Monday, 11 July 2011

Free to Play

Reading Trip Hawkins comments this morning that "any segment of the games industry on any platform - if you make it free-to-play with virtual goods it'll be better, financially," on GamesIndustry.biz, straight after reading that free to play makes up 65% of the App store revenue (again courtesy of GI.biz) got me thinking. II purchased the new Guardian app last night for free, then paid £3 for 6 months subscription. The process enabled me to evaluate the quality of the app first and then make a decision based on how long ill likely use it for, as i may not have my iphone after September I decided not to pay the extra for the 12 months. The same can be said of games, allowing players to dictate how much they are willing to pay based on their usage is a far better monetisation than the usual standard set price, just ask Zynga.


It also got me thinking about something Peter Molyneux once said, instead of demos, why not release the first 30 mins of a game in full and then require the player to pay to continue playing. The different monetisation strategies developing within the industry is really interesting and should hopefully allow for cheaper games, happier players and more prosperous developers.


On a side note I had a phone interview earlier, the job sounds fantastic and exactly what I'm looking for, unfortunately I talk way too fast on the phone which hopefully hasn't dented my chances.

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