<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: One important difference between shareware and free-to-play</title>
	<atom:link href="http://www.gameproducer.net/2011/07/09/one-important-difference-between-shareware-and-free-to-play/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2011/07/09/one-important-difference-between-shareware-and-free-to-play/</link>
	<description>I bake games. Indie style.</description>
	<lastBuildDate>Thu, 16 May 2013 13:23:44 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: Adrian Habryka</title>
		<link>http://www.gameproducer.net/2011/07/09/one-important-difference-between-shareware-and-free-to-play/comment-page-1/#comment-146013</link>
		<dc:creator>Adrian Habryka</dc:creator>
		<pubDate>Mon, 11 Jul 2011 10:44:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5928#comment-146013</guid>
		<description>Funny, I blogged a few days ago about the same thing essentially, but from a mobile gaming market point of view. Take a look at http://habrys.wordpress.com/ and let me know what you think.

Generally I think IAP is the way to go when it comes to mobile games at least, but not without some concerns. It&#039;s very easy to make your consumers angry, when they feel a game, which has been promised as free to play is not really playable without constantly purchasing something in game.

Also I think paying for virtual goods tend to work very well (if done right) in online, competitive games, when it can give you an edge over your competitiors. Or just something flashy to wear and stand out from the crowd.

What I&#039;m not sure about though is if selling of new packs of content (new levels, adventures and so on) using IAP channel is really going to work that well. This is the path I&#039;m going to test...</description>
		<content:encoded><![CDATA[<p>Funny, I blogged a few days ago about the same thing essentially, but from a mobile gaming market point of view. Take a look at <a href="http://habrys.wordpress.com/" rel="nofollow">http://habrys.wordpress.com/</a> and let me know what you think.</p>
<p>Generally I think IAP is the way to go when it comes to mobile games at least, but not without some concerns. It&#8217;s very easy to make your consumers angry, when they feel a game, which has been promised as free to play is not really playable without constantly purchasing something in game.</p>
<p>Also I think paying for virtual goods tend to work very well (if done right) in online, competitive games, when it can give you an edge over your competitiors. Or just something flashy to wear and stand out from the crowd.</p>
<p>What I&#8217;m not sure about though is if selling of new packs of content (new levels, adventures and so on) using IAP channel is really going to work that well. This is the path I&#8217;m going to test&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Farshid P</title>
		<link>http://www.gameproducer.net/2011/07/09/one-important-difference-between-shareware-and-free-to-play/comment-page-1/#comment-146002</link>
		<dc:creator>Farshid P</dc:creator>
		<pubDate>Sun, 10 Jul 2011 00:06:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5928#comment-146002</guid>
		<description>I totally agree with your last statement. Simply because F2P is here to stay. It is a great business model introduced into gaming. Nexon has been doing it for more than a decade and they are one of the most powerful gaming corps I know in the real of MMO games.

And it is exactly because of the notion you mentioned that we do not think about it. Even when you go shopping anything below 4$ is considered cheap or &#039;free&#039; and doesn&#039;t require a second thought. But, as soon as you pass the 5$ line, people (well most people) tend to think twice, do I need it? Can I get it cheap elsewhere? And so forth ...

I encourage everyone to implement USEFUL micropayment purchases into their games. That being said, don&#039;t limit the fun or game advancement to purchases that just turns people off. Make it a &#039;bonus&#039;.</description>
		<content:encoded><![CDATA[<p>I totally agree with your last statement. Simply because F2P is here to stay. It is a great business model introduced into gaming. Nexon has been doing it for more than a decade and they are one of the most powerful gaming corps I know in the real of MMO games.</p>
<p>And it is exactly because of the notion you mentioned that we do not think about it. Even when you go shopping anything below 4$ is considered cheap or &#8216;free&#8217; and doesn&#8217;t require a second thought. But, as soon as you pass the 5$ line, people (well most people) tend to think twice, do I need it? Can I get it cheap elsewhere? And so forth &#8230;</p>
<p>I encourage everyone to implement USEFUL micropayment purchases into their games. That being said, don&#8217;t limit the fun or game advancement to purchases that just turns people off. Make it a &#8216;bonus&#8217;.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
