17 Feb 2012
Author: Game Industry News Pipe | Filed under: Game IndustryAmong the various concepts which underpin the "freemium" business model, one of the most difficult for developers and publishers to accept is the idea that you're going to be giving away the vast majority of your work for free. Not only will most of the people who play a freemium game do so without paying anything - even those who pay will actually be paying for add-on content, consumables or customisation items, rather than directly parting with money for the core game you've laboured to build.
I suspect that that's part of the reason why some people in the industry have such a strong, instinctive reaction against freemium. To those brought up in the culture of spending years building a game and then selling it at a premium price, the suggestion that they should instead give that game away for free and make their money by selling cosmetic items or energy potions to a minority of players seems somewhere between farce and blasphemy.
Those who recoil from the very concept of freemium, however, might do well to consider the proposition from another angle. It's popular to characterise freemium as a market-upsetting, disruptive approach to making money from games - but I think there's a more rational perspective which simply says that freemium is a way of describing and understanding something that's already happening anyway in this business. It's not an attempt to replace existing business models with something new - it's just a recognition of a reality that already exists.
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Source: http://www.bydesigngames.com/2012/02/17/live-free-freemium-thinking-for-console-games/
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