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by makecheck
2681 days ago
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The problem for me is that games are rarely designed to be “complete” anymore. I assume there’s some kind of catch with most of them, and it’s tiring. Why spend time on a game only to discover that it’s actually missing entire chapters, or has major bugs, or is curiously un-fun without an oddly expensive “optional” item? (Clearly many people must fall for these schemes, otherwise so many games would not be designed this way.) “Initial price” seems to be the lure. Game revenue would look a lot different if publishers were required to use the term “Submit DOWN PAYMENT of $0.99 (All Content: $200.00)” or “Pay First Month $0.99 (Price Per Month: $3.99)” or “Try Now (All Content: $389.00)” or “Buy Chapters 1-3 ($9.99)”. Similarly, it would be very useful if publishers were required to show statistics on what percentage of people bought each downloadable pack. If you offer different downloadable chapters for instance and I see you have 50,000 downloads of the first chapter at $0.99 and like 10 people buying Chapter 2, I can conclude that maybe your game was not fun enough for people to want to play more. The platform may be able to determine this too, e.g. calculating an “average price per hour” factor that translates app time from those who purchased at least one component of the app, giving you a sense of how much time they were able to spend for their money. |
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Most of the top games your find on metacritic for Switch, PS4, PC and Xbox One don't do that.
For example games like Breath of the Wild, Witcher 3, and Read Dead Redemption 2 are complete games without the catch you are talking about.