Forum Discussion
9 years ago
Anyone who is confounded by the freemium marketplace should read the marketing info from SWRVE that is linked in the NextWeb article:
http://thenextweb.com/insider/2016/03/23/free-to-play-games-are-not-the-way-forward-for-mobile-gaming/
SWRVE lists EA as one of their client companies, so these results likely include stats from EA games and players.
It seems obvious that freemium game developers are pushed, advised, cajoled, whatever by statistics like these to get more money from the middle to top end than the bottom of paying players.
According to SWRVE, in Feb 2016, 40% of sales came from purchases between $0-5, but that represents just 16% of income. Their results peg just 0.19% of players with creating the majority of IAP income for games.
It is unfortunate that freemium developers seem to just follow the marketing to create more IAP between $6-20 in an effort to push that segments income. Wondered why that crystal sub pack and instant upgrade are priced as they were? Here are statistics which indicate the marketing logic behind the apparent madness.
The problem is that this is the only route freemium developers are taking, instead of a broader attempt with more low cost packages, they take the advice that you should offer less for more to get repeat purchases.
It's been working in the freemium market, but even SWRVE posits a current small downswing in income might just be players getting smarter about the IAP's being offered.
So there's a chance the marketing advice will change, and the targeting of IAP as a result, but there's no indication that this game is going to buck the trend.
TL;DR - IAP's might change eventually in the industry, but we going to have to demand it through all feedback channels available - even those that seem unheard like forum comments.
http://thenextweb.com/insider/2016/03/23/free-to-play-games-are-not-the-way-forward-for-mobile-gaming/
SWRVE lists EA as one of their client companies, so these results likely include stats from EA games and players.
It seems obvious that freemium game developers are pushed, advised, cajoled, whatever by statistics like these to get more money from the middle to top end than the bottom of paying players.
According to SWRVE, in Feb 2016, 40% of sales came from purchases between $0-5, but that represents just 16% of income. Their results peg just 0.19% of players with creating the majority of IAP income for games.
It is unfortunate that freemium developers seem to just follow the marketing to create more IAP between $6-20 in an effort to push that segments income. Wondered why that crystal sub pack and instant upgrade are priced as they were? Here are statistics which indicate the marketing logic behind the apparent madness.
The problem is that this is the only route freemium developers are taking, instead of a broader attempt with more low cost packages, they take the advice that you should offer less for more to get repeat purchases.
It's been working in the freemium market, but even SWRVE posits a current small downswing in income might just be players getting smarter about the IAP's being offered.
So there's a chance the marketing advice will change, and the targeting of IAP as a result, but there's no indication that this game is going to buck the trend.
TL;DR - IAP's might change eventually in the industry, but we going to have to demand it through all feedback channels available - even those that seem unheard like forum comments.
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