As a customer, what do you prefer when buying an app?

Hello

So when you buy an app or download one which of the following below is best suited to you. My research show that the first one is more popular. But because my main goal is to create something the user would like instead of ripping them off I asking which one you prefer.

1. 750 levels for free which supports ads with option to turn them off for $1.99

2. 200 levels for free with ads and options to buy more levels and turn of ads. This includes more then one iap

3. 750 levels for a stand alone price of $0.99

4. 750 levels fit $2.99

Please choose which ones you as a customer would prefer, not as a delevoper.

Comments

  • ElfizmElfizm Member Posts: 489
    edited March 2013
    Thanks :) for fixing it all.
  • ElfizmElfizm Member Posts: 489
    edited March 2013
    ...
  • SocksSocks London, UK.Member Posts: 12,822
    Weird choices, for instance given a choice between 750 levels for $0.99 and 750 levels for $2.99 who is going to go for the $2.99 option ?

    Also it's impossible to choose between 1 and 2 as you've indicated no price for 2.
  • capitalcarnagecapitalcarnage Member Posts: 371
    As a customer my thoughts are 750 stand alone price .99
    I rarely spend more than .99
  • ElfizmElfizm Member Posts: 489
    @socks

    There not strange at all in my opinion. You see I wouldn't have put it up if didn't think people would pick it. I talked to many people and some said they would pay $2.99 because they feel it will offer more or be unique then a $.99 game. I personally wouldn't buy it if I think it's worth 99c. However putting my own ideas and opinions a side because i am not the one buying or downloading the game.

    As to the second option is, $.99 to remove ads , another $.99 to get an extra 300 levels. Another $.99 for another 300 levels ect. Again I talked to people and they said they like to buy more when they need it instead of being bombarded with heaps of levels.

    @capitalcarnage

    Great, thanks for your input. :) very helpful
  • SocksSocks London, UK.Member Posts: 12,822
    I talked to many people and some said they would pay $2.99 because they feel it will offer more or be unique then a $.99 game.
    I see, yes that makes sense. :)

  • mounted88mounted88 Member Posts: 1,113
    I would download the 750 for free with option to turn off ads for $1.99. Like all the with friends games.
  • SearleSamaSearleSama Member Posts: 108
    I'd go for number 1 as a customer. If I really like the game, I would definitely turn off ads if only just to support the developer.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    The key is to make the price points low and progressive so here is what I would suggest.

    150 free levels with ads. $.99 to remove ads

    Next 300 levels $.99

    Another 300 levels $.99

    This does a couple things

    1. It allows people to try out your game for free which means more people playing your game.

    2. If people like it they can keeps the ads and just buy more levels or both,

    3. Allows you to keep adding levels even after your game is published and has a big enough audience to merit adding to it and keep customers involved with your game.
  • ChakkuChakku Member Posts: 1,513
    The key is to make the price points low and progressive so here is what I would suggest.

    150 free levels with ads. $.99 to remove ads

    Next 300 levels $.99

    Another 300 levels $.99

    This does a couple things

    1. It allows people to try out your game for free which means more people playing your game.

    2. If people like it they can keeps the ads and just buy more levels or both,

    3. Allows you to keep adding levels even after your game is published and has a big enough audience to merit adding to it and keep customers involved with your game.
    Hmmm, if it were me, I would think the developer was trying to milk money from me by separating the levels into individual IAP packs, then again, 300 properly-designed levels are a lot.

    Chakku
  • dwibredwibre Member Posts: 192
    edited March 2013
    @Chakku FBS is spot on with the current trend. I was playing a game the other day called wind up knight which has chapters you can buy. Each chapter had 12 levels and there are 5 chapters. Each chapter was $1.99. But a cleaver thing half way though the free levels it offered all 5 chapters for $2.99 (told me offer would not be given again). Which I brought!!

    Also The Walking Dead has a similar price scheme.

    @Elfizm 750 level really!!! hope they are easy to build 32 levels has take me over a year lol
  • ElfizmElfizm Member Posts: 489
    @FryingBaconStudio

    Thanks for input, that was my Oriningal plan, however I figured that was following the trend of everyone else which I don't agree on. Because from a user point of view point of view, I would feel I was being milked of my momey having to pay all the time. And that would stop me from playing. But if people like that sort of thing then that must be done.

    @mounted88

    Thanks, very helpful response :)

    @searlesama
    Thanks, that was my thought as a user because I don't feel being ripped off

    @Chakku
    Agree, that's was my response but if users feel they are getting what they want and HAPPY to pay for more then guess I have been living under a rock.

    @dwibre
    Thank you, it dies seem like the growing trend nowadays , so something I will have to look more into.

    750 levels took a few months to design on paper, they take about twenty minutes to build because I just type all the numbers into a table and then it makes my level. So yeah it's been a long time. :)

    @all
    Of I was going to try make a lot of money I would have gone with option 2. That was the plan. But then I thought maybe I should just do what a user would want. Ads will earn a little bit and getting rid of them will earn a bit so I think either way it's still effective except option 1 offers more free content for longer playing time and time to be annoyed by ads.
  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    It really, really depends on the game. ;)
    Maybe tell us a bit about the game?
    - Thomas
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited March 2013
    Someone said they see it as being milked? It's pay as you go and I agree add the full game price as another option. I say give the buyers lots of options and they can choose. It enpowers the buyer. I like to try a game out and if the first bit is free then I know if I like it I will buy more and if I lose interest then I don't buy more. I play Battlefield 3 and they give me choices on buying map packs I can buy them individual or buy the lot or even be a premium member. I went with the preimum because I enjoy the game and play it alot but it was nice to have a choice.

    @RP and I are doing this with our game. The game is free with ads but you can pay $.99 to remove the ads and we give you the option to personally control some of the computer controlled events if you want for $.99. then we will be adding more tables and each is $.99. If you want those buys them if you don't then don't but you can play the whole game for free with ads but future tables we add you will need to buy.
  • ElfizmElfizm Member Posts: 489
    @SnapFireStudio
    The game is Not important for this. It's just a general idea on how you would spend your money on a game.

    @FryingBaconStudios
    Yeah that is a good method if you have some big fans of the game.
    Well, this concept is pretty popular but here is my only concern. There is no point if the game as so few users. So my new idea would to release all 750 levels and then if downloads go good enough and the game is liked , do an update with option to buy more levels. That way I know it's what the user wants which is pretty much the whole point of making a app. To give what they want.

    Or I can give 150 levels as you said, and have the rest iap, then update it adding a few more free levels and more iap options. That why it gives lots of options.

    Thanks for your input :)

    Just doing a count now to see which is popular (PM are also telling me)
  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    @Elfiz - I personally think that the type of game matters greatly contributes to decisions such as this.
    - Thomas
  • ChakkuChakku Member Posts: 1,513
    @Elfiz - I personally think that the type of game matters greatly contributes to decisions such as this.
    - Thomas
    Yeah, I agree. There is a difference in, say, making Temple Run free and having the first 100 runs free, additional $0.99 for the next 100s, and having level packs, or hint packs.

    Chakku
  • ElfizmElfizm Member Posts: 489
    @SnapFireStudio

    It does when you are actually going to buy it. At this current time it's a game with 750 levels. For arguments sake, say these are levels that you don't mind playing.

    Because the moment I show what it is or what's it about then the subject comes to, oh I would never buy that or ect. I am currently only interested in a general approach that you as a customer would take. :)
    It's your initial reaction is what i am looking for.
  • ChakkuChakku Member Posts: 1,513
    @Elfizm

    Personally, I'd rather buy the game once, and have updates and level packs free for life, but that's just me! There are people like me, (many) people that would pay for a game and use IAPs to purchase additional level packs (assuming it was reasonable to do so), (few) people that are uncomfortable with IAPs and go only with the Lite-Paid model...then there's always the cheap people (a considerable population :( ) that literally don't ever pay money for apps :))

    Chakku
  • zzap64zzap64 Member Posts: 405
    @Snapfirestudios has a point, type of gameplay does matter, a level could takes 10 secs or 30 secs or 3 mins to play (excluding replays). 150 free levels may or may not be too many and in cases satisfy the consumer with enough entertainment, which can be a bad thing when dangling the purchase some more levels carrot.
  • SnapFireStudiosSnapFireStudios Member Posts: 1,603
    @Elfizm - Ok, no worries. Just keep those things in mind.
    And my tag-able name is @SnapFireStudios, not @SnapFireStudio. ;) I assumed you made a typo the first time.
    - Thomas
  • ChakkuChakku Member Posts: 1,513
    @Chakku FBS is spot on with the current trend. I was playing a game the other day called wind up knight which has chapters you can buy. Each chapter had 12 levels and there are 5 chapters. Each chapter was $1.99. But a cleaver thing half way though the free levels it offered all 5 chapters for $2.99 (told me offer would not be given again). Which I brought!!

    Also The Walking Dead has a similar price scheme.

    @Elfizm 750 level really!!! hope they are easy to build 32 levels has take me over a year lol
    @dwibre
    Agreed. Level design (at lest unique/interesting level design) is much much harder and time consuming than what is presumed as dragging and dropping actors :))

    Chakku
  • ElfizmElfizm Member Posts: 489
    @Chakku

    That's why I am asking the question, that way I can find away to account for all types of users. So it really comes down to the first three options now.

    @zzap64
    I never said he didn't have a point and it's something I have taken in to consideration for a long time. :) but the way I find out and get my info together is to ask a basic question and see users first thoughts, eg, i dislike free to play model therefor I will only pay $.99.

    It's from here I can work with and if needed I would ask further more detailed to my situation. That way I am prepared and know what i am talking about. :) but yeah I agree these things are important but not this point in time.

    @SnapFireStudios
    Apologies, thought i had types the S but guess not :)
  • zzap64zzap64 Member Posts: 405
    Yeah man I hear you, I wish there was a magic equation :)
    How long does does one of your average (early) levels take to play through ?
  • ElfizmElfizm Member Posts: 489
    Thanks everyone for feedback and opinions. I am still learning and searching for a few more stats on some things such as iap. Also looking at similar apps (truth be told haven't found one yet that has same concept :) ) and seeing how they did it and how successful.

    So far option 1 is popular. Followed by 2 and 3, and 4 only had two votes so I guess that's out of the picture. It's also looking 99c is out too soon but we will see.

    If there is another way that you think is better or just throwing out ideas, I am all ears. Again this is just in a general game.

    :)
  • PBEmpirePBEmpire Member Posts: 676
    Why not the first 200 levels free with ads, then the user can decide to remove ads for $0.99 and can choose to buy additional levels----- $0.99 for each extra 150 levels. IF they buy a mega pack, which unlocks all levels for $1.99, then ads also remove.

    Just my 2 cents
  • 3itg3itg Member, PRO Posts: 382
    edited March 2013
    free = ads & 150 levels.
    .99 = removes ads + 150 levels
    another .99 = + 150 levels
    yet another .99 = + 150 levels
    &
    another .99 = + 150 levels

    All levels & remove Ads Mega pack = 2.99

    Even better if the levels are themed in any way.
    150 Snow levels for .99
    150 Jungle levels for .99 etc... etc...

    Some people will know right away that they want more, and they will buy the Mega pack. Others wont be so sure, so tempt them with the first purchase by adding (or removing) something meaningful like Ads to get that .99 cents.

    Then next time they go to buy levels... they will look and have to make a decision.
    another .99 gets them another 150 levels.
    But if they know next week they will back buying the next 150... Boom, another 2.99 sale... because they will get an "extra" 150 levels for a dollar less.

    Think of it as incentive based.
    The more you can incentivize your IAP, the more likely people are to use them.
    Like horrible infomercials...
    "Buy this Stupid Book for 4 easy payments of $19.99 and we will throw in a FREE BOOKMARK!"
    Nobody cares about the bookmark, but it made sound like a better deal, and thats all that matters.
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