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As a mobile developer venturing into building my own games, I disagree and agree.

First off, I hate, hate, the practice of slowing down the game or crippling it, and then allowing the user to use an IAP to get the game back to a normal pace.

I vow never to do that.

However, a some users (and anecdotally, quite a few of my friends) won't download my app if it costs $1. The barrier to entry is too high, and they don't know if they are going to get a good experience. They can't pick up my app and hold it, feel it, rub their hands over it's quality. They have 5 screenshots (and any reviews online) to go by. Okay, so I'll make it free to lower that barrier.

But now how do I make money? I think the best thing to do is to simply have users pay for content that they have already proved they love. Let them play through 50 levels, or the first "area" of the game. Let them buy more levels or unlock more content. This way they can play the game and decide if they like it, and if so, buy more.

I think the two rules of thumb about this sort of IAP is: 1: Don't be a asshole. Give the user a lot of completely unaltered content up front, and really let them dive into the game. Ensure they know that buying the rest of the game later will cost some money, but don't take away features because they haven't bought the game yet. Let them fall in love with it. 2: Price it fairly. Let users buy "All Levels Forever" for $5, or each level pack for $2. Allow them to unlock all the content at once. If they bought 2 levels packs, and want to buy all the rest later, give them a discount.

Make a game you'd want to play.



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