Looks like Play Pass is going to pay devs based on the time that subscribers spend in their game/app: That's interesting and something that I've wanted to see applied to music subscription...
How do I make money?
Developers earn a royalty that incorporates time subscribers spend in their app and captures how users value all types of content (from weather apps to epic endless runners). We're continuously refining the model to make sure it fairly rewards titles that bring the highest user value.
That's interesting and something that I've wanted to see applied to music subscription services, but I'm not sure how well it will work for games/apps. Some apps can have a lot of value while only using them for very brief periods.
I'm confident that, hidden in that model, lies a positive future for online monetization. Ads and microtransactions can't be the end game. But I agree, it's a challenge. There could, for example,...
I'm confident that, hidden in that model, lies a positive future for online monetization. Ads and microtransactions can't be the end game. But I agree, it's a challenge.
There could, for example, be a cap on time spent being counted towards this or maybe even just checking whether the app was opened at all each month. What bothers me, of course, is that this is highly unfair towards games that carefully craft one, specific experience that's super unique and memorable but only lasts a few hours. They have Limbo on there, one of my favorite indie platformers ever but it's like 3 hours long. In fact, many of the best mobile games are a similar length.
I mean this isn't the ideal situation, but I certainly think it's better than ad-heavy, microtransaction-riddled mobile games. I'm hoping that this will lead to improvement in the mobile game...
I mean this isn't the ideal situation, but I certainly think it's better than ad-heavy, microtransaction-riddled mobile games. I'm hoping that this will lead to improvement in the mobile game environment.
I'm so glad I'm not the market for this. Ownership is an archaic notion, now. Which would be fine if it were the collective good, I guess...but, of course, its for the benefit of a private collective.
I'm so glad I'm not the market for this.
Ownership is an archaic notion, now. Which would be fine if it were the collective good, I guess...but, of course, its for the benefit of a private collective.
I hear you but digital ownership stopped being a thing like 15 years ago. At least they let you properly install the games (do they?) and it's not all streaming (which IMO would truly break...
I hear you but digital ownership stopped being a thing like 15 years ago. At least they let you properly install the games (do they?) and it's not all streaming (which IMO would truly break archiving).
What I see here is a chance, however, to potentially beat ads and microtransactions as the primary way of making money online. This could be a very positive signal.
In some ways however this provides people with more freedom. You don't have any sunk costs into a marketplace with a service like this. I could switch to apples and continue with a similar service...
In some ways however this provides people with more freedom. You don't have any sunk costs into a marketplace with a service like this. I could switch to apples and continue with a similar service they offer and not worry about all those android apps that I "own".
I still don't mind this. Nothing is exclusive to Play Pass, I can family share and pass a hat around, $5 on my own isn't that big a deal, and if I don't want it anymore I can just turn it off. And...
I still don't mind this.
Nothing is exclusive to Play Pass, I can family share and pass a hat around, $5 on my own isn't that big a deal, and if I don't want it anymore I can just turn it off. And if this incentivises quality applications, I am totally down for that.
It's really sad that mobile gaming is full of extremes like this. Either we put up with a subscription model where we don't actually own any of the games that we play, or we deal with incredibly...
It's really sad that mobile gaming is full of extremes like this.
Either we put up with a subscription model where we don't actually own any of the games that we play, or we deal with incredibly expensive in-app purchases.
Or buy the games individually? Sure, some of the games here are freemium w/ ads & IAPs removed, but it also includes a bunch of great paid games which, if you prefer to stay away from the...
Or buy the games individually?
Sure, some of the games here are freemium w/ ads & IAPs removed, but it also includes a bunch of great paid games which, if you prefer to stay away from the subscription model, you can purchase.
The problem with the mobile game market is that most people aren't willing to buy games, so companies make games which are "free" with a bunch of ads and IAPs because they know that will be more profitable.
Looks like Play Pass is going to pay devs based on the time that subscribers spend in their game/app:
That's interesting and something that I've wanted to see applied to music subscription services, but I'm not sure how well it will work for games/apps. Some apps can have a lot of value while only using them for very brief periods.
I'm confident that, hidden in that model, lies a positive future for online monetization. Ads and microtransactions can't be the end game. But I agree, it's a challenge.
There could, for example, be a cap on time spent being counted towards this or maybe even just checking whether the app was opened at all each month. What bothers me, of course, is that this is highly unfair towards games that carefully craft one, specific experience that's super unique and memorable but only lasts a few hours. They have Limbo on there, one of my favorite indie platformers ever but it's like 3 hours long. In fact, many of the best mobile games are a similar length.
Oh, boy...so much for "digital well-being"!
A list can be found here- https://play.google.com/about/play-pass/
I mean this isn't the ideal situation, but I certainly think it's better than ad-heavy, microtransaction-riddled mobile games. I'm hoping that this will lead to improvement in the mobile game environment.
I'm so glad I'm not the market for this.
Ownership is an archaic notion, now. Which would be fine if it were the collective good, I guess...but, of course, its for the benefit of a private collective.
I hear you but digital ownership stopped being a thing like 15 years ago. At least they let you properly install the games (do they?) and it's not all streaming (which IMO would truly break archiving).
What I see here is a chance, however, to potentially beat ads and microtransactions as the primary way of making money online. This could be a very positive signal.
In some ways however this provides people with more freedom. You don't have any sunk costs into a marketplace with a service like this. I could switch to apples and continue with a similar service they offer and not worry about all those android apps that I "own".
Sure. I just find the impending "rent everything" model to be a bit..disturbing.
I still don't mind this.
Nothing is exclusive to Play Pass, I can family share and pass a hat around, $5 on my own isn't that big a deal, and if I don't want it anymore I can just turn it off. And if this incentivises quality applications, I am totally down for that.
It's really sad that mobile gaming is full of extremes like this.
Either we put up with a subscription model where we don't actually own any of the games that we play, or we deal with incredibly expensive in-app purchases.
Or buy the games individually?
Sure, some of the games here are freemium w/ ads & IAPs removed, but it also includes a bunch of great paid games which, if you prefer to stay away from the subscription model, you can purchase.
The problem with the mobile game market is that most people aren't willing to buy games, so companies make games which are "free" with a bunch of ads and IAPs because they know that will be more profitable.
Sadly... some of the games in this and Apple Arcade cannot be bought individually. I know that Oceanhorn 2 can't.