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Will the people pay for quality iPhone games?

Fri May 1, 2009 6:30 AM EDT
business, games, only-on-msnbc-com, iphone, store, app, app-store, citizen-gamer, pricing, targetblank
msnbc.com News — Winda Benedetti, msnbc.com - Only on msnbc.com

There are thousands of games in the App Store, but these gems really shine.

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— How much are you willing to pay for an iPhone game?

Would you pay 99 cents? How about $1.99? Do I hear $4.99 … maybe $9.99? Would you pay $20?
What’s that you say? You want your iPhone and iPod touch games for … free?

You know that adage; nothing in life is free? Turns out, that’s not exactly true. Just check out Apple’s App Store and you’ll find thousands of games that cost exactly nothing … or pretty close to it.

The App Store — an online outlet for useful, entertaining and sometimes bizarre programs for the iDevices — has been live and kicking for nine months now, and as of last week consumers had already downloaded one billion apps from the store. Yes … one billion.

Of the more than 35,000 programs currently available, games make up the biggest category in the App Store. In fact, there are currently more than 9,000 of them to be had.

But if you look at the App Store’s daily lists of the top 100 paid-for games, you’ll notice something — on a typical day more than half of them cost $1.99 or less. And that doesn’t count the more than 2,000 games you’ll find for free.

The question then is: Do you get what you pay for? And is this kind of rock-bottom pricing good for gameplay and the future of Apple’s new gaming handheld? More importantly, which games are actually worth spending money on?

Steve Palley, founder of iDevice game-review site SlideToPlay.com and former Editorial Guru for Vivendi Games Mobile, believes this bottom-of-the-barrel pricing could be unhealthy for iPhone game developers and for game quality.

“It’s going to be a problem in the long run, simply because it'll stunt the profit potential on these games,” he says. “I think this has been disguised somewhat by the iPhone's tremendous organic growth, but eventually it'll turn the App Store into a slum full of lazy match-three clones.”

Welcome to the slum
Palley makes a good point. Check out the App Store today and you’ll find that many of the games are not worth the time it takes to download them. Lazy match-three clones, goofy gags that are amusing for five minutes — yes there are thousands of games in the App Store, but sometimes it feels like wading through an ocean of garbage.

On the other hand, the App Store offers some truly brilliant and totally unique games. Here developers of all stripes can create games for a relatively low cost and gamers can try them for almost nothing. In many ways, this has created a breeding ground for creativity as both creators and consumers feel free to take risks. And those risks can pay off big time — just check out awesome experimental games like “Zen Bound” and “Ancient Frog” (but more on the games worth paying for here).

Still, it seems App Store customers have grown used to paying pocket change for their games. Even a game like “Bejeweled 2” (the mother of all match-three games) started out at $9.99 in the App Store and is now on sale for $2.99.

Among those who make App Store games, “there’s definitely been a race to the bottom in terms of pricing,” says Andrew Stein, director of mobile business development at PopCap Games (the creator of “Bejeweled”).

And that can mean developers have to walk a careful line. PopCap decided to price their latest iPhone game — “Bookworm” — at $4.99 instead of $9.99.

“We need to be cognizant of some of the competitive pressures, but at the same time our games offer huge value to the consumer,” Stein says. “We’re not interested in devaluing the brand by pricing it at 99 cents. It is a premium experience. We do invest a lot in our products. We take the time and do it right.”

Palley has been an advocate of getting deeper and more complex games into the App Store — the kind of games that rival those on the Sony and Nintendo handhelds.

“We want better, more expensive games, but not enough people are willing to pay for them to make them profitable. It sucks,” he wrote in a recent article on SlideToPlay.com. “For now, the main use case for the majority of people who buy iPhone and iTouch games is the one-to-five minute ‘gameplay snack.’ They want novelties and amusements, not gameplay.”

Getting what you pay for
Palley believes that if things are going to change for the better Apple needs to take more of a leadership role.

“It’s basically adopted this laissez-faire attitude while this wonderful thing it's created is growing out of control,” he says. “It’s marketing the fact that you can play games on these devices rather heavily, but there's no discrimination or strategy behind the push, and it’s failing to do many of the things that make gaming platforms successful: segment the market, set pricing expectations, coordinate marketing with publishers, and so on. Structurally, the App Store is still a mess, and the ‘self-regulating’ system Apple has set up doesn't really work.”

But Gonzague de Vallois, Gameloft’s senior vice president of publishing, says he believes the sales model works well.

“It’s left up to the developer to determine how much they want to charge for their application. That sort of freedom really enables publishers to make a wide range of games that fit the specific price range they want to target,” he says. “The fact that publishers can adapt pricing on a daily basis makes the store very reactive and dynamic. Consumers love this.”

Gameloft recently launched the iPhone version of “Assassin’s Creed: Altair’s Chronicles” for $9.99 — expensive for an App Store game these days.

“Currently, premium titles range from $7.99 to $9.99 and we are finding that this is the most consumers will pay for a game at this point,” de Vallois says. But he points out, “$9.99 isn’t so bad compared to the price of the games on traditional handhelds which are in the $20 to $30 range.”

De Vallois points out that Gameloft's highly-reviewed “Assassin’s Creed” has been revamped especially for the iPhone and offers up to seven hours of play. (The 2008 Nintendo DS version offers the same play time at twice the price.) And so far, App Store customer's don’t seem to mind the $9.99 price tag. That is, the game has been consistently listed among the top paid game apps.

But while “Assassin’s Creed” is well worth the cha-ching, Palley says that price doesn’t always reflect quality. He points to both “Silent Scope” and “Time Crisis” as good examples of App Store games likely to leave players yearning for their $5.99 back. At the same time, he says, there are plenty of amazing games for low-low prices.

De Vallois however believes customers need to understand that they often get what they pay for.

“If a game is priced at 99 cents … the game may be fun and light, but it’s not going to be loaded with impressive audio and visual effects,” he says. “The replay value will be limited. You are not going to experience that ‘wow’ factor. The iPhone is such a powerful gaming device that you are almost doing yourself a disservice by not trying out one of the higher end games .”

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  • Public Discussion (9)
Mike McManigal

Hello,

Everyone is talking about games on the iPhone and iTouch. I am creating a new iPhone application that is free to users and is not a game. I plan to make money off the application by charging businesses I post on the application. I will submit the application to Apple next week, and it should be available soon after. Let's see if my business model works. I could share the application concept, but not in a public forum.

    Reply#1 - Fri May 1, 2009 10:19 AM EDT
    One Love-1

    I don't know what the big deal is about the iPhone and iPod Touch capable of playing games. Sure it plays classic games (which I am a big fan of), but it's engine is not powerful enough to match the PSP or the DS. So stop comparing it to those handheld consoles. Don't get me wrong, I love the iPhone and iPod, but for other purposes.

      Reply#2 - Fri May 1, 2009 11:36 AM EDT
      civvie

      I agree--I love my iPhone, but am not a hard-core gamer.  My husband also has an iPhone but is a gamer.  But he preferes to play serious games on a 19-inch monitor at the house.  Many of us just don't want to play a game more demanding than Bejeweled 2 on a screen so small.  I like the productivity aspect of the iPhone, such as having my e-mail,  calendar, lists, texting, calling, and work and personal all in one place.  I like its ease of use compared to  some Blackberries I've seen (though I think they're improving).  I just like the fact that it's a  smart phone, but it's fun and easy to use. 

      Why do we have all these articles about industry worried about pleasing hard-core gamers?  Industry needs to face the fact that (a) not everyone is a gamer; (b) gamers might not like to play on a small screen, (c) people use technology for things other than gaming, and (d) it's OK if some of your clientele is over the age of 25.  I have way more disposable income in my middle years than I did as a poor teenager or college student, but the tech industry wants to cater only to them. 

        Reply#3 - Sat May 2, 2009 9:00 AM EDT
        iPhone Mom

        I just bought an iPhone and not really a gamer. But I do love the free Skype app and the JigSee game which was .99 cents....

          Reply#4 - Sun May 3, 2009 8:48 AM EDT
          Game Insider

          I am in the video game business- and in the iPhone business.. and the phone doesn't hold up as a competitor to the traditional handhelds- in market saturation nor in battery life. Why build a rpg or another such game when the customer is limited to a mere 60-90 minutes of play, which is all the iPhone battery can support? Why do that when you can play a 2-5 minute game of Wurdle or of Smiles or of another "casual" game or disgusting game (zits or bodily functions, etc). The DS can play for about 10 hours without a recharge- THAT is the type of machine that I want to play a game that will allow me to play for as long as I want to.

          And really-- let's focus a bit more on the market of who owns these iPhones. These are real people, real adults who ARE NOT "gamers." These are soccer moms, business owners, college kids in their 20s who are looking for games to waste time while waiting for their table at a restaurant or sitting on the subway. Do they want to play Assassins Creed? Heck no! They don't get it- they don't have the video game schema- they want casual, they want pretty and they want fun.

          Sure there are people like me who own an iPhone- people who would play a $20 "real" game as "real" game developers are so apt to describe their games and their business- but I own a DS. I own a Playstation 3. I own a Wii. I am a knowledgeable customer who KNOWS the industry. I won't pay for a $20 game for my phone- I don't want a game like that on my phone. My phone is for wasting time. My DS is for movie theater lines.

            Reply#5 - Sun May 3, 2009 3:11 PM EDT
            robertseger

            There seems to be this prevailing practice of buying 99 cent iPhone apps with little hesitation but then exercising surprising frugality when the cost of the app is even one dollar above that. Why is that? If an app is free then i understand completely - there's no financial risk involved at all, so why not try it.

            I also understand that $0.99 is the lowest amount an app can sell for which naturally makes it an
            attractive price. But what I'm curious to get your thoughts on is why there is such the big drop off in interest from $0.99 apps to $1.99 apps (some apps are exceptions of course). But, more importantly, why do we seem to hold the $1.99+ apps at a disproportionately higher standard than the $0.99 apps. For instance, if you buy a $0.99 app and it's not good, then we accept it and we might say, "well, what did we expect for just a dollar". However, if we bought a $1.99 app and it was just so-so, we would rain fury on it as if we were the victims of the biggest scam in gaming history. While $0.99 is obviously a more attractive price than $1.99, $2.99, etc... I, personally, do not expect double or triple satisfaction from higher cost apps.

            iPhone apps are still extremely reasonably priced in my opinion. What should matter is the reviews they get. Take Drop 7 and GeoTap and Word Fu, etc.. as just a few examples. All more than a buck, but have great value even at their prices and have lasting playability. Anyway, just curious why we scoff and are hard on anything more than 99 cents but have no problem dropping $2 bucks on that Big Gulp from 7-11 everyday.

              Reply#6 - Mon May 4, 2009 3:04 PM EDT
              TheIndependentThinker-711113

              Why carry a PS2 or a NintendoDS when you can play great games on your phone?

              As for pricing, it should go hand in hand with quality and the market will regulate itself...

                Reply#7 - Wed May 13, 2009 5:26 PM EDT
                LC2009

                I totally agree with Game Insider - those games like NFS or some 50+ hours RPGs like Arvale are really too complex for an iPhone and too big for its tiny screen. Wolfenstein 3D is sold greatly and rated 5 stars by most users but I really don't understand why? I purchased it just to give it a try and was barely able to control my character :-( It's not game's fault, it's just a wrong platform for it. I end up playing Pac-Man or Choobrie or Tetris most of my playing time...

                  Reply#8 - Fri Jun 26, 2009 2:35 PM EDT
                  breelaboyDeleted
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