I started playing a Simon's Cat puzzle game on Apple Arcade (I don't remember the full title now) that was great fun for a while. Then I hit the wall everybody complaining in the reviews also ran into. The tile- and row-clearing consumables that were available for in-game coins went from skippable to almost mandatory to overcome the RNG. It was obvious that the difficulty spike was originally designed to drive MTX coin purchases, and they removed the store to go Arcade-exclusive but left in the manipulative game mechanics.The thing I noticed in Apple Arcade games, though, is that the trappings of Free-To-Play have even started invading titles without microtransactions. There are plenty of Apple Arcade games that have you go through pointless hoops of exchanging one type of in-game token for another in order to get some kind of upgrade.
It’s almost as if there’s a generation of gamers who grew up in the belief that the exploitation mechanics of Free-To-Play are a desirable part of the gaming experience.
I know dozens and dozens of people who spend hours every day loving microtransaction games.Strange how I don't know or see ANYBODY who likes or plays microtransaction based games, preferring to pay up front (just like myself) yet so many do play and make these guys so much money. Let me pay up front and play like a normal game.
I think the difference in Rovio's revenues from classic AB and AB2 reaches the opposite conclusion: that the masses are more than happy to keep clicking buy in the app to feed their habits.Gosh, you mean consumers don't want to be wrung like a wet rag by aggressive monetization in every aspect of their online and electronic lives? Who could have predicted this
Possibility A: Yes, they really think that, and have evidence to support it.I don't quite get their logic. When both options (paid-once, microtransactions) are available, only a small portion of their customers chose the paid-once option ($30000 so ~43000 downloads, versus 900000 downloads, so less than 5%). How does <5% have significant negative impact to their bottom line? Do they really think that if they remove the option, most of those discerning customers will end up spending double/triple-digit dollars in microtransactions?
I still play PvZ 2, my in game store is broken, can't buy anything for years now. Something to do with my account, so the game really is free to play!PvZ 2 was terrible in that regard. That game’s original release was free but surprisingly fun to play without ever paying a dime. Which probably was why it was eventually given a complete redesign that was much more upfront about getting the player to pay up.
I happily would have bought the “old” PvZ 2 for a reasonable one-time price but quickly stopped playing after the revamp.
considering that Rovio Classics: Angry Birds is currently the No. 2 best-selling paid download among all games on the iOS App Store
You don't need Game Pass to do this. Xbox Remote Play supports 360 games, so you could play the 360 entries of the Angry Birds series on your iPhone in the Xbox app, and then Airplay to an Apple TV. Latency can be an issue with Airplay but that shouldn't present a problem for the style of gameplay in Angry Birds.If you don't want your Angry Birds experience marred by ads or pushy microtransaction offers, there's still hope. Apple Arcade subscribers can download Angry Birds Reloaded, which adds some new features over the original as well as Mac and Apple TV compatibility. Try doing that on Xbox Game Pass, we dare ya.
One problem with console and mobile experiences is that they target mainly teenagers, who have some amount of money, very little understanding of how the market previously operated (apparently in rather healthy fashion for decades!), and no concern about cause-and-effect. So there is always fresh blood.
I don't quite get their logic. When both options (paid-once, microtransactions) are available, only a small portion of their customers chose the paid-once option ($30000 so ~43000 downloads, versus 900000 downloads, so less than 5%). How does <5% have significant negative impact to their bottom line? Do they really think that if they remove the option, most of those discerning customers will end up spending double/triple-digit dollars in microtransactions?
The whales, contrary to popular belief, aren't rich with too much money on their hands. They're people vulnerable to addictive behavior. They're preying on addicts.Because of the breakdown of revenue for f2p games. It's all funded by the single digit percentage of 'whales' who pay an abnormal amount.
Those people also have an option, keep paying abnormal amounts or take a break from it and spend a couple of months playing with the one off cost of 99c. Likely Rovio can see the player data on who has done that as well, it wouldn't take a large number of people to start swaying the numbers. If you lose the 1% of 900,000 who do spend double figures in microtransactions, it's pretty easy to get over $30k.
It's not just whales that make the business model lucrative, and the business model can be lucrative without any whales either. Rovio just needs at least 14% of its player base that's currently playing the paid version of the game to switch to one of the free games and spend at least $5 a month to break even on revenue. That means that at least 86% of the player base can play for free and Rovio will still break even or come out ahead, and the numbers become even rosier if more than 14% of the players end up spending money or some of the players end up spending more than $5 a month.Because of the breakdown of revenue for f2p games. It's all funded by the single digit percentage of 'whales' who pay an abnormal amount.
Those people also have an option, keep paying abnormal amounts or take a break from it and spend a couple of months playing with the one off cost of 99c. Likely Rovio can see the player data on who has done that as well, it wouldn't take a large number of people to start swaying the numbers. If you lose the 1% of 900,000 who do spend double figures in microtransactions, it's pretty easy to get over $30k.
Part of the problem is that there has never been anything close to the quality of StarCraft released for mobile. If you exclude ports, I bet there are a few dozen games on mobile worth more than $20. Even Nintendo couldn't make it work. Mario Run is probably their best attempt and it's still a bad Mario game.$5-10? The first game I ever bought was Starcraft for $63 CAD ($49 USD). That's the equivalent of $106 CAD today. 14 year old me had to actually get a summer job and save up. Then I had to do it again when Brood War came out. It's amazing that it's gone from that to people being so whiny about paying $5 that developers feel the only way to survive is with sleazy pay to win crap.
As a developer (not games but it doesn't matter for this), I can clarify that maintaining a paid version in parallel does indeed have some costs associated:
- A team probably works on developing it (at least removing all MTX stuff from the pay-to-win game, if this is just a fork).
- Someone (probably a team) needs to run releases for this game.
- Obviously, a QA team is needed to test each release and new features.
- It adds other extra costs (CapEx, OpEx, HR, Office Mgmt, etc).
All in all, if this game makes just 30K each month, it probably isn't even close to breaking even with all these costs.
So it's not just a question of pay-to-win vs pay upfront, but a rather calculated business decision on their part.
Username checks out.Free to play is a virus and so are the people who support it
Not to mention games that don't see code updates are getting delisted at a rather frightening pace, as though to erase all these company's old history so that time forgets what old games used to be like entirely. Unreal, a single player game, was delisted for no particularly good reason.Angry Birds was released 14 years ago, quickly became a hit, saw two feature films that grossed $500M on a $140M budget and several cartoons, and sold who knows-how-much in merchandise. $30K per month isn't a lot, but it's more than enough for a game that's long been profitable and hasn't seen any development since its release. The Classics version is just a modern port of the original game, the majority of code is the same.
Not sure if Nintendo couldn’t or didn’t want to make it work. They’ve always considered smartphone games a threat to their integrated business model, so when they finally caved and did a phone game, I wouldn’t be surprised if they didn’t give it their best effort.Part of the problem is that there has never been anything close to the quality of StarCraft released for mobile. If you exclude ports, I bet there are a few dozen games on mobile worth more than $20. Even Nintendo couldn't make it work. Mario Run is probably their best attempt and it's still a bad Mario game.
I never played it myself, but I seem to recall some Pokemon mobile game doing pretty okay a few years ago...Not sure if Nintendo couldn’t or didn’t want to make it work. They’ve always considered smartphone games a threat to their integrated business model, so when they finally caved and did a phone game, I wouldn’t be surprised if they didn’t give it their best effort.
I'm pretty sure Rovio is treating how having the paid version available "negatively impacted" download of the F2P versions in much the same way that record companies treated pirated music: doubtless those millions of people who downloaded that song would have otherwise paid $12.99 to purchase the CD if they weren't able to pirate it!So the article says "negatively impacted" over and over and over, but never states how they know this and never answers the question of why the presence of one game would stop people from dowloading another game. Are we supposed to be psychic? If I can't find Angry Birds after searching for 10 minutes do they really think I'm going to buy something else just for the heck of it?
idk if you or anyone else is looking for some mobile game suggestions but heres a few i enjoy on the go. 80 Days, Achikaps, Antiyoy, Minecraft, Mini Metro, Polytopia, and Unciv. Some of them do have mtx but its not ergerious and is more like dlc and others are paid whilst some are free with adsIt's why I don't play games on my phone anymore in one article: nearly the entire market is just pay to win crap that is designed mostly to annoy you into submission or bombard you with ads relentlessly, aiming to suck up as much money as possible. Actual gameplay is secondary.
The real gems are hard to find, but often they originate elsewhere and then get a phone version (like Vampire Survivors).
Only 20% of PlayStation users report themselves as being under 18.Not true at all. Only 20% of PlayStation users are under 18.
They have reasons. Doesn't seem to have done too much to it today though. But something certainly happened in January - maybe that was when this news hit the wires via financial outlooks? Just a guess though.I don't quite get their logic. When both options (paid-once, microtransactions) are available, only a small portion of their customers chose the paid-once option ($30000 so ~43000 downloads, versus 900000 downloads, so less than 5%). How does <5% have significant negative impact to their bottom line? Do they really think that if they remove the option, most of those discerning customers will end up spending double/triple-digit dollars in microtransactions?
My understanding is that most of the $9 million / month FTP income comes from a few whales, who themselves are more likely to pay for the paid version.I don't quite get their logic. When both options (paid-once, microtransactions) are available, only a small portion of their customers chose the paid-once option ($30000 so ~43000 downloads, versus 900000 downloads, so less than 5%). How does <5% have significant negative impact to their bottom line? Do they really think that if they remove the option, most of those discerning customers will end up spending double/triple-digit dollars in microtransactions?
I don't quite get their logic. When both options (paid-once, microtransactions) are available, only a small portion of their customers chose the paid-once option ($30000 so ~43000 downloads, versus 900000 downloads, so less than 5%). How does <5% have significant negative impact to their bottom line? Do they really think that if they remove the option, most of those discerning customers will end up spending double/triple-digit dollars in microtransactions?
As a developer, it pains me to say that this is why companies can lay of double digit percentages of their engineering teams. Developers don't know how to or aren't incentivized to finish a product so that it doesn't need perpetual R&D spend. Usually it's a matter of having good development practices followed by knowing when to put your pencils down.As a developer (not games but it doesn't matter for this), I can clarify that maintaining a paid version in parallel does indeed have some costs associated:
- A team probably works on developing it (at least removing all MTX stuff from the pay-to-win game, if this is just a fork).
- Someone (probably a team) needs to run releases for this game.
- Obviously, a QA team is needed to test each release and new features.
- It adds other extra costs (CapEx, OpEx, HR, Office Mgmt, etc).
All in all, if this game makes just 30K each month, it probably isn't even close to breaking even with all these costs.
So it's not just a question of pay-to-win vs pay upfront, but a rather calculated business decision on their part.
I have to disagree with you there. What if a major change breaks a well designed and programmed app? For example, the iPhone X added a notch to the phone, forcing user interface changes. The iPhone 14 Pro replaced the notch with a Dynamic Island, forcing user interface changes again. Even if the app is developed right, form factor changes sometimes screw up apps, forcing developers to develop new versions of the app to work around or embrace form factor and user interface changes.As a developer, it pains me to say that this is why companies can lay of double digit percentages of their engineering teams. Developers don't know how to or aren't incentivized to finish a product so that it doesn't need perpetual R&D spend. Usually it's a matter of having good development practices followed by knowing when to put your pencils down.
A legacy title doesn't need a dev team because it doesn't need new features. At worst it needs to consume security fixes to found issues and third party libraries, rotate certificates, and occasionally update places where it uses remote services that had deprecated APIs. Even a large code base can have that handled on a part time basis by one person.
If the development team did their job correctly in the first place - and we have no reason to believe Rovio didn't - they don't need a release team. They need a few minutes of a release person's time now and then to sanity check the results of the automated deployment pipeline.
If the development team did their job correctly in the first place, and they're only making maintenance updates to the codebase, the test automation should do the vast majority of the testing. There shouldn't be a need for a full time manual tester, much less a team.
Many of us, as developers, tend to make things more work than they need to be. Updating things that don't need to be updated. Adopting tools that do more than we needed them to. Selecting shiny new technologies that haven't matured so that we're constantly chasing a moving target. Meanwhile there is plenty of software that is done. Finished. And has been for decades. Still available for sale, fully supportable and earning revenue. Without any ongoing development costs whatsoever.