sent from a mobile device 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 > > -- > You received this message because you are subscribed to the Google Groups "Android Discuss" group. > To view this discussion on the web visit https://groups.google.com/d/msg/android-discuss/-/p55TuODx_XMJ. > > To post to this group, send email to [email protected]. > To unsubscribe from this group, send email to [email protected]. > For more options, visit this group at http://groups.google.com/group/android-discuss?hl=en. -- You received this message because you are subscribed to the Google Groups "Android Discuss" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/android-discuss?hl=en.
