20.03.2013

Wrong approach to monetization of Runaway

Developers from Pendulo Studios came up with an unexpected approach to porting their game Runaway: A Twist of Fate. Having discovered that its full passage would take about 12 hours, the guys sawed the iOS project into two parts. 

As a particular example, the approach is very interesting. In our memory, this is the first time that developers have so “creatively” approached the transfer of a big game. The problem is that they didn’t finish the job.

– Hello! You are monetizing the project incorrectly! It was necessary to divide not into two parts, but boldly into six or seven.

The first, especially short, part could be offered to download for free. The rest as an IAP – for $0.99. So a decent Freemium project would have come out of the project. 

Important: it seems to us that it would be better to release it not immediately, but, for example, in a month after the update. Given the brevity of gaming sessions on mobile devices, this would be just right. Each update could well be accompanied by a massive advertising campaign, so that those who have already downloaded it, as well as a new audience, return to the game.

In the case of dividing the game into two parts, there is a high probability that not all users will pass even the first six-hour session. It is also possible that those who have passed the first half of the game will be unhappy with the need to buy more continuation.

The first part of Runaway: A Twist of Fate will appear on the windows of the App Store on March 28. It will cost $3.99. The release date and cost of the second part are still unknown. 

The PC version of Runaway: A Twist of Fate received a 79 on Metacritic. Publishes the game BulkyPix.  

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