I researched the whole freemium vs lite/paid matter a bit more (basically looking for experiences of developers, who already released games with IAP) and now I have even more doubts if selling level/adventure packs as IAP really makes sense in case of my game.
Here is an article, which got me thinking.
And here are the conclusions:
Free to play gamers will pay for power-ups and self-expression, but not for new content.
When building your micro-transaction game, you should put equal weighting on creating virtual goods that make players more powerful and on those that offer them the chance for self-expression. But if you were thinking about selling extra levels (a standard model for puzzle/casual games), forget it. The market just isn’t there.
This is not the only evidence supporting this statement. Just the most clearly and logically written one, so I quote it here.
Back to my game. There is no way I can make it an online game as a one man team with pretty tight budget. So offline it will be. The plan is simply to create a game, which I, as a gamer would enjoy most. Which means classical offline RPG / dungeon crawler. There is no place for IAP in such game, except additional content (levels/adventures). I don’t think power-ups, like potions or more powerful weapons or armor would work. Items used only to improve looks of your avatar – without any actual meaning for gameplay – obviously won’t.ble
So, tell me what you think.
- Does it make sense to publish a free RPG offline game with extra levels sold in app? Or is the lite/paid model a better option?
- What about paid in app items to make game easier and faster (more powerful weapons, consumables etc.)?
There is no place for growing frogs/crops or anything like that in an RPG game after all. And IAP seems to be best suited for speeding up such kind of activity, right? 😉