@Brent, can you comment on why you don’t like the freemium business model? I’m currently in the delivery-conception phase of development and I’m trying to decide between a lite/full release option, or a freemium option. I don’t really have a horse in the race; I just want to decide on the best method for players and myself.
It seems to me that the lite/full model opens a developer to increased piracy rates. Maybe this is just heresay from over-cautious developers online, but it seems to be prevalent enough to warrant a second look at this option. Meaning, having a full version available means that an individual can crack it and make it available for download online. I have yet to release an app so I obviously can’t speak from experience, but this method seems like something at which a lot of developers are balking.
The freemium seems like a good idea, in that you get part of a game for free to see if you like it, before spending money on it. In this it is similar to the above lite/full model, but instead of segmenting player actions from downloading something free and THEN downloading something paid, they can just buy the full version from within the app they already have on their device. I think the real downside to this is the stigma (or whatever you want to call it) that you reference above where players see a freemium game as inherently “crippled”.
After reading over my comments I know it sounds like I’m firmly pro-freemium, but I actually would prefer to release under a lite/full model like The Game Bakers or Ravenous Games. I am just hesitant because of the piracy that several developers reference. Do you think this a case of a few loud voices changing the discourse, or is it a legitimate issue? I’d really like to hear your take. Thanks! [import]uid: 135394 topic_id: 30968 reply_id: 130824[/import]