Board Thread:Game Discussion/@comment-28176594-20160922011403/@comment-26329136-20161005061916

RandyMc wrote: Mr Procrastinator wrote:

RandyMc wrote: If they were smart, they would either charge a reasonable upfront cost for the game, or lower the cost of the gold and R$ in the store. Or both I disagree with this. Not charging an upfront price for the game and making the game "free" is probably the smartest thing Firemonkeys has ever done with the game. Haha,

So, what business experience are you drawing from that would support your opinion? Or are you just commenting based on a 'if it's free, it's for me ' position?

https://www.visionmobile.com/blog/2013/04/which-apps-make-more-money

An older survey, but shows average revenue per app per month by revenue model:

In app purchases: $1,835

Pay per download: $1,283

If you look at lists of most profitable apps, the one thing they have in common is that they are all "free".

https://www.swrve.com/images/uploads/resources/swrve-monetization-report-2016.pdf

Only 1.9% of all users actually made a purchase during the month of February 2016.

Compare that to the number of installs between Real Racing 2 and Real Racing 3. RR2 costs $5 and has 100,000 to 500,000 installs, according to the Google Play store. Real Racing 3 is "free" and has 10,000,000 to 50,000,000 intalls.

Firemonkeys should totally move to the pay per download model and lose >95% of their installs. It's not like those people don't contribute some value by watching ~10 video ads per day or anything. Great business sense there.