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Exploring The Pros and Cons of Freemium Gaming On iOS

Great article by Craig Grannell, who interviewed several game developers.

In particular, this part:

More often, though, you hear about, as Ismail puts it, games specifically designed to be “less fun unless you pay, but just addictive enough that you want to play”. Money and research is poured into analytics, metrics, monetisation and behavioural targeting. “The difficulty for me is you’re then no longer designing the most engaging experience for a player, and are instead designing mechanics around getting people to drop money as often as possible,” says Perrin, who likens this system to the gambling industry.

As a long-time gamer, I still find myself wondering whether In-App Purchases will eventually prove to be a healthy model for the quality and economic viability of games. I like to think that it’s possible to use IAPs without being evil, but that far too many companies are exploiting them. Keep in mind, though, that I’m biased.

Our previous articles on games and IAPs still hold true today: there’s a conflict between economics and goodwill, but I’d argue that, ultimately, value is what truly matters.