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by wizzo
4859 days ago
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I have been using a microsubscription model for an MMO strategy game for iPhone/Android that I helped develop. (http://spaceuncharted.com) We charge $1/month or $10/year for access to the full game. Here are some things we've learned: -- Apple only allows auto-renewing subscriptions for magazines, newspapers and other periodicals. So, for us, users have to re-subscribe every month, which has lead to very poor retention rates. On Android, we use auto-renewing Paypal subscriptions, and have had more success. -- Having to manage separate billing systems for iPhone and Android adds a lot of development time and headaches. The Apple billing system is particularly time consuming because the errors you get if something isn't configured just right are not helpful. -- Subscribers can have very high expectations for a service that is costs $1/month. When they're paying, they (rightly) demand a high quality product. We've been very liberal with giving out refunds or credits when bugs have arisen or we've had server downtime. |
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If the term is already being used to describe low subscription fees I'll need to thinking of something else.
FWIW, the tech I've lodged with the patent examiners could be extended to cover games as well (and I made sure to write a game in as an example). Single payment/funding scheme for web sites, web apps, phone apps etc is possible.
Edit: some googling sees a multitude of definitions (I wonder why I didn't notice this before?). I guess good names are hard to find.