 0

      Here I am, trying to sell the Golden Gate Bridge on the street and I could be selling it in a game.

      I've got to get caught up on synergies of new technology, to coordinate my vision of business core-competencies with the emerging paradigm.

      I was thinking the same thing; we should collaborate, make our own game that's nothing but microtransactions...

      I propose a game where players profit by getting other players to perform microtransactions. Of course, the best techniques for getting other players to perform microtransactions will be available through microtransactions.

    9. Re:$10,000?!? by mythosaz · · Score: 2

      Money spent on digital purchases doesn't cease to exist.

      The developer can get a life coach, or feed the homeless with his profits.

    10. Re:$10,000?!? by CanHasDIY · · Score: 1

      I was thinking more like Flappy Bird, but you have to buy screen tap credits in bulk from the market.

      --
      An enigma, wrapped in a riddle, shrouded in bacon and cheese
    11. Re:$10,000?!? by JoeMerchant · · Score: 1

      I hope you're getting more than $10K per month for that bridge, can you imagine what the toll booth takes in?

    12. Re:$10,000?!? by Anonymous Coward · · Score: 0

      Several games of that kind already exists, the most popular ones are called NYSE and NASDAQ.

    13. Re:$10,000?!? by Connie_Lingus · · Score: 1

      no...you forgot to develop a cloud-based API in Ruby that leveraged social graphs and advanced mapping functions...

      nobody could figure out what and where a "Golden Gate Bridge" was...

      --
      never bring a twinkie to a food fight.
    14. Re:$10,000?!? by Anonymous Coward · · Score: 0

      You don't need to buy anything in Candy Crush to enjoy it. When you run out of lives just set the clock forward a few hours, go back into the game and watch the lives go to full, then reset the clock back to the correct time and continue playing, or alternatively you could use it as a cue to take a break from the game.

      But I gave up playing Candy Crush when they started those ridiculous trademark lawsuits.

    15. Re:$10,000?!? by Minwee · · Score: 1

      Where is this "life coach" app, and how many IAPs does it have?

    16. Re:$10,000?!? by Minwee · · Score: 1

      I was thinking the same thing; we should collaborate, make our own game that's nothing but microtransactions...

      It's a good thought, but EA would sue you for stealing their business model.

    17. Re:$10,000?!? by preaction · · Score: 1

      You weren't giving them any money, so why does it matter if you do or do not play their game in protest?

    18. Re:$10,000?!? by metiscus · · Score: 1

      I wish I had mod points.

    19. Re:$10,000?!? by ackthpt · · Score: 1

      no...you forgot to develop a cloud-based API in Ruby that leveraged social graphs and advanced mapping functions...

      nobody could figure out what and where a "Golden Gate Bridge" was...

      I guess I need to actualize more. I'll start forming a committee to look into it.

      --

      A feeling of having made the same mistake before: Deja Foobar
    20. Re:$10,000?!? by kaladorn · · Score: 1

      Well, your point is perhaps accurate.

      Still, with what can be done in the world with $10,000, anyone dropping $10,000/month on a virtual product in a game strikes me as wasteful and has an odd sense of the value of money and its uses.

      That is, of course, just an opinion, not an assumption.

      And why resort to insults and foul language? What did that add to your post?

      --
      -- Mal: "Well they tell you: never hit a man with a closed fist. But it is, on occasion, hilarious."
    21. Re:$10,000?!? by Hentes · · Score: 1

      That game already exists.

    22. Re:$10,000?!? by ButchDeLoria · · Score: 1

      Maybe he's one of those militant gays that /pol/ has told me about.

  3. Math - it works! by Anonymous Coward · · Score: 0

    " only 1.5% of players actually spend money on in-app purchases. Of those who do, more than 50% of the money is spent by the top 10%. "
    1.5 * 10% = 0.15...

  4. The worst kind of human beings by Anonymous Coward · · Score: 3, Insightful

    A person who spend 10,000$ a month on a game has a problem and someone who's trying to exploit someone's problem in order to become rich is nothing but a thief. The man behind that company should be put behind bars.

    1. Re:The worst kind of human beings by parkinglot777 · · Score: 2

      May or may not be. However, I disagree to use legal to intervene the issue because it is easily abusable in the future. If the rich person can afford it, be it because it is not my problem (and should not be yours).

      And by the way, the rich person they are talking about is a woman!

      The company, he said, had assigned an employee to cater just to that whale, to ensure that she was always satisfied with the game and therefore likely to keep coming back.

    2. Re:The worst kind of human beings by jimbolauski · · Score: 2

      Should casino's be shut down because some people spend more then $10,000 a month gambling, should the NFL be dismantled because some people paid $10,000 for two seats to the Superbowl? People are paying for entertainment, just because some value it more then you or I, does not make it stealing.

      --
      Knowledge = Power
      P= W/t
      t=Money
      Money = Work/Knowledge so the less you know the more you make
    3. Re:The worst kind of human beings by 93+Escort+Wagon · · Score: 2

      I was listening to TWIT a few weeks back - one of the panelists said she'd spent something on the order of $400 playing Candy Crush. That amount floored me... I couldn't believe anyone would do that!

      And now this - $10,000 a month is INSANE!

      --
      #DeleteChrome
    4. Re:The worst kind of human beings by ackthpt · · Score: 4, Funny

      A person who spend 10,000$ a month on a game has a problem and someone who's trying to exploit someone's problem in order to become rich is nothing but a thief. The man behind that company should be put behind bars.

      The problem they have is they have too much money and have yet to find e very, very good friend like me, to like, help them find fun and exciting ways to spend it.

      --

      A feeling of having made the same mistake before: Deja Foobar
    5. Re:The worst kind of human beings by squiggleslash · · Score: 3, Insightful

      You're not really helping your case. Gambling, is, actually subject to a massive amount of regulation precisely because it's the kind of thing that people endup losing their shirts because of a combination of rather normal (that is, most people in the same position would misjudge the odds) poor judgement on their part, and predatory behavior on the parts of others. Casinos and bookies have long been subject to heavy regulation where they are legal, and are outright banned in much of the world.

      On the other hand, Bitcoins aren't regulated yet, so there's that.

      --
      You are not alone. This is not normal. None of this is normal.
    6. Re:The worst kind of human beings by mythosaz · · Score: 1

      What's $400 over what could easily be a year or more? Probably a dent in his daily Starbucks budget.

      I grew up playing arcade games at $0.25 a play.

      Occasionally spending a buck for another 20 minutes of Candy Crush when I'm bored is a harmless dent in my yearly entertainment budget.

    7. Re:The worst kind of human beings by smooth+wombat · · Score: 3, Insightful

      she'd spent something on the order of $400 playing Candy Crush. That amount floored me... I couldn't believe anyone would do that!

      But it's okay if someone spends the same amount of money on a video card, camera lens, monitor or anything else they want to spend the money on, right?

      Just because you wouldn't spend that much money on a game doesn't mean others won't. How much money did you spend (if you're old enough to have done so) on video games growing up? I would be willing to bet you easily spent that much enjoying yourself playing games.

      --
      We will bankrupt ourselves in the vain search for absolute security. -- Dwight D. Eisenhower
    8. Re:The worst kind of human beings by JoeMerchant · · Score: 1

      Keep the numbers in perspective, 0.15%.

      Being on a "smartphone" or "tablet" puts you easily into the top 70% of the socio-economic strata... poor people carry prepaid burners.

      So, the people have money, 1.5% of them are willing to crack open their wallets, and 10% of those just don't care.

      The top 1% make more than $500K/year, and we're talking about 1/1000 type people here...

      http://www.washingtonpost.com/...

      Sure, if I made $50K/month, I probably wouldn't blow $10K of it on cocaine and hookers, or candy crush, but I should be so lucky as to be tested....

    9. Re:The worst kind of human beings by JoeMerchant · · Score: 1

      Casinos should be shut down if they advertise "FREE" gaming, then get you more or less physically addicted to the game before slipping in a "insert credit card here to get what you really really want...."

      For a small percentage of the population, gambling is a weakness that they cannot control. Exploitation of those people should be banned.

      Not everybody who spends $10K/month gambling is being exploited, but those who spend their last rent and food money on it, are.

    10. Re: The worst kind of human beings by Anonymous Coward · · Score: 0

      I played CoC for a few months and used the chat rooms as to discuss the game and the psychological methods that it uses. Obviously, that results in lots of talking to 9-14 year olds, but when you run into 30 somethings and they don't get it either, it's kind of scary.

      The gameplay is you stealing resources from other players and using it to build up your stuff so that you don't get stolen from. It's the most popular multiplayer game on the App Store right now. Except it's not multiplayer. You don't interact with another player, you interact with their stuff. It's more like a really goofy sim city than Starcraft, but the ads would have you believe otherwise. Most "multiplayer" apps are this way and should serve as a warning that the game is going to have psychological hooks. You're playing against models, not humans and the models can be picked to frustrate the crap out of you in order to break your will.

      When a high level player came in, people would fawn over them. I would ask how much money it took them to get there and how much it took them to stay. The few that would answer said thousands.

      Thousands of dollars to be king. Thousands of dollars just to be a wannabe. Many of the little kids had spent hundreds. "Yeah, i just got an iTunes card for Christmas" cha-Ching...and it was gone, so that they wouldn't need to wait two weeks for some thingamajig to finish building.

      Every time i played, i asked people if their goal was really to make it to the top, because all that means is spending money and lots of it. I could understand a kid not getting it because they don't get the whole money thing, but how could an adult keep throwing money at a constantly doubling clock designed to piss him off?

      Even if you decide to play for free, you will spend an insane amount of time looking for resources, as the game picks players for you that seem to never have enough.

      It's a common feature in all these iap apps. You will always end up pitted against some guy that paid and that will make you grumble and open your wallet just to keep up.

      There really isn't any way to fix it or talk people out of it. If you want to destroy ea, supercell, etc make sure to leave reviews that warn these people before they begin.

    11. Re:The worst kind of human beings by 93+Escort+Wagon · · Score: 1

      Haha, you're probably right - I do remember throwing a lot of quarters at Donkey Kong, Bezerker, Asteroids, and the like when I was in college (yup I'm old).

      Looking back, I probably should have saved that money and invested it!

      --
      #DeleteChrome
    12. Re:The worst kind of human beings by Pope · · Score: 1

      It's their money, they can do what they want with it. Plain and simple.

      "The man behind that company should be put behind bars."

      No, he shouldn't.

      --
      It doesn't mean much now, it's built for the future.
    13. Re:The worst kind of human beings by pr0fessor · · Score: 1

      I was thinking the same thing... I spent $1-$1.50 a day at the arcade everyday after school. Of course my kid's have an xbox and rent or buy a new games all the time. $400 on entertainment doesn't sound amazing if it's spent a little at a time over a year.

    14. Re:The worst kind of human beings by ackthpt · · Score: 1

      It's their money, they can do what they want with it. Plain and simple.

      "The man behind that company should be put behind bars."

      No, he shouldn't.

      It is morally wrong to let a fool keep his money.

      --

      A feeling of having made the same mistake before: Deja Foobar
    15. Re:The worst kind of human beings by mythosaz · · Score: 1

      Heck, $400 might just be a good night on the town. How we value our entertainment dollar is entirely subjective.

    16. Re:The worst kind of human beings by kaladorn · · Score: 1

      So you are comparing lifetime expenditures on various coin-op video games over years of time versus single limited-duration expenditures in a single game app? Seems a bit like comparing apples and oranges.

      I probably spent a few hundred dollars in coin machines in my lifetime. I never spend more than about $10-15 in one place (even at my most excessive which was university and John Elway's Football or MLB baseball).

      And I can only imagine spending $10K a month if I had more money than I needed and if so, I am quite sure that money could be deployed in a more worthwhile fashion.

      The world has finite resources. People's access to them often has little to do with how well they will be expended. (Yes, there's a judgment of value inherent in that statement.)

      --
      -- Mal: "Well they tell you: never hit a man with a closed fist. But it is, on occasion, hilarious."
    17. Re:The worst kind of human beings by pr0fessor · · Score: 1

      Well.... I know I spend over $1k on cable a year the idea of really figuring out how much I spend on entertainment gives me pause since it might actually appall me.

    18. Re:The worst kind of human beings by Hentes · · Score: 1

      I'd love to have the problems of that guy who can afford to spend 10000$ a month on a game.

    19. Re:The worst kind of human beings by Dusthead+Jr. · · Score: 1

      I bought PC about 5 years ago that I use primarily for gaming. But I've also used it to make a little money on the side. Pretty much paid for itself. Aren't too many games that do that. Not without a RMAH at least.

    20. Re:The worst kind of human beings by petermgreen · · Score: 2

      The question is who are these people spending £10K a month? are they people whose "luxuries budget" is to big they just don't see £10K as a lot of money? or are they people who are so hopelessly addicted they are spending money they can't really afford to spend.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    21. Re:The worst kind of human beings by Anonymous Coward · · Score: 0

      So at what $ amount should people consider it theft? People go into debt spending too much in clothes, shoes, upgrading a vehicle.... You are likely a Democrat, and its funny because this is not much different then heavily taxing the successful. Putting Democrat politician in jail would come before a game company.

      I don't think someone who spends 10k a month needs your sympathy. They are oviusly more successful then you in life.

    22. Re:The worst kind of human beings by Anonymous Coward · · Score: 0

      Think before you speak. A lot of those whales are sophisticated bot-makers who pay to complete the game so they can write their bots which they then sell for even more $$. $10k is a pretty good investment on a $1mil return.. So they are basically paying the game maker so they can rip him off later. Now who's evil?

    23. Re:The worst kind of human beings by Anonymous Coward · · Score: 0

      A con, not a thief.

    24. Re:The worst kind of human beings by Anonymous Coward · · Score: 0

      The camera lens might be useful for ten years or more and still retain a significant amount of value.

      The monitor should be good for ten years and used in multiple applications.

      The graphics card could be useful for about five years depending on how its used and for what (some may use CUDA features for video rendering and whatnot -- applications that might make money). It could be used in an older computer or sold to someone who wants out of date hardware.

      Spending $400 on Candy Crush gets you nothing really. The illusion of success maybe. Heck, there are better Free-to-Play MMOs out there with less of a fleece-the-customer model and they put some real work and money into them (not these cheap mobile games).

      If you're spending $1,000 a month, you could probably hire a developer to make a game to your wishes. Not full time, of course, but they could probably produce an indie games to your specifications. You could produce a decent game and sell it.

    25. Re:The worst kind of human beings by Stuarticus · · Score: 1

      Foolishness is in the eye of the beholder, and right now you're looking pretty foolish to me.

      --
      If you think someone isn't free to have a different definition of "freedom" you may be a tyrant.
  5. iapcracker by interkin3tic · · Score: 2

    Any time I "buy" all the microtransaction purchases, I feel like I'm cheating. There's no challenge anymore and I usually delete it. Not just games either is the weird part. A paint program for my 2 year old, after he couldn't bring up the "type in your password to buy this thing" screen anymore he was bored of it.

    Perhaps it's just that as a general rule, apps that have microtransactions suck in other ways, and even if you pay nothing for them, it's not worth it.

    1. Re:iapcracker by gstoddart · · Score: 3, Insightful

      Any time I "buy" all the microtransaction purchases, I feel like I'm cheating.

      I've found many of the new crop of mobile games are more or less set up that unless you're buying the stuff in the game, you'll never get anywhere.

      I've seen a few games which let you play once or twice/day unless you buy something. I've seen games where it would take an infinite amount of time to earn the things needed in the game.

      I have two tests for a new game I've downloaded:

      1) Put the phone into airplane mode and turn off wifi -- if the game complains it can't connect to a server, uninstall it, because it it can't work on a plane I don't care.

      2) Check if the game immediately starts suggesting you go to their store in order to be useful -- if it looks like you'll never get anywhere without buying the baubles, uninstall it.

      I find many many games seem to be built for the sole purpose of advertising and selling in-game stuff. Which is why I only play games in airplane mode with no connectivity, and something which has caused me to uninstall a lot of them after under 5 minutes.

      It is amazing how many apps which should require no internet connectivity insist on it -- and I'm sure that's not about anything other than trying to get them revenue, which I have no intention of providing them with in the first place.

      --
      Lost at C:>. Found at C.
    2. Re:iapcracker by JoeMerchant · · Score: 1

      I play Hill Climb Racing - perhaps a bit too much.

      I have never paid for any of the in-game "points boosts" - it does feel like cheating, gamewise.

      I have considered buying one, just as a "thank you" to the authors - haven't done it yet, but maybe someday...

    3. Re:iapcracker by JoeMerchant · · Score: 1

      I released a game for Palm Pilot - it was "donationware" - if you like it, send some money. I got tens, maybe hundreds of thousands of installs over the years, zero donations. (to be fair, I had no way to track play-time.)

      It was listed on PalmGear H.Q. for awhile, the way they listed it implied that you had to cough up $9 to get the download file - wasn't true, but it appeared to be. While I was listed higher up in the rankings, I was selling 10 copies a month. They eventually pushed me down below all the arcade rip-off titles that sold far more copies and sales tapered off.

      I think the opportunity to get in-game remuneration from advertising is great - $50K/day for Flappy Bird - nice lotto win for one guy, $5/day for a thousand solo authors is also at least something for their efforts.

    4. Re:iapcracker by Anonymous Coward · · Score: 0

      I feel pretty much the same: the game only exists to sell you boosters or extra lives or what have you. Some are impossible to complete without buying something.
      I still play and enjoy it because I cheat. But I had a board on one of Kings games today that had an objective of clearing 24 items in 12 moves. Took me over 200 moves.

    5. Re:iapcracker by SuricouRaven · · Score: 1

      A couple of games have come in for special criticism for the 'optional manditory payment.' Dungeon Keeper mobile slows down in parts to an unplayable pace (according to some - I think it only happens on later levels) without micropayments. The Friendship is Magic game was also heavily criticised for using a similar model, because it was targetted at children. It'd be possible to complete it without paying, but only for the most obcessive basement-dwelling grinder willing to spend months slaving over repetative tasks - it was really designed so the only way to realistically finish was to spend real money, leading to a lot of pestered parents an enough complaints that Hasbro has to reduce the price to bring completion cost within pocket-money feasibility.

  6. yeah by Anonymous Coward · · Score: 0

    The other half come from 99.85% of players

  7. I'm not suprised. by AltGrendel · · Score: 2

    I consider playing the game without doing in-game purchases part of the game. It's a good challenge and if you work it right, you can use it to teach children about economics. No, I'm not kidding. It's all about allocation of resources and also setting goals and priorities (and sticking to them). You just need to show them how to do it properly in the game.

    --
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    - Douglas Adams

    1. Re:I'm not suprised. by sandytaru · · Score: 3, Funny

      This is why I had 26 Facebook accounts when I was actively playing Farmville.

      --
      Occasionally living proof of the Ballmer peak.
    2. Re:I'm not suprised. by idontgno · · Score: 1

      I was going to mock you, until I remembered the reason I have 11 characters in World of Warcraft is mutual support in gathering, crafting, and World of Pokemon. Not because all 11 characters are equally fun, interesting, or enjoyable to play in the main content of the game. "Trade alts", they're called in the parlance. (The presence of a standard name for the phenomenon says everything that needs to be said about its prevalence.)

      So, yeah. It's a pretty common effect. OTOH, I only pay the basic subscription for the account, and WoW doesn't have any Pay-to-win type of purchases, so it's a bit different than the subject of TFA. (Paradoxically, I'd probably quit if WoW became free-to-play, but limited until you paid. Don't know why, since objectively it probably wouldn't be much different that straight-up pay-to-play.)

      --
      Welcome to the Panopticon. Used to be a prison, now it's your home.
    3. Re: I'm not suprised. by Anonymous Coward · · Score: 0

      I don't know what's more disturbing; the fact you created all those Facebook accounts, or the fact you played FarmVille.

    4. Re: I'm not suprised. by sandytaru · · Score: 1

      It was a fun little Skinner box for a while, until my farm got so big and had so much crap on it that it took over a minute to load in the browser and went 5FPS. I quit when I "won" by unlocking the last achievement (the one that would have normally cost $200 but since I had so many accounts I got it for a little bit of time investment) - and not a day too soon, since they raised the level cap shortly after I quit and added a ton more achievements that would have cost thousands of dollars to unlock.

      --
      Occasionally living proof of the Ballmer peak.
    5. Re:I'm not suprised. by Powercntrl · · Score: 1

      I consider playing the game without doing in-game purchases part of the game. It's a good challenge and if you work it right, you can use it to teach children about economics. No, I'm not kidding. It's all about allocation of resources and also setting goals and priorities (and sticking to them). You just need to show them how to do it properly in the game.

      Except most of these pay-to-win games are specifically designed to require a significant amount of grinding to generate in-game currency (Plants vs Zombies 2, Subway Surfers, as examples) or won't let you progress at all after a certain point, unless you buy power ups (Deer Hunter Reloaded, Candy Crush).

      Or, in other words, most of the top "free" games are simply crap designed to extract money from people.

      --

      ---
      DRM is like antifreeze, to the MPAA/RIAA it's sweet, to the consumers it's poison.
  8. In-app purchase suck! by muffen · · Score: 3, Interesting

    The problem with in-app purchase is that it is destroying the games. I agree with this article.
    I think the suggestion by the EU, that you cannot label apps with in-app purchases as free, is really good!

    1. Re:In-app purchase suck! by muffen · · Score: 1
    2. Re:In-app purchase suck! by wvmarle · · Score: 1

      Absolutely.

      A while back I got "Cut the Rope", a rather interesting little puzzle game. Three free versions of the game, a few paid ones. I only have the free, ad-supported ones.

      One of them they now have given me 100 candies, and every day can get maybe five more, or you have to buy. My kid likes to play it occasionally, I told him that when the 100 candies are finished (down to 60-something now) the game is going to be uninstalled. I can anyway use the space on my phone :-) And we still have two other episodes of the same game.

      Of course they want to make money off of their work; however it's not that there is a lack of choice of stuff in the Play Store.

  9. A beluga good time by Impy+the+Impiuos+Imp · · Score: 4, Funny

    "It costs money to develop and keep a game running, just like those fancy decorations and free drinks at a casino; whales, like gambling addicts, subsidize fun for everyone else.'"

    Except video game players are more accurately described, than even casino players, as whales.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  10. Rich people subsiding my entertainment? Great! by Anonymous Coward · · Score: 0

    If a few rich guys want to subsidise a game i enjoy than all the best to them. I can play for free as long as they have more money than sense; if they suddenly stop paying i might lose the game i enjoy but don't want to actually pay any money for.

    That being said in-app purchases in mobile games are still abusive, dangerous and downright evil.

  11. dropped $10,000 every month on in-app purchases by Anonymous Coward · · Score: 0

    He must really like Angry Birds GO!

  12. Mobile gaming is abysmal right now. by TiggertheMad · · Score: 3, Informative

    This is kind of an interesting number. I have have found a vast majority of the mobile games to be utter trash, that attempt to cash in on in game purchases while failing to implement a set of solid basic game mechanics. I would gladly drop $30 (or more) just to play a good mobile game that wasn't a poorly concealed slot machine. I wonder if the general shitty state of mobile gaming is causing a disproportionate number of players to not spend cash, or it is just the nature of people being cheap when it comes to 'free' apps. ('I am not going going to spend money on a game that is free', or 'I am not going to pay to win')

    As an aside, the 'Freemium' model is really the scourge of the industry right now, with devs looking for easy ways to extract more money from the player base while providing no real product in return.There are a few people who do it right (WoT, LoL, and TF, for example) and a huge pack of greedy shills who are following in their footsteps.

    A lot of the free to play model games basically let you pay to win, does this 0.15% number line up with the percent of the general population that is incapable of delaying gratification? I bet you could correlate this number with the result of some psychology study on the topic.....

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
    1. Re:Mobile gaming is abysmal right now. by squiggleslash · · Score: 1

      A lot of the free to play model games basically let you pay to win, does this 0.15% number line up with the percent of the general population that is incapable of delaying gratification? I bet you could correlate this number with the result of some psychology study on the topic....

      One of the most prolific Freemium vendors is a company called GameInsight, which sounds more like a company performing some kind of study of gamers than a publisher of games. I've been wondering for a while if that's their actual origin, and their "games" are actually based upon the results of some kind of psychological research, especially as those I've tried seem to largely follow the same pattern and have the same key components in terms of what they're trying to get you to spend money on.

      --
      You are not alone. This is not normal. None of this is normal.
    2. Re:Mobile gaming is abysmal right now. by Pastis · · Score: 1
      As a developer of (quality) paid educative apps for kids, http://dragonboxapp.com/ I can tell you that chosing the revenue model is difficult because of the way the app stores work.

      We make learning games that we intend to be as short as possible, for the benefits of the user. Our app model leads to lower ranking due to lower usage (compared to games designed to be addictive) and lower downloads (compared to free apps). We are considering to go towards free + unlockable, so that users can at least preview the games easily, but the consequences are very hard to predict and probably require a whole redesign of the games themselves with some features that are not necessarily in the pure benefits of the users. And we risk to scare the users who might compare us to free+consumable apps...

    3. Re: Mobile gaming is abysmal right now. by Anonymous Coward · · Score: 0

      Nope, it doesn't tie up. The issue with delayed gratification is the default for humans (and primates) and if anything, it's 0.15pc of people that have enough awareness and willpower to beat the default.

      The 0.15pc in the story is likely the intersection of people with that much money with the set of people who wouldn't prefer crack or bookers.

  13. To the top 0.15% by Anonymous Coward · · Score: 0

    $10,000 is chump change. They already control more wealth than 50% of America, so why not blow it on in-app purchases.

    The amusing corollary is that I bet all of those game developers don't realize that their customers, their target audience, are actually the top 0.15%. I wonder if that would change their strategy...

    1. Re:To the top 0.15% by sideslash · · Score: 1

      At risk of a "whoosh" moment, I don't think it's reasonable to assume that it's predominantly rich people who spend money on this. Maybe they're mostly middle class.

    2. Re:To the top 0.15% by N0Man74 · · Score: 1

      Or kids using their parents credit cards...

      There are many stories of kids racking up thousands of dollars on in-game purchases in games that seem to specifically be targeting kids.

    3. Re:To the top 0.15% by Anonymous Coward · · Score: 0

      Every game developer knows exactly the percentage of people who pay vs the percentage that dont.

    4. Re:To the top 0.15% by Anonymous Coward · · Score: 0

      It would definitely be nice to know the demographics of the big spenders. If it turns out Jess Bezos is a Candy Crush addict, no big deal. If a middle-class person is addicted and spending themselves into bankruptcy, or kids are sneaking their parents' credit cards to advance, then it's a problem.

  14. Rewarding the developer. by galabar · · Score: 4, Interesting

    I've played games like "Path of Exile" where I've enjoyed the game so much, I decided to drop $20 or so on in-app purchases, even if they weren't going to actually help me advance in the game. I've done the same for other apps that I've enjoyed. If you enjoy the game, it can't hurt to reward the developer. Now, $10,000, well that is a bit extreme.

    1. Re:Rewarding the developer. by Ralph+Wiggam · · Score: 2

      I thought Path of Exile was a well made, if pretty grindy, game. So I wanted to toss the creators 5 or 10 bucks as a thank you. I was shocked at how expensive their items are. Turning your Town Portal from blue to orange was like 12 bucks. Adding a purely cosmetic lightning effect to your weapon was over $20. So they give away thousands of man-hours of work for free, and then ask for massive amounts of money for things that clearly required just a few hours.

      Last week I started playing Loadout, which I think is the best FTP game I've seen. I gave them $25 for some funny outfits and double XP for a week.

    2. Re:Rewarding the developer. by Anonymous Coward · · Score: 0

      I much prefer Path of Exile's model. Nothing you can purchase gives you an in-game advantage. Purchasing double XP (like you mentioned in Loadout) is simply not an option, and I think that's a good thing.

    3. Re:Rewarding the developer. by blahplusplus · · Score: 1

      "I've played games like "Path of Exile" where I've enjoyed the game so much, I decided to drop $20 or so on in-app purchases,"

      Stop rewarding DRM'd games you never own. Jesus. The game can up and die at any moment it stops being profitable for the developers. If less then 1.5% of the people who play path of exile pay anything what happens when the next big game comes out?

    4. Re:Rewarding the developer. by Ralph+Wiggam · · Score: 1

      Double XP is pretty benign. You still have to put in a *lot* of hours to unlock the higher level guns. A good player earns more than twice as much XP per game than a bad player anyway.

  15. Backwards by Anonymous Coward · · Score: 0

    "whales, like gambling addicts, subsidize fun for everyone else."
    "Whales" as the jerk calles them, are people who pay because they want to win, to dominate other players. Lose some non-paying customers and they'll lose paying ones too.

    In a multiplayer game, players are part of the game itself.

  16. If the first 25% is actually without charge by tepples · · Score: 1

    Check if the game immediately starts suggesting you go to their store in order to be useful -- if it looks like you'll never get anywhere without buying the baubles, uninstall it.

    Does half an hour count as "immediately" to you? Because in Doom, a speedrunner has proved that it takes only 6 minutes and 7 seconds from game start to "You've completed the demo. You can unlock the rest of the game with a one-time payment."

    1. Re:If the first 25% is actually without charge by JoeMerchant · · Score: 1

      Free market, as long as the stuff uninstalls cleanly, I'd say anything is fair.

      I had one "Free" game that started sending me notifications every few days - I don't care if I can tweak my O.S. to filter them, I can also just uninstall the crap.

    2. Re:If the first 25% is actually without charge by idontgno · · Score: 1

      Interesting point. Mobile app vendors have re-invented shareware. Yaaaay.

      I had hoped we, as an industry, had gotten past that embarrassing epoch in our history.

      --
      Welcome to the Panopticon. Used to be a prison, now it's your home.
    3. Re:If the first 25% is actually without charge by petermgreen · · Score: 1

      I think there is a difference between clearly advertising something as a "demo" (and listing the price for the full game upfront)or "first episode free" (and then clearly listing all the remaining episodes upfront with prices) and advertising something as free to play and then slowly extracting the money from the person as they realise they have to pay for important features of the game one by one which is different again from pushing the gamer the gamer into spending real money on in-game consumables.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
  17. "EU to warn that purchases cost money" by LordLimecat · · Score: 1

    'Games advertised as "free" should not mislead consumers about the true costs involved.'

    My gosh, someone should warn people! When you buy things, it costs money!

    Maybe we should have them issue a warning that "buy one, get one free" isnt actually free: buying one costs you money. How sneaky!

    1. Re:"EU to warn that purchases cost money" by unimacs · · Score: 1

      Well, one problem is that many of these games are targeted at kids. Free should really mean "free", and not "mostly useless until you spend money".

      Computer game makers now have brought on people from the gaming industry (as in gambling) to get better insight on how to hook people. And casinos will target people who've historically spent wads of cash with free rooms, meals, shows, and other perks to get them to come back. They do this knowing in many cases that those people they're targeting have a serious gambling problem.

      There are serious ethical issues involved here.

  18. Finishing the demo by tepples · · Score: 2

    I consider playing the game without doing in-game purchases part of the game.

    So how did you pass the end of "Phobos Anomaly" in Doom? You know, the one where it asks you to buy the rest of the game to continue. My point is that there's a continuum between the shareware model and the abusive wait-barrier IAP seen in My Little Pony and Dungeon Keeper.

    1. Re:Finishing the demo by Windwraith · · Score: 1

      You are, like, talking of the shareware "demo" version of Doom. The complete game doesn't act like that, and what you say might confuse younger readers that never knew shareware was pretty much the demo version of it. It also made the game famous back in the day, but nobody considered the shareware release to be the actual game of Doom.
      Comparing it to those little time/money suckers is just wrong. You should be ashamed of yourself, I hope cacodemons invade your house and turn the floor into lava or something.

      Jokes aside, that one gave you one episode in full and once you purchase the full game you have the actual full game. In those examples you mention, if I am not mistaken, it's about purchasing little items, characters or playtime, in several small payments instead. Even if the basics are similar (pay for a game) in one case it was a demo given out to promote a full game, while in the others paying for stuff is an actual core mechanic of an otherwise freeware game.
      Sure you can argue that Thy Flesh Consumed was some form of DLC addon by today's standards but back in the day we used to call those "expansions" and tended to bring something minimally juicy to the table instead of just one character or silly hat or single map.

      Maybe this is just my love of Doom speaking, but I don't know, comparing it to my little pony hurts man. And purchasing Doom/DoomII back in the day eventually gave access to a near-infinite amount of free mods that are still coming even today. Few games offer as much value as Doom.

    2. Re:Finishing the demo by Anonymous Coward · · Score: 0

      Given that you had to get the rest of the game through means outside of the game?

    3. Re:Finishing the demo by idontgno · · Score: 2

      If we wanted a Doom analogy for TFA situation, I'd argue it'd be like you can get full DOOM for free, but you have to buy ammo for any weapon above the normal shotgun from the publisher. Say, 50 cents for 150 minigun bullets or 100 plasma rounds or 2 BFG shots or a few rockets.

      Which would suck super, considering how many rockets I had to fire to kill the cyberdemon at the end if Ep 2.

      Dammit. Now I'm going to have to find, dust off, and install my Doom collection CD.

      --
      Welcome to the Panopticon. Used to be a prison, now it's your home.
    4. Re:Finishing the demo by Windwraith · · Score: 1

      Yep, I think that is a correct analogy. Pity Slashdot won't let me rate your comment.

      Doom turned 20 years old in December, so I got quite into it recently, actually making mods and playing the newest ones from the community. I fully recommend doing the same. If you find maps and weapons stale, go grab GZDoom and play it in glorious GL with fancy new modded weapons, system mechanics (the "wrath of cronos" mod is pretty competent as an RPG mod for example), and if you search for Oblige (at sourceforge) and enter the forums you can download a WIP for a really good random map generator. You can make Doom into a roguelike if you are so inclined, nowadays.
      And I fully recommend a full conversion named Reelism, it's a blast for short bursts of 5-10 minute gaming.

    5. Re:Finishing the demo by The+Snowman · · Score: 1

      Dammit. Now I'm going to have to find, dust off, and install my Doom collection CD.

      Be sure to install a modern source port such as ZDoom (software rendering) or GZDoom (OpenGL). Doom is still fun and playable in 1080p with all the old bugs fixed. Some of the custom levels are phenomenal too.

      --
      24 beers in a case, 24 hours in a day. Coincidence? I think not!
    6. Re:Finishing the demo by Anonymous Coward · · Score: 0

      I prefer the plasma cannon for cyberdemons. The shotgun itself is good for many situations, though.

  19. The same applies to Facebook. by Anonymous Coward · · Score: 0

    If you are not paying for a service, you are the product being sold (cheap AI) and not the customer.

  20. How to get more money out of players by Anonymous Coward · · Score: 0

    Allow me to buy stuff for others. I'd buy Nariel Pridence anything she wanted. New spaceship? New planet?

  21. Bitcoin by tepples · · Score: 2

    we should collaborate, make our own game that's nothing but microtransactions

    I believe that game is called "Bitcoin". It even has a character named after the protagonist of Pokemon.

    1. Re:Bitcoin by ButchDeLoria · · Score: 1

      Twitch Plays Bitcoin Miner.

  22. Zynga's Whale Problem by rsborg · · Score: 1

    "It costs money to develop and keep a game running, just like those fancy decorations and free drinks at a casino; whales, like gambling addicts, subsidize fun for everyone else.'"

    Except video game players are more accurately described, than even casino players, as whales.

    This is what Zynga reported years ago (before the bloom went off their rose) [1] - this entire economy seems ... ripe for abuse as a mechanism for laundering money in my opinion. In Zynga's case, I told one of my friends who worked there that if I was an investor, I'd love to be funneling money to Zynga, while my stock represented 100x the value of whatever I "donated". That's just one use case, it could be used simply to launder money from "users" to "developers" (what if they're both the same) - going through an app store runs the money through an reasonably effective one-way function at a basic cost of 30% overhead.

    [1] http://www.businessweek.com/ma...

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  23. More than just games. by SlurpingGreen · · Score: 1

    This is not new. When you go into the grocery store, everything is 1/3 more free, buy one get one free, 5 for $5, $0.99. Advertising. Data-mining. Figuring out how much your internet will cost after the 6 month introductory rate. These are all obfuscations and manipulations.
     
    I don't think you can just say, oh some people are just stupid, these manipulations don't work on me. We're all cynical. We all know the games aren't free, that we're being suckered. If someone asked us rationally would you rather pay $3 for a game designed to be fun versus a free game specifically designed to constantly bother you for money, many of us would say we'd pay $3. But then you're bored and want to waste 5 minutes so you go into the app store and there's the $3 game next to the free game. $3 is a commitment, maybe it isn't good. Download the free game. It sucks. Whatever. Next guy does the same. Boom. Suddenly the $3 game doesn't show up when you look at what games everyone is playing.
     
    It's really not obvious how to avoid obfuscation and manipulation in a 'free' market.

  24. Rich kids by Anonymous Coward · · Score: 0

    A while back I had a discussion with a buddy in the gaming industry about a fashion game. It had become popular with a click of girls with too much money to spend, oil barren kids and the like. Per the developers, they would drop 10k easy to obtain all of the virtual outfits. This could be the game in question, and if so, I don't feel sorry for them.

    1. Re:Rich kids by Anonymous Coward · · Score: 0

      It had become popular with a clique of girls with too much money to spend, oil barren kids and the like.

      FTFY

  25. The whole world sucks by Anonymous Coward · · Score: 0

    There is a lot of shaddy practices in the free2play world, but sadly I don't find the 'brick and mortar' world much better.

    There is a *lot* of soulless games thar produce impressive screenshots and videos, but then are curiously devoid of depth and gameplay, lasting only one or two sessions. Do you know why? That is because you pay before you play and the game can dispose of you once you dipped. That kind of game is designed to get players interested before they get access to the game, so they will get to you with a massive (if short) marketing campaign, and bribed reviewers. Ask around and you'll meet a lot of old players who don't play games anymore because the games have stopped giving them what they want (things like duration, content and depth) and instead they are all about big cutscenes and FX.

    On the other hand, the freemium world is slowly being taken by non-games designed to exploit purchasing impulses and gambling genes. Developers such as King.com are just small-time criminals operating on a very large scale. Everything on their 'games' is fraud, a deception designed to give you false value for your money at the moment when you are most vulnerable. We need legislation against that kind of shit. Those people should be in jail, not laughing at the world and amassing millions. There is a reason why gambling is tightly regulated, when not downright illegal, and this is no different (in fact, it is even worse; this is like a form of gambling where losing is guaranteed).

    That being said, freemium can be done right. In fact, it is probably awesome when done right. Path of Exile is excellent, for example. The sad thing is, that kind of game can't exist at the brick and mortar world (sorry, not flashy enough, you need a $100 million production for each four hours worth of content to compete there) and can't compete at a pure freemium market such as mobile (sorry, you need to pay for visibility there, and at such rates that only fraud games designed to exploit gamblers can compete).

  26. The kind .. by savuporo · · Score: 1

    So, why arent "in app purchases" considered gambling yet anyway ? I'm playing a nice game of .. lets say .. Boker here on my crappy android phone. Another in app purchase lets me play another round at the "high rollers" chat room .. why is that different than physically sitting at a table in Bellagio ?

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    1. Re:The kind .. by bhiestand · · Score: 1

      So, why arent "in app purchases" considered gambling yet anyway ? I'm playing a nice game of .. lets say .. Boker here on my crappy android phone. Another in app purchase lets me play another round at the "high rollers" chat room .. why is that different than physically sitting at a table in Bellagio ?

      It's not. Taken to court, I highly doubt the developers would win... but for some reason the FBI aggressively pursues online poker sites while everyone ignored "Apps".

      I am [obviously] not a lawyer, but I suspect the defense/justification is that you can't actually win any real money in these games... only in-game currency or items that you would otherwise have to pay for. So I guess it's not gambling if you can't possibly win?

      --
      SWM seeks new sig for a brief fling
  27. Occupy App Store by radarskiy · · Score: 1

    0.15% of the players, 50% of the revenue!

  28. The truth? by Charliemopps · · Score: 1

    The truth is, these games are setup to milk money out of a few rare people that have both money and a serious enough mental disability that they're compelled to fall for these immoral tactics. The blatant exploitative behavior of these "Developers" is shameful.

  29. You can't say "demo" or "trial" anymore by tepples · · Score: 1

    You are, like, talking of the shareware "demo" version of Doom.

    I think part of the confusion is that app stores don't let developers say "demo", "trial", or "test" anymore. See section 2.9 of Apple's App Store Review Guidelines from September 2010. (I apologize for the outdated information; newer versions are behind a $99 per year paywall.)

    The complete game doesn't act like that

    I'm aware of that. But nowadays, it'd more than likely be implemented on devices with the engine and first episode available without charge and episodes 2-3 (and later 4) as a paid expansion purchased through the platform's in-application purchase framework. I guess part of this was directed at some of the criticism of OUYA, which requires all games in the store to have at least some free-to-play experience, at around the time when games for major consoles were devoting disc space to paid day-one DLC and mobile games were starting to abuse repeatable IAPs just to allow taking more than a handful of turns in one 24-hour period. People saw "IAP" and knee-jerk replied in a manner that showed that they had forgotten about the traditional shareware model.

    1. Re:You can't say "demo" or "trial" anymore by Windwraith · · Score: 1

      Whoa, I didn't know about such restrictions. What a strange rule. Explains a lot though.

      And yeah, I guess you are right about IAPs. I prefer to avoid games with such systems, and so far I feel like I haven't lost anything of value.

      It's funny, and excuse the storytelling, back in the day I had no problem paying for playtime (arcades), just bringing a handful of quarters and having fun. For some reason, that doesn't feel as right when you aren't inside an arcade. I guess I enjoyed the cabinets being larger than anything at home, or having unique stuff like gun games or "full-body" games like those rotating Afterburner II cabinets, or simply games that never existed on consoles or PCs.
      Nowadays if some home game wants me to pay for credits, I don't feel it. Even if it was 5 cents a credit it's just not the same. And besides, pressing some buttons and waiting for some online transaction to finish...cannot compare to dumping quarters and hearing them clang inside the machine. It's like if one literally felt that money was having an actual effect on something instead of being some number that you can't go below a certain range or you get a game over (eviction). They handle your real life money like some other stat like your EXP or health.

      At least, back in the day of paying for credits, developers were creative in finding devious ways to make the game hard, creating challenging levels that were, unless the game was crap, possible to surpass with enough raw gaming skills, even infamous quarter-munchers like Gauntlet II were possible to enjoy for a long time with one single credit and skill. Nowadays they just put a lot of random digital diarrhea of the mind behind a purchase button and that's it. Gotta get that top hat.

      Ah, sorry for the verbose, I hope it conveys the point though. Which is basically "their creativity has stagnated to the point of where IAPs and DLCs get more creative thought than the actual game itself". Your mileage may vary, good games are still being made, but it seems to be the trend at the lower tiers of gaming, if you imagine gaming as a pyramid with the good and scarce stuff at the top, and stuff like candy crush saga and farmville clones forming the crap but common bottom.

  30. So what's less embarrassing than shareware? by tepples · · Score: 1

    If you consider shareware "embarrassing", what's a better way to evaluate a purchase before making it?

  31. $10,000 a month by Jason+Levine · · Score: 1

    If I had an extra $10,000 a month to spend, I'd much rather spend it on vacations with my family than microtransactions in a game. Call me crazy, but $10,000 can buy a pretty incredible vacation (or a series of incredible vacations) with life-long memories. Who's really going to look back 20 years from now on how they got some extra items in some mobile game that likely won't even exist anymore?

    --
    My sci-fi novel, Ghost Thief, is now available from Amazon.com.
    1. Re:$10,000 a month by seanvaandering · · Score: 1

      The kicker is... the guys who's blowing $10K on a game is probably getting some kickass vacations, and probably getting them free too. Rich people comp other rich people all the time.

    2. Re:$10,000 a month by flargleblarg · · Score: 1

      How do you know that person isn't taking $1,000,000 vacations and spending the $10,000 while ON vacation?

      In other words, someone with an extra $10,000 to spend on games probably actually has an extra $1,000,000 to spend on other stuff as well.

  32. So basically... by mark-t · · Score: 1

    ... this is just an observation of the pareto principle?

  33. Less convenient to buy = better? by tepples · · Score: 1

    As I understand what you're trying to tell me, shareware that makes the user leave the program's UI to upgrade is better precisely because the user has to leave the program's UI to upgrade it. I don't agree yet, but if you're willing to explain in more detail how making a product less convenient to buy makes the product better, I'll consider it.

  34. Free to level 20 by tepples · · Score: 1

    Paradoxically, I'd probably quit if WoW became free-to-play, but limited until you paid

    In that case, you should have got out in mid-2011 when World of Warcraft became free to play up to level 20.

    1. Re:Free to level 20 by seanvaandering · · Score: 1

      Honestly, the following list is hardly a reason to quit the game - any starter edition Level 20 can't do squat compared to a normal paying member.

      You can only chat in "say" and "party".
      You can't send whispers (unless the other person has a starter edition also).
      You can't join guilds, trade, invite players into a party.
      You can't use mailbox (in game mail). Real ID or voice chat features.
      You can't participate in pet battles.
      You can't gain more than 10 gold.

      To be honest - the list restricts those players so much, that as a Level 90, I have never ever seen one actually in game.

  35. IAP is just DRM'd games as a scam... by blahplusplus · · Score: 1

    ... and the small percentage of feeders are ruining videogames as a whole. It sucks that these people exist, they are fucking up gaming.

  36. My 11-year-old son was a whale by Anonymous Coward · · Score: 0

    He got an iPod for his birthday, and of course when you set up the accounts for it you need to attach to a credit card, or at least it seemed that way to us back then. He's generally a good kid so we told him to come to us before he bought anything, and left it enabled.

    The problems started when he got $100 total iTunes gift cards for his birthday from various people. Now he had money that could only be spent on games, and no total remaining balance was shown. He got in the habit of just typing in the password to purchase whatever in-game gems he wanted.

    Before too long, our credit card was being charged. My wife watches the bills, but because she assumed it was me spending the money didn't question those charges. It took 9 months before we communicated properly with each other and our son about the charges. By this time the total was in the many hundreds of dollars.

    I'm frustrated the credit card had to be tied in to the account, but feel we were largely responsible for this insanity.

    To Apple's eternal credit (pun intended), they gave back every penny (and this was before the recent legal settlement). I don't intend to be a shill here, but with that kind of support you can be certain I'll be buying their hardware for many more years.

  37. Whales = stolen cards? by Seor+Jojoba · · Score: 1

    Here's a conspiracy theory for you: what if all the big spenders are just people buying stuff with stolen cards? Spending $10,000/month makes a lot more sense when it isn't your money. Plus, online purchases don't have the risks. So it seems like a logical place for stolen cards to be used.

  38. Doubtful by rsilvergun · · Score: 1

    The credit card companies would have long since started flagging Internet game companies as such high risk that they'd be out of business.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  39. StarCitzen by Anonymous Coward · · Score: 0

    Tell that to the StarCitzen dev team and hardcore fans. From what I've heard 10k is pocket money for some of those people, and the game is not even close to be released yet.

  40. No demos allowed by tepples · · Score: 1

    I think there is a difference between clearly advertising something as a "demo" (and listing the price for the full game upfront)or "first episode free" (and then clearly listing all the remaining episodes upfront with prices)

    It'd have to be the latter because the App Store bans the word "demo".

  41. The 30% cut pays for mitigating this risk by tepples · · Score: 1

    These devices' app stores' policies funnel all payment through Apple and Google, which presumably have people working full time on managing payment processing risk.