App Store Anniversary Promotion Earns 'Infinity Blade II' 5.7 Million Downloads

Discussion in 'iOS Blog Discussion' started by MacRumors, Jul 16, 2013.

  1. macrumors bot

    MacRumors

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    Last week, a number of popular apps went free in celebration of the App Store's fifth anniversary, with Infinity Blade II among them. According to publicist Laura Mustard, who spoke to AllThingsD, Chair's hit action RPG scored 5.7 million new players during the seven day promotion.

    That amounts to three times the normal number of downloads that the game earns in a week, which could earn Chair quite a bit of revenue in the form of in-app purchases. Infinity Blade II offers players bags of gold to speed up item acquisition and gameplay.
    Chair's original Infinity Blade game, priced at $2.99 during the App Store sale, also saw 2.5 times as many downloads as the week before and a related e-book, Infinity Blade: Awakening had a 70% increase in sales.

    Despite the success of the Infinity Blade series, Chair co-founder Donald Muster revealed last week that Infinity Blade Dungeons, a dungeon crawler that made its debut at an Apple event in March 2012, had been permanently shelved. He noted, however, that the Infinity Blade series was very much alive, with "more games, more books, and maybe even other products" still in the works.

    Article Link: App Store Anniversary Promotion Earns 'Infinity Blade II' 5.7 Million Downloads
     
  2. macrumors 65816

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    #2
    3x more downloads?! So the game still gets bought well over a million times a week. Not bad.
     
  3. macrumors 65816

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    #3
    $6.99 around 2 million times a week! That is impressive.

    I'm surprised that it only got downloaded 3x as much while free. I would have expected many times that.
     
  4. macrumors 68020

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    #4
    This just shows the power of the freemium model, i guess it is the future.

    :(
     
  5. macrumors 68020

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    #5
    In other news, a million more people cried out in pain when they realized they missed getting it for free.

    (I know of one)
     
  6. macrumors 6502a

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    #6
    I'm sure a lot of people just didn't know.
     
  7. macrumors member

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    #7
    I wish more developer did the same.
     
  8. macrumors 6502a

    northernbaldy

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    #8
    I downloaded it, played it, deleted it
    rubbish, I'm pleased I didn't pay for it
     
  9. macrumors 6502a

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    #9
    imagine when we start getting console grade games on a beefed up apple tv :cool:
     
  10. macrumors 68020

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    #10
    Last gen console AT BEST.
     
  11. macrumors 68020

    mainstreetmark

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    Saint Augustine, FL
    #11
    but not from me. Mine's just sitting there on one of my screens with it's "loading" progress bar 100% empty. I click it, and nothing happens. A few minutes later, some error appears telling me to go check iTunes, but iTunes doesn't have anything to say on the topic.
     
  12. macrumors 6502

    cheesyappleuser

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    #12
    lol
     
  13. macrumors regular

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    #13
    bought? they were free downloads. so revenue loss.
     
  14. macrumors 65816

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    #14
    5.7m is 3x the normal amount of downloads.

    Before the promotion they were easily exceeding 1m paid downloads a week. Pretty damn good.
     
  15. macrumors 6502a

    ConCat

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    #15
    I always assumed that Apple ate the cost with these types of promotions...
     
  16. macrumors regular

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    #16
    I think Apple has payed developers to make those apps for free because those are some of the best iOS exclusive apps out there.
     
  17. macrumors 6502a

    Winter Charm

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    #17
    This is exactly what happens when you release a polished and well designed app.

    The beauty of the App Store is that it levels the playing field. If you write a really nice app that works as advertised, and doesn't have bugs, and you stand behind that app, supporting your users with regular updates and bug fixes, you will make bank.

    Pixelmator for the Mac App Store is another example. While it doesn't do everything photoshop does, it's an extremely refined app that does most of what everyone who bought it needs. And they've made quite a lot of money.

    Essentially, the app store curates a large ecosystem of quality apps for a platform.
     
  18. macrumors 6502a

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  19. macrumors regular

    ratigator

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    #19
    I downloaded it because it was free. I still can't be bothered to play it.
     
  20. macrumors 68000

    Parasprite

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    #20
    I don't know, I thought it was pretty g

    Well, I guess it doesn't quite feel like it's on the right platf

    Platform....but the wiping screen feels kind of stupid and unin

    STOP THAT
     
  21. macrumors 68020

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    #21
    I totally missed out on this, hopefully it's given away for free again in the future.
     
  22. JAT
    macrumors 603

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    #22
    This is in no way a freemium game.

    ----------

    Check your Internet connection. This is a 1.2GB game, it requires wifi and a lot of time to install. And check your remaining space.
     
  23. macrumors 603

    Stella

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    Canada
    #23
    Great graphics for sure. Unfortunately they forgot about the game play.

    This 'game' is little more than a technical graphic demo at best.

    I'm looking forward when iOS games have these graphics and game play.

    That aside, it is fantastic what graphics the iPhone can push out.
     
  24. macrumors 68040

    haruhiko

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    #24
    If they further developed Epic Citadel to be an RPG game, it would've been fantastic. I always dreamed of wandering around in that beautiful city.
     
  25. macrumors 603

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    #25
    No kidding. Sure, you can pay if you're lazy, but the game is just as playable--and, importantly, enjoyable--if you don't pay a penny past the purchase price, nor does it ever encourage you to do so.

    In fact, even throwing huge wads of money at the screen isn't likely to get you that spectrum gem all that much more effectively than doing it the hard way.

    Really? Are you sure you just don't like fighting games?

    No, it's not as nuanced as some, but I've been playing fighting games since the original Street Fighter II (no Turbo, no anything) back on the SNES, and Infinity Blade and II are two of the few that actually engaged me enough to get into. It has a simple control scheme (like the best of them--no ridiculously complex combo chains to memorize), but a fair amount of nuance and a nice little dose of plot overlaid on it.

    II does a particularly good job of scaling the difficulty as you improve your own skill and equipment, and adding additional things for people who get really into it--the whole gem crafting thing, which doesn't really kick in until a few dozen rebirths, and I'm impressed how the enemies keep adding new moves to mess with what you've learned even in the level 400+ range. Its only weakness is occasional screwups detecting which direction you swiped, although II seems to be more forgiving (or accurate) than I.

    Again, it's a fighting game, so of course it's repetitive--that's the nature of the beast. But I'd call it a good one, and not just because it's gorgeous.


    I would play that game, too.
     

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