IPHONE NEWS
The average price of a Top 10 iPhone game? $1.89
Analysing the Top 100 paid games chart |
It's often said that to get into the upper reaches of the App Store charts, developers have to drop the prices of their games as low as possible.
Some
analysis of the current Top 100 Paid Games chart by
PocketGamer.biz indicates that this is true.
It finds that the average price of the 100 titles is $3.20, although that drops to $1.89 for the top 10. More than a third of the Top 100 are selling for $0.99, but a fifth are going for $4.99.
Other findings: 40 of the Top 100 games were released in June or July, and more than half of the Top 100 are original IP titles, not based on existing brands.
Meanwhile, Gameloft and EA are the two most prolific hitmakers right now, with 12 and ten titles in the Top 100 respectively.
For the full analysis - with tables! -
head over to PocketGamer.biz.
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cmfnyc | 9 July 2009

I think something to consider are the uncertain expectations that surround app store games. This is a new platform and one not dedicated to gaming. As a consumer, I have been unsure of what to expect in a game that I buy. Will it last hours or minutes? I think developers are uncertain, too. Or, I should say, I think that ideas for length and depth of gameplay vary greatly, particularly between indie and major devs. I think this is the overlooked factor in pricing.
I pay $9.99 for games that I have confidence won't be over in a blink. I heard a lot of complaints on forums about Gameloft porting the DS version of Assassin's Creed, but for me the news was welcome--I knew I would be getting something equivalent to a DS game for my $9.99. I had something to gauge my decision on.
I think until devs find some common ground on game life, we will continue to see pricing issues. Within days of each other, you see Doom Resurrection with only 8 levels and Rolando 2 with much more, both for the same price. Different games, sure. But in the App Store, these games live together. As much as I love Doom, 8 levels seems really short. With Rolando 2, I have baseline from the first one, so I am far more comfortable taking the plunge.
$10 may not be much, particularly when compared to DS or PSP games, but it adds up both for consumers and at scale for devs. With the number of iDevice holders mushrooming, it seems to me that devs should worry more about value and stickiness and less about price. ... Spoken like a true consumer.
Joined:
Jul 2009
Post count:
40
people like apps at 59c cas if they turn out crap they can jus say iy only cost me 59c iphone game developers arnt going to be serius about making games for this devise until apps get sold at expensiver price!
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