On 11/18/2011 8:48 PM, John Coryat 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.
That's the direction practically everyone is going (myself included) anyway. But if you've been following the news, there was no change (it's still a 15-minute return period). [1]
Then again, if your game can be totally played out in two days, how much fun can it actually be?
Umm...compare to a movie. A movie has, AT MOST, three hours of entertainment value, and costs $10-$15 to see, plus more if you want any snacks. The $2 I was charging for a game with 12+ hours of entertainment value was less than it would cost for a drink at most movies. And at the movies you still (typically) have to watch commercials.
The concept of "anchoring" [2] is screwing most game developers: Because so many games are FREE on Android (including Angry Birds), the price people expect is zero. People call me names because I charge to get rid of the ads and offer wall and such -- even though I'm certain that most of these same users have paid 5-10x as much to see a 2 hour movie.
It's all what you expect, and at this point, users feel entitled to be entertained for free.
Tim [1] http://realmensch.org/blog/new-google-developer-agreement-kerfluffle [2] http://www.mint.com/blog/how-to/price-anchoring/ -- 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.
