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Excellent game. Too short - probably but worth the money, definitely.

A very original game.

It boggles the mind that people think the expansion should be free...
 
I play a lot of iOS games, it's my primary gaming platform. Most are retreads of other games, a few are designed for iOS, occasionally one will rise above the rest and be more interesting.

Then every once in a while a game will appear, almost always from some Indie developer, that is wonderful, way beyond anything else I've seen. The kind of game you play through and then feel,sad that it's over so you play it all over again. That's what Monument Valley was.

It was beautiful and creative, and frustrating, and rewarding.
All kudos were well deserved
I didn't begrudge them the money for the expansion pack.
It was all worth every penny.

I can't wait to see what they are working on next.

When I saw this article, I knew I had to post a comment… But you said exactly what I wanted to say, so thanks for the time saver!

This game really is so novel in the way it merges M.C. Escher like impossibilities into a believable 3D puzzler.

It is really hard creating something new. Upfront they likely iterated and threw out tons of ideas, drawings, and game play tests. Then when they believed they had the idea set coding it, and integrating with design and music takes a long, long time.

It is extremely easy stealing ideas off something that exists, or making something crappy. It is exponentially incredibly difficult making something of quality that is new. And then combine this with no guarantee of success, it could of been created and then flopped, happens all the time.

Knowing all this people still have no issue with just copying it and paying nothing.

Indeed. If you haven't already read it, check out this article by the authors of 'Threes', regarding the rip-off game '2048': The Rip-offs & Making Our Original Game

It boggles the mind that people think the expansion should be free...

That's the world we live in now. People feel somehow entitled to digital content for free. In the real world, you'd look like an idiot if you complained that $2 or $3 was too much to spend on the purchase of a game. (Heck, you might pay that much just to play ONE game in an arcade.) But in the reality distorting online community, where there is one whinger, there'll be many others, so the self-justification for pirating stuff snowballs.

But that's the view of my middle-aged self. I have to confess, when I was a teenager, my friends and I traded pirated C-64 games at school all the time and my conscience wasn't troubled. So um, yeah… Perhaps it's also just a sign of immaturity. I wonder what the average age of today's software pirating community is?
 
Which brings me back to the original point: I wish they had broken out the android-specific costs for the game.
You can calculate it, roughly. Some assumptions here, I may be wrong. :)

The original game took 55 weeks to build at a cost of $852,000. Around 5 weeks spent doing the Android version. That means Android specific work cost around $78,000.

Android split of revenue is about $1m.

So safe to say they covered their costs.
 
It's quite a risk to spend so much money for an investment that is going to have to compete with so many games, and to hope to get some awards.
It seems even worst than filmmaking these days.
I can't imagine for the others who don't get an award from Apple, how they are doing if they are not the EA or other big guys.

Also what's crazy is ...how people are expecting creative work like this quality to be free. Sad.
 
Can someone explain to me why it takes so much to develop these games? Is it a graphic design thing? Paying personnel for man-hours?

It took around 8 people about a year to think up, create and finish the app. How much would it cost you to hire 8 experienced designers and app developers and pay them one years salary in your locale?
 
It's quite a risk to spend so much money for an investment that is going to have to compete with so many games, and to hope to get some awards.
It seems even worst than filmmaking these days.
I can't imagine for the others who don't get an award from Apple, how they are doing if they are not the EA or other big guys.

Also what's crazy is ...how people are expecting creative work like this quality to be free. Sad.

A game like this cannot be free and if it was it would be filled with annoying in app purchases. Much better to just buy the game outright. I had no idea something like this would take so long and cost so much money to create.
 
So they made $5.8 million as one of the _TOP_ paid games on the app store. That means after taxes (roughly 47% for that kind of income), they made $2.86M. Divide that between the team, and they didn't even become millionaires from being one of the most award winning and top paid apps. Considering the effort and costs, that really isn't a lot of money. That's not the kind of business you want get into just for the money...

What corporation pays 47% tax? Lots pay almost none.
 
What corporation pays 47% tax? Lots pay almost none.

You need to be big enough to have real tax people on staff to pay almost no tax. People's image of corporations are MegaCorp Inc. Most corporations aren't like that at all.

You don't hear about normal corporate tax rates because reporters don't write about them. The public doesn't care that BoringCorp paid at Y tax rate; they care that MegaCorp (a company that makes more than the GDP of Africa) paid less tax than their secretary.

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You can calculate it, roughly. Some assumptions here, I may be wrong. :)

Again, they know the numbers, so we don't have to guess.

I'd guess that they spend substantially more than 5 weeks of time working on the Android version, and I'd be just as wrong as you.
 
You need to be big enough to have real tax people on staff to pay almost no tax. People's image of corporations are MegaCorp Inc. Most corporations aren't like that at all.

You don't hear about normal corporate tax rates because reporters don't write about them. The public doesn't care that BoringCorp paid at Y tax rate; they care that MegaCorp (a company that makes more than the GDP of Africa) paid less tax than their secretary.
????? Nevada, Wyoming, Delaware. It's that simple. I don't know any company even small that pays 47%.
 
Wonderful and beautifully constructed game. The attention to detail is astounding. And the focus on gameplay is refreshing when so many other mobile games have gone to the free-to-play model, where the gameplay is nothing more than a cynical exercise designed to goad players into making in-app purchases.

Despite its notoriety, $5.8 million almost seems like a trivial amount compared to the obvious amount of work that went into developing the game. And the high % of piracy on the Android side just serves as disincentive to other developers that might want to develop a similar game free from distracting ads and baiting tactics (i.e., virtually requiring "coins" or "gems" to advance levels).

The backlash from self-entitled cheapskates because Monument Valley charged $1.99 for the next round of levels just fuels the cynicism. With this kind of attitude, why would any developer take the up front approach of charging for upgrades to the game itself, when they can simply nickel and dime players to no end with coins/gems for special abilities or hints to advance?
 
Read over on touch arcade that 40% of iOS installs were legit...

A comment on Touch Arcade said that 40% of iOS installs were paid for. The comment also references another article which I can't find.

I'd hold out on judgement until we get more information.

Monument Valley's blog only indicates "free" on the Amazon version... so I assume both iOS and Android are paid versions. It doesn't sound like there was ever a "free" version on iOS... so 100% of iOS installs should have been paid.

EDIT:

It was a tweet from the developer that said 40% of installs on iOS were paid.

So... 60% of iOS installs were free... and they still made all that money?

Now I'm really confused...
 
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Meanwhile, the previous company I was working at made apps for iOS and Android and had ~60% of their revenue from Android.
I guess it depends of the apps :)

I work in the industry and your situation is definitely not common. But even then, I'd be willing to bet that the lower cost of development and support for iOS resulted in higher profits from the iOS version.
 
A comment on Touch Arcade said that 40% of iOS installs were paid for. The comment also references another article which I can't find.

I'd hold out on judgement until we get more information.

Monument Valley's blog only indicates "free" on the Amazon version... so I assume both iOS and Android are paid versions. It doesn't sound like there was ever a "free" version on iOS... so 100% of iOS installs should have been paid.

The infographic they created should tell us everything we want to know, right? I don't know why people are challenging it.

In the past, even paid games have short promotional periods on IOS when they were free. That's how I've installed many games; many total junk, but some, true gems. This happens less often now with IAP. They used this so people could get their hands on it and spread the word, so when they become paid for again, they don't appear very very far on the chart.

Doesn't explain the huge number of not paid for installs fully, but could explain parts of it.

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????? Nevada, Wyoming, Delaware. It's that simple. I don't know any company even small that pays 47%.

Yes, 47% seems impossible, especially if you have a good knowledge of the tax code. I live in the province of Quebec and my company doesn't pay near that and we are certainly not known for our low taxes ;-).
 
In the past, even paid games have short promotional periods on IOS when they were free. That's how I've installed many games; many total junk, but some, true gems. This happens less often now with IAP. They used this so people could get their hands on it and spread the word, so when they become paid for again, they don't appear very very far on the chart.

Doesn't explain the huge number of not paid for installs fully, but could explain parts of it.

Thanks! I just edited my earlier comment after I found that quote :)

I still don't quite understand it though. They made this great inforgraphic showing how well they did on iOS... and then they say 60% of the iOS installs were not paid for.

Looking at how many installs they had at launch... if they did have a promotional period... it should have radically affected their revenue.
 
You can calculate it, roughly. Some assumptions here, I may be wrong. :)

The original game took 55 weeks to build at a cost of $852,000. Around 5 weeks spent doing the Android version. That means Android specific work cost around $78,000.

Android split of revenue is about $1m.

So safe to say they covered their costs.

But, would it had made sense to develop first on Android (without an IOS version), considering the much lower exposure would have meant less publicity and a bigger chance of failure or much longer payback period.

I'd say NO, not currently.

The funny thing is, that people on Android can thank IOS apps for subsidizing their app devellopment. Otherwise, they would get a deluge of low rent terrible applications.

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Thanks! I just edited my earlier comment after I found that quote :)

I still don't quite understand it though. They made this great inforgraphic showing how well they did on iOS... and then they say 60% of the iOS installs were not paid for.

Looking at how many installs they had at launch... if they did have a promotional period... it should have radically affected their revenue.

One thing you have to understand is how incredibly hard it is to get people to notice your app nowadays. Even if you lose 50% of your potential sales, it could still be worth it if you go viral and those sales are high. Better 50% of 10M, than 90% of 1M.

The number of free installs is linked to the lack of easy way to promote your work. Not sure what solution there are for this. All app stores (Google, Apple, Amazon) I feel are a mess.
 
One thing you have to understand is how incredibly hard it is to get people to notice your app nowadays. Even if you lose 50% of your potential sales, it could still be worth it if you go viral and those sales are high. Better 50% of 10M, than 90% of 1M.

The number of free installs is linked to the lack of easy way to promote your work. Not sure what solution there are for this. All app stores (Google, Apple, Amazon) I feel are a mess.

Make sense... thanks.

But do we know for a fact that they gave the app away for free on iOS at some point?

I'm still puzzled by that tweet saying only 40% were paid for on iOS. That seems incredibly low considering how much revenue was contributed by iOS.
 
Make sense... thanks.

But do we know for a fact that they gave the app away for free on iOS at some point?

I'm still puzzled by that tweet saying only 40% were paid for on iOS. That seems incredibly low considering how much revenue was contributed by iOS.

Don't know for sure, but a google search could uncover this if you have the patience to do it, I don't. But, it has been common.

Also, you often get promotions (not always going to $0 (unless the original app was $1), but often knocking a buck off the price) near the various holidays when people tend to actively seek out apps with a frenzy when they get new devices.
 
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