|
|
|
|
|
by makecheck
2997 days ago
|
|
A start. Now they need to shrink in-app purchases. Seriously, I see games with over a dozen kinds of in-app purchases that total well over $100 (sometimes individually that high), and many listed purchases seem to be for repeatable things like gem bags. How much money can you possibly spend on a game!? It should be completely against the rules for heaps of purchases like these to even be an option. Basically, your app should have a hard limit on the number of items, a lifetime limit on dollars spent in total, and this theoretical maximum spend should be displayed in giant print next to the price when you download it. Furthermore, on every single app update, if any in-app purchases are changed, the new total dollar amount should be displayed in large text next to the updating button and such apps should not be possible to install via auto-update on a device. |
|
Mobile developers really only have a few choices available to them:
1) Have users pay upfront or pay a subscription. This was how the app stores started and it quickly turned into a race to the bottom for free apps. The market had spoken.
2) keep users around long enough to show them enough ads.
3) keep users around long enough and add enough pain in the progression systems that the users decide to spend.