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Market issues re: Google App Store

Discussion in 'General Discussion' started by HonoraryBob, Jul 5, 2015.

  1. HonoraryBob

    HonoraryBob

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    How good are the prospects using Google Play App Store? It looks like most of the top apps are free with in-app purchases. How is that handled? Does Google manage all of that automatically and then pay you once a month, or is the revenue received immediately?
     
  2. JamesLeeNZ

    JamesLeeNZ

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    you get paid monthly
     
  3. HonoraryBob

    HonoraryBob

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    Is there any way to process IAPs via your own website and thereby get paid immediately?
     
  4. jakeb_93

    jakeb_93

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    I don't know for sure, however i would highly doubt it. Since having a google tab, the play store handles all purchases on the tablet. Getting paid monthly isn't too bad i suppose. It's like a wage, and makes filing taxes alot easier xD
     
  5. HonoraryBob

    HonoraryBob

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    It's pretty terrible if you need the money sooner than a month from now....
     
  6. JamesLeeNZ

    JamesLeeNZ

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    If you need money now, don't get into game dev, go work at mcdonalds.

    Getting paid monthly isnt relevant if you're not earning anything, which is the most likely scenario for your first few games.
     
    Kiwasi likes this.
  7. Kiwasi

    Kiwasi

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    Googles payout is monthly if you meet the payout threshold. Which probably will not happen every month when you are getting started.

    If you converted my last payout into an hourly rate. It would be illegal in pretty much every jurisdiction.
     
  8. jakeb_93

    jakeb_93

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    I am guessing a In-App Purchase is not a good concept then? I never, really imagined them doing well, considering the market has been flooded with them.
     
  9. Kiwasi

    Kiwasi

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    Making games for a living is generally not a good concept. There are people that pull it off. But the entire market is flooded with games.

    IAP is a viable monetisation model. But like all monetisation stretegies it requires a significant player base to be profitable. At this stage when you are still playing with ideas and getting started, monetisation is not worth the effort.

    http://gamasutra.com/blogs/SasaStublic/20150401/240243/Dont_monetize_your_games.php
     
  10. JamesLeeNZ

    JamesLeeNZ

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    I think the threshold is pretty low, considering I get like 1-2 sales per month, and have been paid at the end of every month, even if its like $1-2

    IAP is the better choice if you want people to at least download your game.

    #livingthedream
     
    calmcarrots likes this.
  11. HonoraryBob

    HonoraryBob

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    I assume IAP is probably the only workable model given that most other apps seem to use it, including the big boys. But what sort of in-game items can you offer for simple cellphone games that most people just play as casual "time wasters" ? The big companies usually use the method of insuring that some levels are impassible without the player paying (e.g., Candy Crush Saga) or some other manipulative pay-to-succeed method; but barring that, what options would exist for most simple games of this type?
     
  12. JamesLeeNZ

    JamesLeeNZ

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    Its not the most workable, its the model that's been forced on the industry.

    There are ways.. whether they are worth the money is up to the consumer.

    I have IAP to unlock the game further, remove ads, and allow some minor customization. Considering the 24 sales Ive had, this is obviously not that desirable.
     
  13. calmcarrots

    calmcarrots

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    Mine was set to $100 by default. I probably won't hit that threshold for quite some time lol....
     
  14. JamesLeeNZ

    JamesLeeNZ

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    I never set a threshold... just seemed to be pay what you made.
     
  15. HonoraryBob

    HonoraryBob

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    If native mobile apps aren't a good market, what's the best platform for games right now? The browsers are gradually phasing out everything except WebGL, but most companies aren't interested in WebGL either because it's only supported on 30% of mobile devices. Flash is still viable and HTML5 seems somewhat popular with companies, but Unity no longer exports Flash, nor HTML5.
     
  16. Yash987654321

    Yash987654321

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    I MAY BE WRONG but I think HTML 5 and WebGL make no difference.
     
  17. JamesLeeNZ

    JamesLeeNZ

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    I tell you that when im rich.

    I think the biggest markets for making money (without going viral) are console, followed by pc, then smart phone. I havnt released anything on console or pc though, so that's purely speculation.
     
  18. Yash987654321

    Yash987654321

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    Namaste (Hello) :p
    Now on almost all platforms Big brands rules :(
    this leads to a small scale for Indies.
    But because if extra publishing cost, more developers are moving to android so again it is going tougher day by day.