Put me in the no-pricing equals lost sales camp. You can see the prices of games, and their in-app purchases, in iTunes, Steam, and OnLive, so there's plenty of precedent for ways to display and track such a system.
The current implementation means there isn't any way to advertise sales on games, so claiming the current method offers that flexibility seems odd. Do you really think someone is going to play the free version of your game again, after hitting the paywall? When someone finds out the price of your game, decides it is too high, they are going to delete it, and you won't ever be able to let them know you've changed your price.
Aaaaah. OK. Basically, from the main game page (same area you view Thumbs Up, screenshots, More Info, Download/Play/Update, etc), you might have a Product List button. Clicking that pulls up a list of all products the game currently has to offer, along with price. Now THAT is reasonable. I think an item could have perhaps an area where you can add a list of games that use the item. Left empty (the default), it means the item is associated with ALL of your games. Otherwise, you can specify essentially a whitelist of games that use the item.
Exactly! Glad to hear we are on the same page after all. :)
Aaaaah. OK. Basically, from the main game page (same area you view Thumbs Up, screenshots, More Info, Download/Play/Update, etc), you might have a Product List button. Clicking that pulls up a list of all products the game currently has to offer, along with price. Now THAT is reasonable. I think an item could have perhaps an area where you can add a list of games that use the item. Left empty (the default), it means the item is associated with ALL of your games. Otherwise, you can specify essentially a white list of games that use the item.
FINALLY we have made some progress lol this is what we've been saying from the beginning!
Seconded. And I knew what you were saying to begin with :). If you look at some of my posts about the OUYA store speculation before it came out I was trying to inform people that there would be no prices for games, but the details page would list the IAP for that game. Please help me make those posts correct by adding it!
Have two entitlements. Entitlement A is on sale and Entitlement B is not. Query what the time/date is (on your personal server if you want the extra security) and price the entitlement inside of the game depending on that time. Have a countdown timer so in the game so users know when the sale ends. If they first see the sale within an hour after the sale was supposed to end, offer Entitlement A for an extra hour.
Now you have completely dynamic pricing that does not produce any sad customers! If you want to make sure the sale is more version proof, then make Entitlement B have the sale as well.
If you want to advertise your new sale, make the first screenshot dedicated to the current sale so that it's the first thing your customers see. Also, put an "ON SALE" with a price on your app's icon so everyone in the store sees it.
If you want to list all the prices of your items without having them go to the game's info/description (which has been basically shoved under a rug), make the first or second photo include the prices.
I don't understand everyone who is upset that games don't have prices. There's nothing stopping you from putting your game's price on your icon (and updating your icon whenever you decide to change it).
Apple actually does post in-app purchases and prices in its App Store. I haven't had the time to setup an OUYA game into the store yet but if I had to guess, I'd bet the developers would have to register in-app purchases into the game'a profile in ouya.tv's dev portal where it's display name, pricing etc could be manipulated. A unique identifier is generated and called within the game'a code to select the proper in-app purchase to process and display info within the game. These registered in-app purchases are being called from the database on OUYA's servers containing all the games'a metadata, including the in-app purchases table. There could be a software update for the OUYA that'd pull the selected game'a in-app purchase metadata along with the current meta-data displayed (game name, description, size, download link possibly integrated into the download button, images, etc).
Again, it's require a software update to patch this, but I think it could be simple. It's also a matter of whether OUYA wants to give potential customers that info up-front. Ppl might not even try the free game if it appears outside of their price range. On the ther hand, ppl might see how expensive the game is and feel that getting to play the free demo is definitely worth their time for some.
Apple actually does post in-app purchases and prices in its App Store. I haven't had the time to setup an OUYA game into the store yet but if I had to guess, I'd bet the developers would have to register in-app purchases into the game'a profile in ouya.tv's dev portal where it's display name, pricing etc could be manipulated. A unique identifier is generated and called within the game'a code to select the proper in-app purchase to process and display info within the game. These registered in-app purchases are being called from the database on OUYA's servers containing all the games'a metadata, including the in-app purchases table. There could be a software update for the OUYA that'd pull the selected game'a in-app purchase metadata along with the current meta-data displayed (game name, description, size, download link possibly integrated into the download button, images, etc).
Again, it's require a software update to patch this, but I think it could be simple. It's also a matter of whether OUYA wants to give potential customers that info up-front. Ppl might not even try the free game if it appears outside of their price range. On the ther hand, ppl might see how expensive the game is and feel that getting to play the free demo is definitely worth their time for some.
Please at least show the price before having to enter parental control password. I set up parental control just to not accidentally purchase a game by one wrong press, now I don't even get to see the price before entering the code.
Aaaaah. OK. Basically, from the main game page (same area you view Thumbs Up, screenshots, More Info, Download/Play/Update, etc), you might have a Product List button. Clicking that pulls up a list of all products the game currently has to offer, along with price. Now THAT is reasonable. I think an item could have perhaps an area where you can add a list of games that use the item. Left empty (the default), it means the item is associated with ALL of your games. Otherwise, you can specify essentially a whitelist of games that use the item.
This sounds like a good compromise to me. The prices are clearly separated in their own area, so viewing the info page for an app won't be confusing. You just have to come up with the exact right way to present the "Product List" button so that it also doesn't scare off users.
You could also just make the price list be something you have to look up on the website somewhere if you're worried about the user experience in the store itself.
Game Catcher - FREE Garnatron - FREE Get On Top! - $2.00 Get To That Choppa!!1 - $0.99 God of Blades - $4.99 GraveStompers: Zombie vs. Zombie - $3.99 Gravi - $5.99 unlocks entire game, but you get 10 levels of gameplay for free! Gunslugs - $1.99 Hidden in Plain Sight - Donation ($0.99 Minimum) Ice Rage - $2.99 allows you to play as many times per day as you would like. Ittle Dew - $13.99 Kainy - $2.99 Knightmare Tower - $3.99 Little Crane That Could - $5.99 unlocks 19 additional levels. MiniSquadron - $1.99, disables the ten minute time limit Monocle Man - FREE Muffin Knight - $2.99 to unlock all levels. You can still play for as long as you want 4 levels out of 9, in Single Player and Multi Player. Natural Soccer - $3.99 Nimble Quest - $4.99 No Brakes Valet - FREE Organ Trail - $4.99 Pinball Arcade - $4.99-$7.99 per table PiX Bros - FREE PiX Frogger - FREE PiX Pang - FREE Plane Loopy - Free unlimited play, but you can purchase these add-ons: Earn double coins $0.99 - Get 5000 coins $0.99 - Get 12500 coins $1.99 - Get 2500 coins $3.99 - Get 100000 coins $5.99
Positron - $2.49 Puddle - $4.99 Radiant - $1.99 Rage Runner - $2.99 Ravensword: Shadowlands - $9.99 Red - $2.99 Ripollés' Nightmare - FREE Rose and Time - $2.99 to unlock entire game (first 10 levels are free) Rush Bros - $4.99 Saturday Morning RPG - $5.99 for Full Unlock of Games (4 episodes with 2 more coming) Save the Puppies - $2.99 or $0.99 to buy 10 keys Secret of Universe Alpha - $4.99 Shadowgun - $4.99 Small Bang Theory - $1.99 - The free version will allow you to play 3/7 stages and you can use 3/4 powerups (free: slow time, magnet, shield). If you buy the game you will unlock the 4th powerup (explosion) and you get to further stages and higher speeds. Sonic the Hedgehog 4 Episode 1 - $6.99 Sonic the Hedgehog 4 Episode 2 - $6.99 Sonic CD - $6.99 Stalagflight- Donation Syder Arcade - $2.99 Super Robot Space Fight! - FREE Towerfall - $14.99 The Ball - $9.99 The Bard's Tale - $5.99 Tropical Treasures 2 Deluxe - $2.99 Universe Alpha - $2.99 Whispering Willows - $2.99 each for Chapters 2-5 or $9.99 for full game WhiteWater 3D - $4.99 for complete game Wind-up Knight - $4.99 Unlocks levels beyond Book 1 Wizorb - $2.99 Word Shaker - $0.99 more than the free 25 plays. XP1728 - $0.99 unlocks complete game You Don't Know Jack - $9.99 (for 20 additional episodes) Zombie Outbreak - $1.99 for additional levels
As a developer I am definitely a fan of multiple games being able to utilize the same purchasable. It allows for options like giving users who purchased the first game in the series extras as a thank you in the second game. It also allows devs to provide content across multiple apps for a single purchase. I, for instance intend to eventually release a launcher version of my nostalgia app and since all I am doing is changing the app into a launcher, I would like anyone who bought my app to also have access to this new version. A single purchaseable across both gives me that option.
For the record though, my app description tells you how much my app costs. I can completely understand the resistance to post the prices for all possible in app purchases though. Especially those that are consumable. As a user who hates consumable micro transactions, showing me micro transaction pricing up front is likely going to steer me away where I may have enjoyed the game enough to play and maybe even purchase one of those micro transactions otherwise.
I definitely feel no listed pricing is very much in the devs favor though and not much in the consumers. Still, it will bite devs as well. There is no way for users to know you are having an epic sale unless they are either playing the game and you alert them or you physically modify your game description and they happen to look at it.
Comments
The current implementation means there isn't any way to advertise sales on games, so claiming the current method offers that flexibility seems odd. Do you really think someone is going to play the free version of your game again, after hitting the paywall? When someone finds out the price of your game, decides it is too high, they are going to delete it, and you won't ever be able to let them know you've changed your price.
Take some time and learn Designer-Friendly Programming 101.
Again, it's require a software update to patch this, but I think it could be simple. It's also a matter of whether OUYA wants to give potential customers that info up-front. Ppl might not even try the free game if it appears outside of their price range. On the ther hand, ppl might see how expensive the game is and feel that getting to play the free demo is definitely worth their time for some.
I set up parental control just to not accidentally purchase a game by one wrong press, now I don't even get to see the price before entering the code.
http://ouyaforum.com/showthread.php?3355-The-Software-Pricing-Thread
Around the Rock Disc Golf - $0.99
Astronaut Rescue - FREE w/ option to donate $5.
Badass Vs. Hipster - FREE
Beast Boxing Turbo - $4.99 w/ optional IAPs from $0.99-$9.99
Bombball - $4.99
BombSquad - $4.99
Canabalt - $2.99
Climbing Chaos - Free
Cosmic Conquest - $2.99 to unlock the entire game (First 2 planets are free)
Crazy Cat Lady - $0.99
Diversion - FREE
Dub Wars - $9.99
Fester Mudd - $2.99
Final Fantasy - $15.99
Fishmoto - $3.99
Flashout 3D - $3.99
FPse - $2.99
Game Catcher - FREE
Garnatron - FREE
Get On Top! - $2.00
Get To That Choppa!!1 - $0.99
God of Blades - $4.99
GraveStompers: Zombie vs. Zombie - $3.99
Gravi - $5.99 unlocks entire game, but you get 10 levels of gameplay for free!
Gunslugs - $1.99
Hidden in Plain Sight - Donation ($0.99 Minimum)
Ice Rage - $2.99 allows you to play as many times per day as you would like.
Ittle Dew - $13.99
Kainy - $2.99
Knightmare Tower - $3.99
Little Crane That Could - $5.99 unlocks 19 additional levels.
MiniSquadron - $1.99, disables the ten minute time limit
Monocle Man - FREE
Muffin Knight - $2.99 to unlock all levels. You can still play for as long as you want 4 levels out of 9, in Single Player and Multi Player.
Natural Soccer - $3.99
Nimble Quest - $4.99
No Brakes Valet - FREE
Organ Trail - $4.99
Pinball Arcade - $4.99-$7.99 per table
PiX Bros - FREE
PiX Frogger - FREE
PiX Pang - FREE
Plane Loopy - Free unlimited play, but you can purchase these add-ons: Earn double coins $0.99 - Get 5000 coins $0.99 - Get 12500 coins $1.99 - Get 2500 coins $3.99 - Get 100000 coins $5.99
Positron - $2.49
Puddle - $4.99
Radiant - $1.99
Rage Runner - $2.99
Ravensword: Shadowlands - $9.99
Red - $2.99
Ripollés' Nightmare - FREE
Rose and Time - $2.99 to unlock entire game (first 10 levels are free)
Rush Bros - $4.99
Saturday Morning RPG - $5.99 for Full Unlock of Games (4 episodes with 2 more coming)
Save the Puppies - $2.99 or $0.99 to buy 10 keys
Secret of Universe Alpha - $4.99
Shadowgun - $4.99
Small Bang Theory - $1.99 - The free version will allow you to play 3/7 stages and you can use 3/4 powerups (free: slow time, magnet, shield). If you buy the game you will unlock the 4th powerup (explosion) and you get to further stages and higher speeds.
Sonic the Hedgehog 4 Episode 1 - $6.99
Sonic the Hedgehog 4 Episode 2 - $6.99
Sonic CD - $6.99
Stalagflight- Donation
Syder Arcade - $2.99
Super Robot Space Fight! - FREE
Towerfall - $14.99
The Ball - $9.99
The Bard's Tale - $5.99
Tropical Treasures 2 Deluxe - $2.99
Universe Alpha - $2.99
Whispering Willows - $2.99 each for Chapters 2-5 or $9.99 for full game
WhiteWater 3D - $4.99 for complete game
Wind-up Knight - $4.99 Unlocks levels beyond Book 1
Wizorb - $2.99
Word Shaker - $0.99 more than the free 25 plays.
XP1728 - $0.99 unlocks complete game
You Don't Know Jack - $9.99 (for 20 additional episodes)
Zombie Outbreak - $1.99 for additional levels
For the record though, my app description tells you how much my app costs. I can completely understand the resistance to post the prices for all possible in app purchases though. Especially those that are consumable. As a user who hates consumable micro transactions, showing me micro transaction pricing up front is likely going to steer me away where I may have enjoyed the game enough to play and maybe even purchase one of those micro transactions otherwise.
I definitely feel no listed pricing is very much in the devs favor though and not much in the consumers. Still, it will bite devs as well. There is no way for users to know you are having an epic sale unless they are either playing the game and you alert them or you physically modify your game description and they happen to look at it.