I'm at the planning stages for developing a word game. What I'm still pondering is the how to actually make money from it problem A few questions...
If I release 2 versions, a free with ads "lite" version, and a paid for version, should they both be launched at the same time or something different? I was thinking allowing the free version to get a lot of downloads and then launching the paid version sometime (month?) afterwards?
If I go with ads, then what ad network? I would prefer to use apples iAd but are there any issues with using that, that I should be aware of? are there better solutions?
When it comes to the social side of the app, I'm kind of stuck between allowing people to use GameCenter, or Facebook or both, if I go with Facebook then I have to keep my own leaderboard on my own server, which I'd prefer not to do if I can help it, but I don't see how you can not have the Facebook log in option, any thoughts regarding this?
To earn any money at all, have you asked yourself if your word game can compete against the top 25 in the word category?
I don't see why not, I've got about 8 years worth of experience creating games as a Flash game developer. Obviously I've looked at a lot of the top word games, and the early versions I've built of my own word game seem to be pretty addictive It's the whole area of revenue generation in a game on mobile which is new to me, hence the questions
If I release 2 versions, a free with ads "lite" version, and a paid for version, should they both be launched at the same time or something different? I was thinking allowing the free version to get a lot of downloads and then launching the paid version sometime (month?) afterwards?
Depends. What is going to separate the Lite and Paid versions? If ads is the only difference, then release with only a free version and have IAP to turn off the ads.
If it is substantially more than that, you could split into Paid and Free, in which case release the Paid version first and make sure your Free version has a direct upsell to it.
Quote:
If I go with ads, then what ad network? I would prefer to use apples iAd but are there any issues with using that, that I should be aware of? are there better solutions?
Don't only use iAds as it only will provide ads for a very limited number of countries (US, UK, France, Germany, Spain, Italy and Japan). If you do use iAds, make sure you backfill any failed requests with another ad provider such as AdMob.
Quote:
When it comes to the social side of the app, I'm kind of stuck between allowing people to use GameCenter, or Facebook or both, if I go with Facebook then I have to keep my own leaderboard on my own server, which I'd prefer not to do if I can help it, but I don't see how you can not have the Facebook log in option, any thoughts regarding this?
Use Gamecenter, but provide the gamer the ability to post their progress and achievements to Facebook.
Depends. What is going to separate the Lite and Paid versions? If ads is the only difference, then release with only a free version and have IAP to turn off the ads.
If it is substantially more than that, you could split into Paid and Free, in which case release the Paid version first and make sure your Free version has a direct upsell to it.
Don't only use iAds as it only will provide ads for a very limited number of countries (US, UK, France, Germany, Spain, Italy and Japan). If you do use iAds, make sure you backfill any failed requests with another ad provider such as AdMob.
Use Gamecenter, but provide the gamer the ability to post their progress and achievements to Facebook.
Thanks for the info.
Do you know of any examples of games that allow for ads to be turned off via IAP?
Regarding iAd's and the countries you mentioned, isn't that where you want your ads anyway, to have a higher eCPM?
Trying not to bump my own thread, but there is one thing that perhaps changes things, and that's I do have a number of web games out there (think they get about 20k plays per day), that I can use to promote any iphone game I do, and I have been wondering if that kind of promotion actually means I can just have a paid for app, because I can keep sending traffic to it or if that's not going to make any difference whatsoever and I should just stick to the freemium approach anyway.
Regarding iAd's and the countries you mentioned, isn't that where you want your ads anyway, to have a higher eCPM?
Yes. That is why you have iAds be your primary provider and fallback on another provider that gives you broader coverage after a failed attempt. If you only use iAds, you will generate zero revenue outside those countries listed. By backfilling with another provider you might double your revenues or more by monetizing a wider range of countries even if they have a lowe eCPM.
Yes. That is why you have iAds be your primary provider and fallback on another provider that gives you broader coverage after a failed attempt. If you only use iAds, you will generate zero revenue outside those countries listed. By backfilling with another provider you might double your revenues or more by monetizing a wider range of countries even if they have a lowe eCPM.
Still not sure if whether all the traffic I can send to any game I do, means I can go with a straight paid option, but the IAP to turn off ads sounds like a wise approach anyway. I wonder if anyone here has used that approach to promote their iPhone games, using their other games to promote a new one how that works/doesn't work.
I'm at the planning stages for developing a word game. What I'm still pondering is the how to actually make money from it problem A few questions...
If I release 2 versions, a free with ads "lite" version, and a paid for version, should they both be launched at the same time or something different? I was thinking allowing the free version to get a lot of downloads and then launching the paid version sometime (month?) afterwards?
If I go with ads, then what ad network? I would prefer to use apples iAd but are there any issues with using that, that I should be aware of? are there better solutions?
When it comes to the social side of the app, I'm kind of stuck between allowing people to use GameCenter, or Facebook or both, if I go with Facebook then I have to keep my own leaderboard on my own server, which I'd prefer not to do if I can help it, but I don't see how you can not have the Facebook log in option, any thoughts regarding this?
Thanks for any advice.
iad works only in US, UK, France, Germany, Spain, Italy and Japan...if you have global traffic you can try some mediation platforms few ad networks that i know are adiquity,mobclix...
you could split into Paid and Free, in which case release the Paid version first and make sure your Free version has a direct upsell to it.
I thought apple were rejecting this model now, insisting on IAP in the free version to enable more features instead of buying the paid fully featured app?