Pricing in mobile games

Daniel Feldt
10 replies
This is one of the things that I've been thinking A LOT about when developing my game that launched today on Product Hunt: https://www.producthunt.com/post... Got feedback that it's a bit pricy for a game. It's $2/month, $12/year or $15 for lifetime. There is also a free play option that you can use 1 per day. This was my reply to the feedback: - Thanks for the feedback Justin! Pricing is HARD and it’s probably one of the things I’ve spent the most time thinking about. I know a lot of people are fine with ads in a game as long as they can play for free. You usually pay with something else, like privacy intrusive data collection for instance – without you really knowing about it. And that’s fine with me, I have the choice of just not playing those games. My reasoning with Krono was that purchasing a lifetime access ($15) is about half the price of a similar style board game in a physical store. The difference is that with an app you have access to it all the time via your phone, the game updates regularly with new questions and challenges and there’s lots of other content we can work with and present to the player. I think it’s a pretty good deal. 1 month of unlocking everything in the app is $2. I think that’s a very reasonable price. We include shortcuts for the player to easily manage the subscription in the settings of the app; so it is super simple for a player to cancel their subscription right away after purchasing a months access – all thanks to Apple and how smooth the whole subscription management is in iOS. But yeah. Pricing is HARD. As a player I’m pretty tired of the subscription model (that’s why there is a lifetime access too) and I have had qualms of using it. But as a publisher and developer the subscription models is quite nice and that’s why we see it so much now. I’m sure the pricing and business model of Krono will change over time. This is the path we’ve chosen at this time and we’ll see how it goes. Thanks again for the feedback! - What's the community's thoughts on pricing in mobile games? Have I perhaps gone too far with too many options (free option, monthly, yearly, lifetime)? Should I just abandon my ideals of staying away from ads in the game?

Replies

Veales
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Kristoffer Forsgren
To answer the last question regarding staying away from ads in the game: Personally I absolutely despise ads in games. In _best_ case they make everything feel cheap, and also contributes to a nagging feeling along the lines of "I wonder how many data brokers my data is passed along to this time". Most of the times the ads are borderline fraudulent as well. I guess you've also seen all those ads showing some sort of gameplay, which are nowhere to be seen in the actual game that are being advertised? Most of the time the games being advertised also are ad based or pay to win games. Keep staying away from ads. I believe the way Playdead handled it in their game Inside is terrific. The game is free. No ads. No limits on play sessions. However, you are only allowed to progress a bit into the game. You'll reach a "to keep on playing, unlock the full game" screen. The playtime up until then gives the player a nice sense on whether they will enjoy the game or not. The ones who pay will do so happily. No feeling along the lines of "that was a waste of money". The ones who does not enjoy the game wouldn't keep playing it anyway.
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Andrew Phillips
Mobile game pricing is a mix of art and science. Developers often use a combination of monetization strategies, such as in-app purchases, ads, and even subscription models. The key is to find the right balance that keeps players engaged without pushing them away due to excessive costs or ads.
richard45
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Harshal Jani
Pricing models in mobile game development can depending on the game and its developer. Here are common pricing models used in mobile games costing: Free-to-Play (F2P): These games are free to download and play. Developers generate revenue through in-app purchases (IAPs), such as virtual currency, power-ups, or additional content. F2P games often include optional ads to generate additional income. Freemium: Similar to F2P games, freemium games are free to download and play, but offer additional content or features that can be unlocked through IAPs. Freemium games typically provide a more limited experience for free, with the option to pay for enhanced gameplay. Premium: Premium games require an upfront purchase to download and play. These games usually offer a complete and unrestricted experience without the need for additional purchases or ads. Premium games tend to have higher production values and are often offered at a fixed price. Subscriptions: Some mobile games offer subscription models where players pay a recurring fee, usually on a monthly or yearly basis, to access premium content, in-game bonuses, or other perks. Subscriptions are becoming more common, especially in multiplayer or online games. Pay-to-Win: In pay-to-win games, players can gain a significant advantage by spending money on IAPs. This model has received criticism for creating an unbalanced playing field, where those who spend more money have a greater advantage. Ad-Supported: Games that are ad-supported offer a free gameplay experience but display ads during gameplay. Developers earn revenue through ad impressions or clicks. Ad-supported games often provide the option to remove ads by making a one-time purchase. Conclusion some games may combine multiple pricing models. Additionally, pricing models can evolve over time as developers release updates or expansions to their games. Always review the pricing details before downloading a game to understand the specific model and any associated mobile game development cost.
Jessica
Your thinking about how to price your game is really nice and understandable. Offering different choices for players, like the monthly, yearly, and lifetime options, is smart because everyone has different preferences. Comparing the price to a physical board game makes sense too, especially when you're giving updates and more stuff to enjoy. The no-ads idea is cool, showing you care about players' fun and privacy. It's tricky finding the right balance because players know games need money to keep going. Adapting your prices based on feedback is a good move. Checking how players feel and adjusting from time to time can be helpful. You're doing a great job mixing what players want and what works for your game.
Roger Gallagher
In the realm of mobile games pricing, striking a balance between player satisfaction and revenue generation is crucial. Developers often opt for free-to-play models with in-app purchases, ads, or subscriptions. This approach can enhance accessibility but may affect gameplay experience. As for modern gambling, it offers convenience but raises concerns about addiction. While I don't endorse gambling, some enjoy casino games responsibly. Personal favorites include poker and blackjack. For those interested, leveraging bonuses like no deposit bonus codes australia can be advantageous. However, moderation is key, as excessive gambling poses risks.
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