One Price Does Not Fit All

One Price Does Not Fit All

A few days ago I gave a talk at Evolve 2011 (part of the Develop Conference in Brighton, England) titled “One Price Does Not Fit All”. The main idea of the talk was the importance of “flexible pricing”: Letting players spend as much money as they want to get more enjoyment out of the game and customize their play experience. Flexible pricing can result in revenues much higher than the traditional fixed price approach (derived from manufactured goods). It’s also orthogonal to the concepts of freemium and social games, and we’re only scratching the surface in ways to effectively implement it in games. Here’s the official conference abstract: Did the biggest fans of your game spend more money on it than someone who played it just a few times? If not, you’re leaving a huge percentage of money on the table. This session will talk about how digital distribution has made fixed prices obsolete and how you can take advantage of flexible pricing through in-app purchases in your games. We’ll also talk about the consequences (good and bad) of making a game free to play. The session will present hard data from iOS platforms, but applies to all digital distribution platforms. ...

The Power Of In-App Purchases

The Power Of In-App Purchases

I finally managed to get through the hotel wifi and upload the slides for this morning’s 360iDev talk: The Power Of In-App Purchases. Thanks everybody who attended for the great questions and feedback! Session description The common-sense approach to make money on the App Store used to be to do anything to get on the top charts. In-app purchases changed all of that. Good in-app purchases can make your app profitable without being anywhere on the charts, and are the best hope for the independent developer. Come to this session to learn why IAPs can be so effective and how to leverage them effectively: what makes a good IAP, how to increase your user involvement, how to present IAPs in an attractive way, what things attract users, and what things turn them away. We’ll go through lots of detailed real-world data from Flower Garden and other games with strong IAPs. ...

IAP Bundles: More Than Just Good Deals

IAP Bundles: More Than Just Good Deals

In-game point bundles are nothing new. Even before the time of in-app purchases, Zynga was famous for releasing “points” apps to increase your game reputation or other stats. The fact that they released not just one way of getting points, but many different apps at different price points, was something I dismissed as a marketing tactic to try to get noticed on the charts. Fast-forward to now, and as more companies are jumping into the bandwagon of games that need “points” to make progress, we’re still bundles. Again, I chucked that up to legacy reasons and doing what worked with the standalone apps. ...

The Power of Free (aka The Numbers Post #3)

The Power of Free (aka The Numbers Post #3)

It has been two months since the last “numbers post”. It covered the Valentine’s Day promotion, spike in sales, and subsequent settling out at a very nice level. Here’s a recap of what things looked like at the beginning of May (revenue was about $1500 per week): The Plan Mother’s Day happens at the beginning of May (in the US and Canada anyway, I’m afraid I was too busy in April and I missed Mother’s Day in a lot of European countries). I figured it would be the perfect time to do another push. ...

Paying Off: The Story Behind Unearthed

Paying Off: The Story Behind Unearthed

Today I have the pleasure to introduce the first-ever guest post in Games From Within, Joey Chang. Like me, Joey worked for many years in the game industry, and finally took the plunge last October to become an independent game developer. Unearthed is his first iPhone project and it’s a very unique free to play, augmented reality (AR) game with an X-Files-like theme. Joey was kind enough to share the story behind Unearthed, some of the decisions leading up to the final game, and the initial reception and sales numbers. Thanks Joey! ...

Making A Living (Comfortably) On The App Store (aka The Numbers Post #2)

Making A Living (Comfortably) On The App Store (aka The Numbers Post #2)

A few months ago, I wrote a post analyzing how Flower Garden had done since it was released. It was a story with lots of ups and downs, tales of trials and failure, but ending on a positive, optimistic note. It went on to become one of the most read posts in this blog, and the comments were all very encouraging. Clearly, people, and especially other developers, are hungry for this kind of data. ...