Sorry, I guess my English is bad. I do not understand this sentence. Could you explain?
So (as others have rightfully pointed out) many app developers solve this issue in their early days by using paid ads...mainly FB ads, as their conversion rate analysis is so ridiculously well engineered. Which means you can theoretically turn off paid search/discovery and rely on on your high position on the Top Paid charts to drive you more even traffic. (Note - Many of them do not turn off paid acquisition channels as they are still highly lucrative anyway)
I interpreted it as meaning the higher your app is ranked in the 'paid' category (preferrably in the top 20 or higher), the better your organic acquisition rate is going to be (logically because you'll get all the "free" advertising for being featured on the front page of the "Top Paid".
It's a self-reinforcing cycle...more customers, higher ranking, more customers...if you can swing it.
This is a natural result of paid advertising driving installs which the app store uses to rank games in their categories or create recommendations for their landing pages.
Source: I worked at a f2p mobile company.
It's not only iOS, it's exactly the same thing on Android. Some companies also tried it on Vita and PS3 with games like Rainbow Moon and Destiny of Spirits, but ultimately failed. Interestingly i've also been able to get people to completely drop free-to-pay games by getting them other hardware like PS Vita or Nintendo 3DS.
So basically the only platforms where this happens are the two primary cellphone platforms.
Also, afaik LOL, TF2 and Dota2 sell content as micro transactions, not consumable cheats. I don't know if the same is true for Hearthstone, and i know this is true for WoT, but its lunch is being eaten by War Thunder, which also only sells content.
I wouldn't say it's pay-to-win, but players aren't on equal footing from day 1 like in Dota2.
First off, i need to clarify how the two work, since they work substantially different to one another:
LOL boosts come in two variants, but the net effect is the same: XP income per time unit played is doubled. You can spend more money to have them apply to more time units played, but you can't increase the effects of the boosts. They do nothing else. (I assume rising in level also pushes one into higher level matches against stronger players.)
Meanwhile CoC gems do a multitude of things: They permit access to items that are otherwise inaccessible and increase competitiveness. They are very powerful multiplicators in allowing constructions times (that i assume to span days in the extreme) to be entirely removed. Lastly, they allow the player to ... play more by restoring heroes.
So, the practical effects are:
LOL XP boosts do not increase competetiveness of the player. In fact, they can detrimentally affect it by pushing a player into high level matches before they themselves earned the necessary experience to function well in them. Further, players are discouraged actively from spending too much on them, since they may be stockpiled, but not increased in power and past a certain amount of stockpiling it's senseless to buy more.
CoC gems increase competitiveness fo players massively, in some cases (build times) applying literally infinitely large multipliers compared to the x2 multiplied of LoL xp. Further they also serve lock the player out of playing the game unless the player spends real money to buy and spend them on healing their hero.
TL;DR:
LoL xp boosts are fixed subscription fees with a maximum cap.
CoC gems are literally consumable cheat codes designed to encourage unlimited spending.
You say flatly that 'LOL boosts do not increase competitiveness' but this is frankly completely false. An identical clone of myself playing on an account after $300 worth of xp and IP boosts will simply be much stronger than I am with f2p account. Eventually I may catch up but 'eventually' happens in clash of clans too.
The South Park episode about freemium game is very good at explaining how the freemium market model is based on addiction.
Right, xp/ip boosts are just hats. New characters you buy are just hats. No in game effect, LoL.
IP boost allows you to buy runes quickly, this happens outside the game. Runes have in-game effects, but the difference between T2 (which are extremely easy to buy without spending a dime) and T3 are minor.
I played LoL for years without spending a single penny in it, and I never were under the impression that the game was purposely made boring to force me to buy in-game items.
Freemiums game feels that way. At first, everyting is fun, and they even give you some 'free' currency to hook you on spending, and after a few hour, if you don't pay, the game becomes boring as fuck, because everything take hours.
It is there for convenience sake but Riot certainly goes out of its way to make creating a viable alternate account rather inconvenient. Being F2P I guess they have to have diverse revenue sources.
All this talk about "cheat" or "increasing competitiveness" is just nonsense.
Then again, you haven't discussed in good faith from the get go (which is funny, since I primarily game on pc), so I expect you don't actually want to grok these differences.
In some cases, you can 'unlock' these weapons by earning in game credits, but often the amount of grinding required to get there equates to months of game time.
In DOTA2, LOL, and TF2 the micro-transactions are generally restricted to cosmetic / vanity items. These items offer zero competitive advantage.
There are 2 classes of f2p games:
free2play, which sell game content in small units. Characters to use, classes and equipment to unlock, etc. and they also make it possible to gain all of those things in a reasonable manner by simply playing.
free2pay games intentionally abuse the human psyche and subtly push people towards buying things that are at the core consumable cheat codes, and which are not available reasonably through normal gameplay. (They also tune the difficulty curve so this becomes only visible after the player has invested a lot of time into the game.)
Especially when it comes to levels; there's nothing at all manipulative about selling level packs.
The more important distinction is between "unlocks more game" and "consumable boost". Keep the message focused.
Also searching the web, I got no relevant result; is this some term you came up with, or are there more info somewhere?
It's an old-school 2D party-based rpg, it looks dated and they recycle the engine year after year to release more games, as their loyal fanbase is more interested in the new storylines and quests than they are in gameplay updates.
I love spiderweb games, but you could spend millions marketing them and they would still be niche, I don't think the discovery issue is the only challenge here; casual management games are the Call of Duty of mobile gaming.
I was hoping that iOS could become a premium platform for games, with titles like Broken sword, The orient express and others. There are a few gems here and there, but most of it is IAP-infested, pay to win. Even if I could in theory play those few good games, I've decided to give up on the iPad, as ultimately those companies won't be able to support themselves and I expect fewer and fewer quality games.
The infrastructure apple provides however forces demos to live in the same category as microtransaction games, and as a result, the best games either get lost in the sea of free stuff, or completely forgo a demo and just list in the paid section. Quality content doesn't stand a chance.
Of course they have, otherwise they would have long ago provided ways for paid apps to offer demos. There are lots of quality apps that would be rescued from the freemium category if Apple provided this as a distribution feature.
Like LITE version and Pro version of an app? Yeah, Why don't aht exist? Oh wait, it does. The devs just choose to make a free app and then have the pro version as in app purchase.
But I guess the devs doing it that way is also Apples fault. Somehow everything is Apples fault according to you people.
It's not Hollywoods fault we got Transformers 3, it's the 50 million people who bought tickets to Transformers 2.
Just because something has IAP doesn't make it bad. One has to look at how the app uses IAP instead.
Discoverability is what the person is talking about, and it would indeed improve discoverability.
Keep in mind that via Spotify's subscription model it's only something like 20% of the what users listen to thats chart music. The rest is outside the normal popular genres.
So it's a chicken and an egg discussion.
Thats how the movie industry still works that how the music industry used to work.
I bet you Netflix show the same tendency of having more people see non-chart movies than if they had to pay for it.
Which is why I really wished down votes came with a requirement to quality why you are being down voted.
Here I though I was making an argument that when people where given the freedom to choose without it having financial implications they would in fact choose differently than when they have to pay for it and a "mistake" means more.
The solution is very simple: ban buying gems, virtual dollars and all that crap.
I don't play Clash of Clans or Game of War but I do play Boom Beach from Supercell and I can tell you with zero spent in over a year its far and away better than any other mobile game I've seen and I've bought almost every 4.5 star or better Toucharcade game for iOS.
Not to say the above is correct - it's no sweat shop and the few outliers like supercell and rovio cannot possibly be there because they threw a lot of labor at it. They're quality game companies that hit the market at the right time and knew their audience enough to keep them.
It's certainly no sweat shop, but I would consider it modest cost if you account for the quality of the developers.
Actually, Scandinavia in general has high quality developers on the cheap compared to the states. This while their quality of life seems on a whole better - seems a win/win to invest in or open satellite offices there :)
This flexibility to lay off people is not always a win/win for employees (considering Nokia/ALU merger right now) but I think that investors generally overestimate the bureaucratic difficulties in Scandinavian countries in this respect. Scandinavian countries are very free market economies despite being "socialist".
Pretty sure Silicon Valley is an outlier when it comes to wages for software developers...
This really isn't true, as the costs of personnel are usually dwarfed by the costs of marketing.
Spiderweb throwing in the towel I would guess has a lot more to do with their #1 point "Competition on the App Store has risen to a frenzied level." than the others.
The top two grossing games - Clash of Clans and Game of War - receive metacritic scores of 74 and 67 respectively.
Whereas the most recent SpiderWeb release I can find - Avernum 2: Crystal Souls - sits at 81
The organic discovery issue is only a small component of the problem when you look at the sheer amount of money that the micro guys can afford to dump into the mobile-advertising economy.
And as anybody who's spent 5 mins on app-store "optimization" knows - the better your paid, the better your organic - by a right mile.
I hate ending comments like this without a solution but the best context we have is watching Zynga get eroded / replaced on FB at some point.
But their death blow was the rise of FB's platform selling ads to the mobile OS guys mentioned above who essentially just out-zynga'd Zynga.
When you create an app economy that provides outsized rewards to the vultures, of course they'll control the board, wonder where this winds up.
(1) http://www.metacritic.com/game/ios/clash-of-clans, http://www.metacritic.com/game/ios/game-of-war---fire-age, http://www.metacritic.com/game/pc/avernum-2-crystal-souls