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Just think, if this were a game for Nintendo DS or PS Vita it would be $30-40. And if it were for the consoles it would be $50-60. $6.99 is a steal for mobile gaming.
They'd not be able to sell the game at 'core' prices, because its nowhere near high quality enough for that market.

Its a average-at-best game thats only even relevant because its one of the few mobile-exclusive titles that isn't garbage.
 
They'd not be able to sell the game at 'core' prices, because its nowhere near high quality enough for that market.

Its a average-at-best game thats only even relevant because its one of the few mobile-exclusive titles that isn't garbage.
Quality of the enjoyment in the game is subjective. My point is, App Store games are way cheaper and provide adequate enjoyment.
 
Sometimes I remove the ad or get some fun stuffs. Usually popcorn is not a must for a movie, but if it's cool, it's alright right?

I think IAPs are great for one purpose - to allow one to try an app or game free before buying it. Eg: a game with 50 levels - first 5 are free, so you can see if you like it; IAP to unlock the rest. Or a game like Trivia Crack - put an ad in the app, but otherwise keep the app playable; if you like the app enough to want to remove the ad, then IAP. Though, TC does have other IAPs, but the ad-removing one is the only IAP I'm likely to use.

For non-games, I've seen similar smart use of IAPs - a todo app that allows you 10 items, but IAP to unlock unlimited tasks - that way you can freely try it out before committing money to the app.

In a perfect world, though, free app trials should be allowed.
 
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