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On Nov 18, 2011 9:48 PM, "John Coryat" <[email protected]> wrote:
>
> A simple way around this for game publishers is to convert the game to
free, then use in-app purchases, unmanaged items to charge. You set your
own refund policy with that system. If you don't want any refunds, you just
make that your policy and that's that.
>
> It might take some reworking of the game to allow for, perhaps, 15
minutes of free play before the app locks and requires it to be unlocked
with an in-app purchase.
>
This is the best way to proceed, IMO. But a real pita for something simple.

> Then again, if your game can be totally played out in two days, how much
fun can it actually be?
>
The way I see it, a news paper on Sunday costs a buck fifty.  A beach
paperback has a going rate of nine dollars these days... (I can finish it
in about eight to ten hours.)

Thus....

A Few hours of quality gaming entertainment is worth a buck.

48 hours is rediculous.  But then, so is 15 minutes...  it's as if Misters
Yin and Yang set the refund policy and it's Yang's turn again.

> -John Coryat
>
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