Why do devs bother with virtual goods?

Discussion in 'iOS Programming' started by TylerBetable, Aug 16, 2011.

  1. TylerBetable, Aug 16, 2011
    Last edited by a moderator: Aug 16, 2011

    TylerBetable macrumors newbie


    Aug 16, 2011
    I don't see why devs still bother with virtual goods. A lot of people have been chasing the virtual goods carrot recently, but are they still the best way for small developers to make a game?

    The problem with virtual goods is that you need millions of users in order to reach $1M in revenue, especially with free-to-paid conversion rates for most social games being in the single digits and average revenue per user (ARPU) often hovering around $1.
  2. troop231 macrumors 603

    Jan 20, 2010
    I like to develop to learn, however I would love to sell a million apps at .99 cents each, because that's $700,000 in the pocket. The odds of reaching that are better than the lottery IMO.
  3. ViviUO macrumors 6502

    Jul 4, 2009
    Because why not?

    Why not add the ability to potentially earn $5 per user instead of $1? There's no guarantee that a developer will make a lot of money from in-app purchases and visual goods, but there will ALWAYS be the possibility.

    Because of that, there is no point in debating it.
  4. TylerBetable thread starter macrumors newbie


    Aug 16, 2011
    I see. Well that doesn't mean that developers will ignore all new methods of monetization, right? I see what you are saying though, there's no reason to shortchange yourself when there is a tried-and-true method that works. Given this, do you think game devs would rather do something that's proven first, then worry about building out a new form of revenue that is untested?
  5. ArtOfWarfare macrumors G3


    Nov 26, 2007
    I'd do whatever I thought would make me the most money without angering customers (because, in the long run, angering customers will just lead to the money drying up.)

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