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It's a problem of economics. The costs of making table stakes-quality mobile games has been holding steady, if not increasing. Meanwhile, the price people are willing to pay up front has been converging on $0. Something's gotta give.

One could argue, and perhaps somewhat convincingly, that the mobile gaming space is in its chaotic adolescence. It started off as an undifferentiated mass market, but making games for the mass market is extremely challenging unless you're a big publisher with economies of scale. Enter IAP, the best way to bootstrap a game and maintain cash flow over the lifetime of a given gamer.

So now IAP has been exploited to the hilt. It's everywhere. It's the new mass-market model.

Don't want to do IAP? In that case, you should find a lucrative niche. Differentiate. Certain developers are doing fairly well charging large (by iOS & Android standards) up-front prices for deep games in hardcore categories. Square-Enix, for instance, routinely charges upwards of $15 for its Final Fantasy releases, and by all accounts, it's doing just fine with them. (S-E is a fairly big publisher, but I see no reason why a small RPG shop couldn't attempt the same, provided it got itself in front of the right initial audience.)

Devs and publishers who don't have $10M+ in venture funding in the bank are going to have to make their peace with freemium, with niche pricing, or with IAP. Any of these things can be done well. IAP can be done well, for that matter. It's not, in and of itself, an unalloyed evil. De facto-forced IAP, of the sort you need to opt into in order to pass a roadblock, is the dickish (if lucrative) way to go. But IAP that is a fun add-on to an already awesome gaming experience is a bird of a different feather.



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