Maybe one should consider the possibility that the pricing structure for software is antiquated and not serving the developer as well as it could. I've realized that I have far more games on my iPhone than I do on my Mac.
Why?
Because iPhone games are cheap. Many are a buck, some of the better ones are $5, and at most maybe $10. Granted I'm only looking at puzzle and brief time-waster games games, which tend to be the ones dominated by shareware developers anyways. Not RPG epics and video-card-crushing first-person shooters which charge the big bucks. But even those puzzle games on the Mac desktop cost at least $15 and often over $20. For that price I'm not buying.
At $5 and less (I tend to stick with $1 games) I'm willing to buy several apps knowing that if one is a dud, I've got several more to choose from. And it's working. The lower entry price on iPhone games is getting me to buy a lot more whereas on the desktop side I've just sat out and played solitare or emulators.
Why?
Because iPhone games are cheap. Many are a buck, some of the better ones are $5, and at most maybe $10. Granted I'm only looking at puzzle and brief time-waster games games, which tend to be the ones dominated by shareware developers anyways. Not RPG epics and video-card-crushing first-person shooters which charge the big bucks. But even those puzzle games on the Mac desktop cost at least $15 and often over $20. For that price I'm not buying.
At $5 and less (I tend to stick with $1 games) I'm willing to buy several apps knowing that if one is a dud, I've got several more to choose from. And it's working. The lower entry price on iPhone games is getting me to buy a lot more whereas on the desktop side I've just sat out and played solitare or emulators.