Last Updated: August 5th, 2013

Android devices are getting more powerful by the month. In just a short period of time, mobile gamers are no longer content to fill their time with ports of desktop flash games, or even decade-old Grand Theft Auto titles, and have come to expect 3D spin-offs that look somewhat convincingly like their PC equivalents. This is great, but there's a catch - it won't come free. If gamers want better games to come to mobile platforms, they're going to have to stop their moaning and buy the games as they come out. They can't all be free, and here's why.

Ads Are A Double-Edged Sword

Many gamers are perfectly content to download free games that are laden with ads. I don't understand this. Perhaps I've grown old and crotchety, but ads offend me. In nearly two decades of dedicated console and occasional PC gaming, I never had ads displayed inside my game window. Seeing them pop up anywhere near a gaming experience, even if it's just the title screen, is akin to opening up a novel and finding the first few pages lined with coupons. I wouldn't want to open up Harry Potter and the Deathly Hallows to see adverts for black robes, and I feel the same about games.


I was going to buy one afterwards anyway, with or without ads. 

That said, many of you don't mind ads in your games. That's fine, but indulging in ad-funded gaming just encourages the worst type of behavior from developers. While a developer could make a paid game, sell 10,000 copies, and bring in a halfway decent haul, ad-based games have to move shipments by the millions to bring in revenue. Since enticing millions of people to play your game is easier said than done, they're tempted to flood their games with even more obnoxious ads, and worse, in-app purchases. They want you to pay real money for fake money, so you can buy the uber-weapon that will defeat the mega-troll blocking the path to the ultra-castle, which will require you to spend more real money on more fake money in order to finish. While I'm okay with games throwing in unreasonable difficulty spikes (play any JRPG made in the 90s), expecting additional money from me as a reward for this behavior is a sham. We've fleshed out why IAPs are awful before, so I'm not going to spend too much time wailing on them now. That said...

IAPs Are Not Inherently Evil

While some apps completely abuse IAPs, that shouldn't be an indictment of the entire method of distribution. Some games, especially those that ship episodic releases, would benefit from transitioning to distributing content via IAPs instead. I don't need many icons in my app drawer all leading me to what is essentially one long game. If a developer decides they want to release a game with four sets of levels and charge 99 cents for all but the first set, then they've essentially distributed their game for $3 with installments paid for at your own pace. If buying levels after downloading a game upsets you, then buy them all as soon as you download the game and pretend it was one lump sum. You will still spend $3 either way. IAPs in paid games also aren't the end of the world. As long as the developer is upfront, and the content is reasonable, such IAPs aren't all that different from buying downloadable content on a console or PC.


BuyIt12 BuyIt13 BuyIt14

And it could all be yours for just three payments of 99 cents! (Shipping and handling not included)

Unfortunately, casual mobile gamers have a difficult time conceptualizing paying for a game. This is the same problem PC game developers had when the market was young, as they were shipping content at a time when people generally viewed PCs as tools and video games as toys. People who buy video game consoles go into the purchase planning to pay upfront for games later on, and game developers can measure the size of their potential market just by looking at console sales. The same isn't true for smartphones. The majority of people who buy one don't view it as a gaming device, and many of those that do tend to view it as a way of flinging a couple birds at some pigs while they wait for the bus. A game developer looking to release a graphically intensive role-playing game isn't going to reach these people regardless of how awesome their game turns out. And while tablets may be more likely to entice buyers to install a game or two, they don't ship nearly as many units as smartphones do.


I don't have to spend $3 to go play chess. I'm not about to spend that much to fling some birds!

IAPs, done right, serve as a potential solution to this problem. A developer can offer some content for free, and as long as they are transparent about it, dedicated gamers know to buy the complete game afterwards. This isn't too different from the shareware model that used to be quite common on PCs. It enticed enough people into playing games on their PCs until the idea of gaming on a computer wasn't that weird anymore (it never was that weird, really, as any older nerd from that time would tell you). Android devices are at the stage now where they can serve as our primary gaming devices, but only if we show developers that it is worth their time to invest in creating games that genuinely take advantage of the hardware. How do we do that? Well, we're going to have to accept some hard truths.

$4.99 Is Not Too High A Price

Sega just ported Crazy Taxi to Android and only wants less than the cost of cab fare for their effort. This is a full-blown port of a rather complex game, one that would have eaten all of your quarters at an arcade or set you back $50 on a console (it has been brought to my attention that Crazy Taxi didn't actually launch at $50 like most first-party titles, but you get the idea). That Sega invested the time it takes to make it a touch-friendly experience that works across a wide number of Android devices and only wants a fiver for it is an absolute steal.

BuyIt1 BuyIt2


Likewise, Rovio Stars just released Tiny Thief, a gorgeous 2D stealth-based adventure game that bleeds personality. No, it's not a console-style game, but there is nothing lazy about its presentation. This is a quality game available for $2.99. There's no free version, nor is there a demo. And you know what? That's fine. On any other platform, gamers would accept this and buy the game anyway, especially at such a low price.


BuyIt4 BuyIt6 BuyIt7

Smartphones may be small, but that doesn't mean they're cheap to develop for. These things are mobile computers, and for some of us, they're more powerful than the laptops sitting on our desks. Tablets are capable of packing even more power. If people want games with console-quality graphics, and they want them to be both ad and IAP-free, then they're going to have to pay for them, and they're going to have to pay more. 2k Games ported XCOM to iOS and wanted $19.99 for their trouble. The game's not as attractive as the console and PC versions, but it contains the majority of the same gameplay at a fraction of the cost. All thing's considered, it's pretty cheap.

BuyIt8 BuyIt9


Square Enix also charges up to the same amount for many of its Android titles. Still, even if we don't see a massive influx of $20 ports in the immediate future, we shouldn't complain as more intensive mobile games gradually start costing $4.99, $6.99, and $9.99. Take a moment to look at the gorgeous Bounty Arms, now available for $4.99. This is the kind of content we want to see more of (actually, no, the game turned out to be quite the disappointment). If we want developers to start taking Android seriously as a gaming platform, we have to make it worth their while. Otherwise we can't complain when Rovio releases another freemium title loaded with ads and IAP. It pays the bills after we've proven that we refuse to do the same.

So What Are You Waiting For?

Go buy a game or two. No, it doesn't have to be right now. Save up and drop ten bucks on that "expensive" Android game that you would have considered an impulse buy on any other console. And if you're really committed, consider giving the NVIDIA Shield, a M.O.J.O., or even the Ouya a go. Picking any of those up is comparable to buying a traditional console, and it gives developers a slight idea of what their installed base of dedicated players is. That will then benefit all Android gamers as more titles are released for the platform, and people will have the choice to play them in the manner they find most comfortable - whether that's using touch controls on a tiny screen or a Bluetooth controller synched to a tablet that's plugged into an HDTV. The future looks bright, but we have to open our wallets to make it happen.

Bertel King, Jr.
Born and raised in the rural South, Bertel knows what it's like to live without 4G LTE - or 3G, for that matter. The only things he likes sweeter than his tea are his gadgets, and while few objects burn more than a metal phone on a summer day, he prefers them that way anyway.

  • Bernard N


  • Android Telegraph

    Great editorial, totally right if we need more iOS-level games coming to Android. Now, if only Google would get down to supporting more payment methods (read: different debit cards) here in India, perhaps by asking Microsoft how they do it on Windows Phone (WP asks for Mastercard/Visa password in the browser after each purchase, which most banks need before allowing a transaction, but something neither Google nor Apple even have the code in their OS for), so that we can actually buy some instead of having to sit by the sidelines (or worse, pirate it).

    • Grimmjow

      in this day & age, you don't carry a credit card?

      • Android Telegraph

        Nope. Credit cards aren't that common here as debit cards and not that easy to obtain, so Google and Apple are missing out on a lot of sales with their poor support.

        • Grimmjow

          Pretty common actually. Any damn private bank is going to issue you a credit these days!

          • Android Telegraph

            Not if you aren't working for a company/are using a blog as your primary mode of income. Also, not if you're a student. :)

          • Grimmjow

            ah ok, i concede that.

          • Ror

            Google just needs to get more international retailers to sell the Play Store gift cards. I still buy PSN cards from time to time since Sony always seems to have an issue with certain debt cards so I know the usefulness of having physical payment card options.

          • r4v5

            > here in India

  • http://brgulker.wordpress.com/ brgulker

    What am I waiting for?

    A Google API for a physical controller. There are just so many game genres that require that kind ofprecision, at least in my hands .

    Otherwise, good post. If you want good mobile games, support them. Makes sense.

    • Philip Owen

      This is one of the reasons why I'm hesitant to even buy the Shield. How many games are actually going to properly support the use of the built on controller? So far Six Axis gets me by with just about any game where I feel a controller is better than an on screen interface. That said, if the almighty Google developed an API for devs to utilize it would almost definitely dramatically simplify things.

      • didibus

        I think there already is an API, but there is no standard set of buttons. Like nothing specifies that a Android controller must have X amount of face buttons, of triggers, of shoulder buttons, etc. Right now, it's more in the state of what PCs were before the 360 controller could be hooked up to a PC and pretty much became the defacto layout.

        That's why no devs add support for a controller, for one, they think that very little users use them with their phone, and if they were too, they wouldn't know exactly what layout to support.

        • Sergii Pylypenko

          There IS an API and native support for USB gamepads since Honeycomb - XBox/PS3+cable/cheap substitutes sometimes work too, and there IS standard set of buttons - cross, ABXY, L1 L2 R1 R2, and two analog clickable sticks are present everywhere, Ouya/SHIELD included, and they all return the same keycodes. Start/Select/Menu buttons are pretty random though, and Ouya does not have standard Back button - it returns Menu keycode instead, not very smart IMO.
          I already have two published games that support both touchscreen controls and gamepad, they even hide on-screen controls when you move the joystick. OpenArena and TeeWorlds, if you're interested.

          • didibus

            Hum cool, I didn't know. Though by standard set of buttons, I meant some kind of official layout. It's nice that cross, ABXY, L1, L2, R1, R2 and two clickable analog sticks return mostly the same code for all controller that have them, but it is not nice that not all Android controller are made to have them. By standard layout, I mean a layout that would be "Official". So a controller manufacturer would need to have at minimum, those exact button present on the controller, to be called a "Official" Android controller. Ideally, there should be 2 layouts, a "portable", and a "full". Than controller manufacturers could target one or the other, in all cases, they could add buttons if they wanted, but at minimum they should meet the requirements of "portable" or "full".

            "Portable" could be something like AB, L1, L2, cross, "Menu"
            "Full" would be like cross, two clickable analog, ABXY, L1, L2, R1, R2

            And each could have a rumble option to it, with 1 motor minimum. So you could be classified Portable Rumble, or Full Rumble. And games could specify the layout they support: Full Rumble, or Portable, etc.

    • David

      As far as I know, there is an Android API for physical controllers.

      Not sure how it works, but I'm quite sure there is.

      • http://gamingirl.com Twinkling82

        Try searching for steelseries free wireless controller.

        They made it with android in mind. the price is ridiculous though.

    • http://gamingirl.com Twinkling82

      Buy the steelseries air controller, many games will work with that.

      • Mastermind26

        The reviews are pretty mixed:

        "The SteelSeries Free Mobile Wireless Controller aims to improve your touch-screen gaming experience, but it comes with some limitations and a too-high price. ($88)"

        • http://gamingirl.com Twinkling82

          Of course it comes with some limitations, some developers don't develop their games with this controller in mind, and thus there will be some troubling things no matter how you look at it. And the pricetag is the ONLY thing that makes me NOT go out and buy it tomorrow. They want more for it than a freaking fullfledged controller for the consoles.

          • Mastermind26

            So, the overall take-away is: "limitations", "some troubling things" and "pricetag".

            Still says, "Do Not Buy" to me.

          • http://gamingirl.com Twinkling82

            Agreed. I hate playing GTA VC with on screen controls though. UGH!

          • Mastermind26

            I wonder if the Zeemote (JS1?) is still around and how many games they support.

      • Ror

        I'd go with the DualShock3, personally. Unless you absolutely have to have an Xbox layout. Not to mention it works with third party things like the GameKlip phone holder. http://buy.thegameklip.com/

        • http://gamingirl.com Twinkling82

          I can't make my dualshock connect with my phone (no big USB slots and the micro to big USB I bought doesn't seem to work) so there. ugh. Besides, that controller is a little too big to carry with me where ever I go.

    • http://gamingirl.com Twinkling82

      Sorry, the name is free, not air. :)

    • marcusmaximus04

      "What am I waiting for?

      A Google API for a physical controller."

      The future is now! http://docs.nvidia.com/tegra/data/How_To_Support_Android_Game_Controllers.html

      • raindog469

        He said "Google API", not "third-party API". There are plenty of competing physical controller APIs now: Nvidia, Gamestick, Moga, Xperia, Ouya, and whatever it is USB/BT Joystick Center uses (needs specific game support if you want analog sticks). I'm sure there are others I've forgotten too. I have no interest in carrying 5 different controllers with my tablet to cover all the bases.

        If Google comes up with an API, there'll be a few holdouts, a few orphaned games that will never support it, but most subsequent games will.

        • marcusmaximus04

          That IS the Google API. Its just NVidia's description of how to implement it. All the classes/methods/etc listed are in the Android SDK as of Android 3.1. For the record, the Ouya uses this too, which is why the Xbox 360 controller works so well on it.

          • raindog469

            You're right. I read all that documentation and totally missed the links to developer.android.com. My bad. But that makes me more confident about Android gaming, with Nvidia, Madcatz and Ouya all using the Google standard API, even if in slightly different ways.

            Now, if only more mainstream games would support physical controls rather than just drawing a D-pad and buttons on the screen. I've spent well over a hundred bucks on games between Humble Bundles and the Play store, and I don't even play most of them because I loathe touch controls except in games like World of Goo where it's essentially a mouse game anyway. I'm literally just spending my money to support developers I like.

    • TheRobotCow

      If you are rooted, you can connect a ps3 dualshock controller to your device via bluetooth.

      • enoch861

        Or with a cable if your not rooted.
        The only downside is that some good games don't support it.

    • Mr E

      Personally, it still saddens me that the Xperia Play did so poorly. I'd love to see a truly high-end phone with a slide out gamepad (and decent analog sticks)

    • Kokusho

      there is already something like that. Developpers just have to add in their game "touch to jump and also when press Jump > jump" (I know I'm over-simplifing but it's not far from that)

  • ProductFRED

    Pretty much anything up to $10 is reasonable in my book . For $10 it'd better be a full-featured remake of a PC/console game, or something extremely polished with high-replay-ability. I agree with this article; one way or another, devs need to make money. Nobody likes ads, but a lot of people, for whatever reason, don't like the idea of paying for apps. A few years back, I used to pirate apps when I had an iPhone, and when I got my first [few] Android phone[s]. But then I realized how much of a hassle it was to resort to cracks and modified APKs compared to shelling out a few bucks to get updates that fix bugs and add features. Plus it just makes you feel good knowing you're supporting the developers. A major reason iOS games aren't coming over is because they're so easy to pirate on Android. I love being able to sideload APKs in general, but it's an often-misused feature. Just pay for the damn games and stop ruining it for everyone.

    TL;DR: It's actually easier to just pay for your apps.

    • Mystery Man

      I realized it was too much trouble once I got 2 jobs. I even pay for a google music subscription now because I am too lazy to download -_-

      • http://bertelking.com/ Bertel King, Jr.

        This is essentially the same reason I jumped on board with Google Music All Access. I'll pay the price not to have to dedicate all that time to downloading and managing music across multiple devices.

        • didibus

          Except when you come across that song that it doesn't have.

          • http://bertelking.com/ Bertel King, Jr.

            That's actually one reason I prefer Google Music over competitors. If Google doesn't have it, I can still buy it elsewhere and upload it manually. Then I can still access it within the same interface.

          • Ror

            I love how Google auto-uploads all the music I buy on iTunes it's great to have all my play music and iTunes songs streaming in one place.

      • Grimmjow

        Same here. Too damn lazy to pirate! Searching for that song in your mind on the go is very convenient with subscriptions. Google Play All Access is the first time i've paid for music. What i'd still like is for all these subscription services to make it easier to move your library to another service.

      • Mr E

        same here -- I feel like such an old person ;)

    • didibus

      Aren't you expecting too much out of 10$? If a game console sell for 60$, how can you expect the same game to sell for 10$ on your phone? If it's the same game, it took them the same amount of time and money to put together no?

      • p.j.oak

        because the 60$ for the console game or better the 40$ for the pc game are a shameless rip off! not by the devs, but by the publishers.

        • marcusmaximus04

          Tell that to the companies who sell millions of copies at that price and go under doing so. A AAA game can easily cost upwards of $250 million to make. That means 4.17 million copies need to be sold at $60 each *just to break even*.

        • didibus

          I doubt it's a rip off. A triple A game costs about 15 million dollars to produce. Though the savings in packaging could probably have the game retail at 50$ or 40$, is bought digitally, but never 10$.

          Here is my source: http://www.notenoughshaders.com/2012/07/02/the-rise-of-costs-the-fall-of-gaming/

    • painter

      disagree on 2 things:

      1. pirating apps on iphone is easier, at least from hacker standpoint, because there are less hardware variations. what make it seems harder are ios jailbreak & android ability to sideload app.

      2. some exclusive android games can only obtained through pirated version, no matter how willing I am to pay for it.
      ex: Battlefield BC 2 (xperia play exclusive), Resident Evil 4 (samsung exclusive), some amazon exclusives, etc.

      and some "nasty" games are "deserved" to be hacked to make it more "reasonable".
      ex: Real Racing 3.

      • DrM

        As far as I'm aware, there are means to "sideload" "liberated" apps on iOS without Jailbreaking. I think it was called kuyong or something like that, but that's not the point. You don't have to be a hacker to install cracked games, you can be a snot-nosed brat who's read a guide on some forum titled "How to install paid apps for free!".

        Exclusives aside, I actually disagree with your point regarding Real Racing 3. RR2 still costs $6, and you know this price accounts for the time and effort they've put into it, however RR3 is entirely free to play, and that's completely our fault. RR2 has been released for a few years now and hasn't topped 100K installs, whereas RR3 is already over 10M installs. Simple math: if only 2% of the people who've installed RR3 thus far spent $1, just ONE BUCK, the game has already grossed THE SAME as RR2.

        Because people are cheap, this is what we deserve. It's only up to us to change that.

      • Ror

        Actually Resident Evil 4 (Biohazard 4) is available on the Play Store but it's only in Japanese. https://play.google.com/store/apps/details?id=jjp.co.capcom.android.googleplay.bio4

  • Mayoo

    I payed the high price for FF3 and Chrono Trigger and I do not regret it. Lower than 5$ is a no brainer, higher than that I need to already know the game. But if I don't know much about the game, I need that "demo" feature in the store that could help me try before I pay. It will be a "game changer" ... you see what I did there? ;-)

    • Justin

      FF3 (and subsequently FF4) had some of the best control schemes of any mobile RPGs I've played, and they were exceptional ports.

      Totally worth the price for me.

  • Mr E

    * runs off to Amazon to purchase Hogwarts robe.... *

  • Mystery Man

    Meh the only games I would pay for would be made by Valve

  • Joe

    Your logic is a bit flawed, games on Android are generally a lot less time consuming than console games. Take for instance final fantasy, the length and depth of that game will never be matched on a handheld and is worth the much higher price tag.

    • Liam Higgins

      Well considering that you can get final fantasy on Android, I don't really see your point...

    • http://bertelking.com/ Bertel King, Jr.

      Handheld games on the 3DS and Vita have already matched console games of 5 - 10 years ago, and many of their titles really only lag behind in terms of graphical capability. Android smartphones and tablets are rapidly becoming more powerful devices than both of these handhelds. All that is holding them back are people's mindsets. As internet speeds continue to improve and phone hard drives continue to grow, there's no reason why we won't see games that are equally as immersive developed for Android.

      And that's ignoring the many console ports that have already arrived. When Jet Set Radio, GTA III, and Max Payne were first released, consumers couldn't dream of playing them on handhelds. Now not only do consumers expect them, they expect them for cheap.

      • Gandalf_Teh_Gray

        Storage space hasn't changed much last 2 years. In fact we seem to be getting less options out the box.

    • s73v3r

      Your point is completely invalidated by the fact that there are several Final Fantasies on both Android and iOS.

  • Alex

    I don't get games/apps higher than 3€.
    And normally only get them on the promotions.

    • s73v3r

      So you're part of the problem.

  • Psybuster

    I agree with most points but not the pricing one. The original Steam sale has forever changed the face of digital game downloads. Why would I buy the port of Xcom for 20 when I could've gotten it for less than 10 for the superior PC version on numerous different sale occasions?

    • http://bertelking.com/ Bertel King, Jr.

      Sales are just that - sales. The Play Store has them all the time. If you don't want to pay full price for an Android title, just buy it when it goes on sale like you do for the PC.

      • Mr E

        I'd have to agree to both points here... inferior port or not, it's hard to take the PC mobile with you. However, while Steam (and other) sales are very frequent, it's a lot more rare to see *good* Play store sales. It's been a while since we saw the good ol' $0.10 and $0.25 app sales. i think if the Play store had regular holiday sales like Steam does, we'd see a lot more activity.

        • Matt Sokolinski

          I think if a game normally costs £4 and you expect sale for 10p than you must be tight, cheap, ass.
          reasonable sale is 50%.
          Clothing sale for example. I doubt a shirt worth 45 would be sold for 2.50 in a shop.

          • Alex Luckett

            I agree with you, but that's not a very good analogy. Each shirt needs to be created, transported and stored - all which cost money per item. The software is only created once and then distributed via Google Play - there isn't really any added cost per item, so it won't really affect the business as much.

          • Matt Sokolinski

            Let's start.
            1. 30% going to google
            2. Developer account payment
            3. Currencies variations
            4. Additional time and money spent on advertising (for a game to get on the front page of gplay you have to pay)

            No there is no additional cost

          • Alex Luckett

            I said there was not really any additional cost PER ITEM - there's a big difference between paying for something once and paying per unit sold.

            1) Fair enough.
            2) Doesn't contribute to the cost of sales. You pay the dev account payment once at the start, not per unit you sell.
            3) Probably handled by Google.
            4) That would have to be paid anyway. This doesn't change depending on the number of sales.
            5) Again, I'm taking about per unit - you create the software once (haha) and then sell it. This is a fixed cost (office rent, salaries, etc), which needs to be paid anyway even if the apps don't sell.

            These sale periods aren't for profit. They give the devs exposure, which may result in repeat business if the users like their apps.

          • Michael Ta

            So you think apps are not needed to be created, transport and store? You know you need cables to transports, severs to upload to, to store, and electricity to keep those severs running? you know there's also huge tax system too? things are not simple mate. cheers.

          • Alex Luckett


            Like I said, those costs would have to be paid regardless of the amount of units they sell. Even if they only sell one app, the cables, servers & electricity would still have to be paid for. A lot of that would be handled by Google Play anyway, which wouldn't cost the business anything (other than the initial $25 dev fee).

        • Cenarl

          I wouldn't hold your breath for the return of .10 and 25c sales. Those were big time promotional sales that only went along with special events. 10-25c would barely cover a credit card transaction fee, Google likely went in the hole for those promotions.

  • icyrock1

    AMEN. I HATE ads in my games. If I see a game I like, I buy it. If I don't have the money at that moment, I book market and buy it when I have the spare change.

  • nerds

    The problem with complex games like GTA, crazy taxi etc is the controls. In general, onscreen controls suck IMO for complex games. Maybe if I get a MOGA it would be worth it.

  • The Phenom

    I gladly pay for any game I want. If I don't want ads I pay for the ad free version.

  • Greyhame

    Great article. I have no issues paying for a good game.

    What I DO have an issue with is the 15 minute refund window. It's just too small a time frame to know if the purchase was worth it.

    • Evan

      Especially if you need to spend time downloading an additional 750MB+ of game content. If you aren't on a good connection you'll be outside of the window before you can even open the game.

      If the clock didn't start until after you were able to get in to the actual game, then I'd be fine with 15 minutes. But when I am out of the refund window because I was waiting for downloads to process... that's some poop.

      • http://bertelking.com/ Bertel King, Jr.

        Agreed. This happened to me when I bought Jet Set Radio. By the time I finished downloading the game and realized that it doesn't work on the HTC One, the fifteen minutes had long passed. That said, in this one instance, I'm not that bummed. I love SEGA and consider the $3 a thank you for porting the game to whatever devices it does work on.

        Of course, I'm still monitoring that game closely for an update that will get me in.

        • Mastermind26

          same. Bought it for my N10, but it runs somewhat laggy. Still not at all bummed the JSR. At least SEGA has been porting the classics!

        • http://www.Nave360.com Sebastian Gorgon

          You can still get refunds via web google play.

        • Matt Sokolinski

          you are so full of crap. There is a new refund policy.
          Quote from gplay
          You have 15 minutes from the time of download to return an application purchased on Google Play for a full refund

          • s73v3r

            Download of the APK. Not download of the additional resources.

          • Matt Sokolinski

            Tell me what game isn't fully hosted on Google since they upped their limit on files ?

          • sweenish

            Rayman Jungle Run, for one. Pretty sure the Dark Knight Rises game isn't. ME:Infiltrator.

            It's not like all devs magically moved to Google.

          • s73v3r

            Several. Especially ones from bigger studios.

          • Matt Sokolinski

            Please enlighten me.
            A part from GTA and perhaps square Enix (but I don't think square does that) all games have full download package on Google servers

          • Sean Royce

            Relax Matt. No need to get so angry.

          • http://www.gundamaustralia.com/ cameron charles

            whilst you are correct the time limit only kicks off once all files have been downloaded, that only works if the game/app uses google's extra data services and not their own service, pretty sure GTA3 is still using its own service (didnt verify that) so in that case the 15mins starts ticking the second android tells you its installed, never mind the large in app download your about to embark on

          • shadowdude777
          • Matt Sokolinski

            Dude I know that. Got a refund for asphalt 7 couple of months a go (bought it ?lat year or so)
            People that are arguing about refund policy are uneducated idiots unable to read t&c (had to be said)

    • Grimmjow

      The youtube video. If it isn't good enough, dont buy it! Same goes for a movie right?

      • Gorga Naibaho

        Also, someone might have done a review of said game on YouTube. That's at least 2 footages of the game that can be viewed by potential buyers.

    • marcusmaximus04

      15 minutes is just the minimum. If you contact the app developers, often times they'll make allowances in some cases.

      • Mr E

        That's a fair point, but it shouldn't rely on special allowances.

    • Mr E

      15 mins is way to short if this is an expected part of the process (and it kind of is with the inconsistent compatibility). 1 hour at minimum, I think, would be fair, or even let the devs control it (ie. super-small games get 15 mins, and large hd-fests get 1hr, etc). I remember paying for a game on release day, then by the time I downloaded it and it forced a reboot on me, I was outside of 15 mins.

    • Jonathan Ly

      I'm sorry, if you can't do that for console or PC games why the hell should it happen on mobile games.

      • Sorian

        At least with PC and console games, you can find reviews before the game is released most of the time. That said, I don't know if mobile games get the same treatment.

      • Jerecho

        Well, Mr Jonathan Ly;

        PC games provide Minimum and Recommended Specification Requirements that, 99.9% of the time, *do* let your game run. CPU, RAM, disk space, graphics card and VRAM; and for many popular titles, if you bother to visit the developer's page in advance of the release they'll even have a complete list of proven-to-work graphics cards.

        As for consoles, considering that games are made specifically for them, I've never heard of a console game force-closing or crashing.

        If in either of the above cases you can prove that (1) your PC *DID* meet the necessary requirements, or (2) the game is indeed crashing on your console (almost always because of a spoilt disc), I've not known of a retailer/manufacturer who refused to refund your money.

        If a game says:

        1. "for Android x.* and up", and
        2. a green "INSTALL" button appears, meaning that the developer deems my device to be compatible for the game, then


        So you can take your smug little fake-apology and shove it where the sun don't shine.

        • Jonathan Ly

          Let me rephrase it -

          Get over it.

          Your example is tailored to the specific situation of "Does App "X" run as well as I expected it to run." Never mind the context that the parent comment here includes the phrase "It's just too small a time frame to know if the purchase was worth it." Which is where my comment comes in - I've never heard of anyone coming back into a store and say "The game isn't as good as I expected, give me my money back." That notion is absolutely ridiculous. Buyer beware, and that is that.

          Now back to you scenario of the software no working correctly. Of course, as a customer, you are entitled to money back if the product does not work. HOWEVER, there are scenarios where that does not work, basically when you are running custom ROMs.

          In short, the only time you should be able to get a refund is when the software does not perform as advertised, given that the device is not modified via custom ROM.

          Smug? More realistic than anything else. If you want to play games, pay for them, and that's that.

          • Mr. Me

            I actually did exactly this. Bought a game at a store, tried it and if I did not like it, I had to return it within 24 hours. Only thing was you did not get back your money, but had to take another game. 15 minutes is full crap

          • http://gamingirl.com Twinkling82

            The reason for the store even being able to take back your game with a broken seal is that it was probably Gamestop and they can resell the game as used and get almost all their money back. And then get their money back from you by forcing you to buy another thing in their store.

            15 minutes for an android app is plenty of time to check if the app can even run on your device - and if you like the game at all.

            If the time limit was more, there would be so many people out there who downloaded the game, played it, then ask for a full refund. Fair to the developer? Nope.

  • Armus

    I'm a cheap bastard and I don't own a console. I hate ads with a passion and IAPs should be hacked out of existence. If you want me to pay for a game, you will offer it at a price I deem reasonable.

    Is it wrong to expect developers to charge realistic process for a game? No. So what is reasonable.

    This is a capitalistic society. If you want me to buy your game, make it worth the price - but remember, I'm cheap. You're right, I expect a lot for $5,but that is my right. If you don't want to do it for that price, someone else will.

    As consumers, we dictate the price. Charge what you want, but expect few sales. This is our world - don't expect to get rich.

    • Colin Kealty

      By the same means, if you don't want to pay 5$ for their game, someone else will, they aren't just charging whatever and hoping people buy it, they set a price that will net them the most profit based on profit/sale keeping in mind sale is depending on price and profit is dependent on price. It's basic marketing.

    • Grimmjow

      only if your employer now started thinking around the same lines.

    • s73v3r

      I really, really hope your employer reads this, and decides to halve your pay. Because like you said, if you won't do it for that, someone else will.

    • Matthew Gardner

      " You're right, I expect a lot for $5,but that is my right. If you don't want to do it for that price, someone else will."

      They don't have to, as long as $5 hits that magical point where supply meets demand what you personally may or may not pay is of no consequence. Enjoy your disproportionate sense of entitlement and lack of understanding of basic economic principles.

  • http://gamingirl.com Twinkling82

    "Sega just ported Crazy Taxi to Android and only wants less than the cost of cab fare for their effort. This is a full-blown port of a rather complex game, one that would have eaten all of your quarters at an arcade or set you back $50 on a console"

    NOT true, Crazy Taxi was retailed with two other games on disc, and I THINK that it was a little cheaper RPP at launch than usual AAA titles.

    At present the game is selling or 800MSP in the XBLA store, so do the math with your own currency. It's not 50 bucks.

    • Ror

      Crazy Taxi wasn't even $50 when I bought the Dreamcast Disc back in 2000.

    • http://bertelking.com/ Bertel King, Jr.

      While I have not yet found what the game's original MSRP was, I have updated the post to reflect that it was not $50. Thanks for the head's up.

  • Evan

    I was reading a conversation on ADN that looked at IAP much like the old coin-op machines that many of us remember fondly. Why is it that a game like TMNT or X-Men would have us line up to gladly dump a few dollars in to yet IAP send people in to a rage?

    How did paying to extend the gaming experience become a bad thing? Should we look at IAP more like DLC on the current consoles? (This is ignoring the horrible cash-grab IAP in games like Temple Run and Candy Crush that are just pay-to-win)

  • Armus

    How many months so we wait for a console game to reach android? It usually takes a year or more because they all start with iOS versions. The game may retail initially for $50 but in that time spam probably drops to $15. That's $15 for the full console game that will always be much bigger and better than any phone version. So why expect phone people to pay more than $10 for a two year old cropped version of a game they probably have already beaten?

    Just because they had to make extra effort to reach our market doesn't entitle them to up-sell us.

    • http://bertelking.com/ Bertel King, Jr.

      Not everyone has the original console a game is released on or a PC capable of playing the latest games. If you can get your hands on a cheap console disk or a digital Steam sale, by all means, do. I would do the same thing.

      No one *has* to buy the mobile port. That said, some of us want the ability to play these games specifically on our phones or tablets, and we should expect to have to pay for the effort of porting the title. Those who aren't interested can continue to remain uninterested. That's perfectly fine.

  • kabloink

    The problem with IAPs is that you never know if you will lose them if you have to reset your phone or even upgrade the app. Now if all IAPs were handled through Google and tied to my account like the apps themselves, I would be more willing to spend money on IAPs.

    • marcusmaximus04

      They *are* handled through Google, to as much of an extent as is feasible(Google obviously doesn't have access to the game code and, as such, can't handle actual delivery of the content). The developer needs to code their app correctly to use them, but all the payment stuff is handled by Google and tied to your Google account.

      If you've had times where they've gotten reset, then the dev screwed up somewhere.

  • yodatom10

    ive dropped hundreds of dollars in google play. i have no problem paying for a good app/game or multi media

  • Soe

    The only type of game I won't pay for are the Atari-style ones with reskins that seem to populate the "Most Popular" list.

  • mat

    F*ck in app purchases!!!! I will spen $20+ on a real good rts game!!!

    • media affidavit

      Same here but at the moment I'm using tropical storm front, mechcom and dosbox turbo emulating command and conquer red alert epsxe emulating C&C red alert retaliation :)

  • Havoc70

    If its a good app i buy it, if its not i don't plain and simple.

  • TheRobotCow

    I've paid for plenty of good games and it's definitely worth it.

  • http://www.toysdiva.com Toys Samurai

    I don't get it. Really, I don't get the whole point of this article. I am a big Final Fantasy fan, and I have no problem paying $20 for it, but there are some casual games that I know some people would love to death, and I will only play every once in a while. If the developer only releases the game for a fee, I am pretty sure that I wouldn't even download it. If there's an ad supported version, I will give it a try. And, I am not alone. Last week, a report showed that even the iOS users overwhelmingly like ad supported apps. Just because you don't like ad supported games, doesn't mean the remaining population of smartphone users have the same thought. Developers should release both an ad supported and ad free version of their games -- this is actually the best strategy for smaller developers who doesn't have the marketing power to convince people to pay.

  • Jadephyre

    I got no problem paying for mobile games and apps, just like I have no problem of buying software for my PC, but the prices that companies like Square are demanding for their shoddy ports of decades-old games are just insane.
    I'm not shelling out 20 Euros for something like that.
    Prices of about 5-10 Euros are my maximum for phone software, and for 10 Euros it better be a really good program/game.

  • mesmorino

    The problem I have with paying for mobile games is not about the cost, but about VALUE FOR MONEY. I'd rather spend 3 bucks at Tesco and get a sandwich, a drink AND a mars bar, and not be hungry for the next 6 or 7 hours, than spend that 3 quid on something that may not be worth it.

    For me the solution is either a trial version or a free version, but too many of these games simply don't have that option- And then there's that stupidly small refund window. I got Poweramp's trial version and within a couple hours- HOURS!- I'd paid for the pro version/unlock key/whatever they call it. I add emphasis to hours because it took that long to determine if it was worth it; if I had paid up front I would have been out of pocket. Going the other way, deciding within the space of a few hours to pay for it shows how awesome it is.

    And just in case anyone was more tentative, the trial period is two WEEKS. What's not to love?

    Meanwhile, some games are out there asking me to drop 5 bucks on a game with no demo or trial version, a game that will run like treacle, play like a drunk cow, download an extra 2gigs and kill my battery just starting up. All this on a 5in screen. And then some random stranger on the internet is going to try to tell me to just spend the money, like I don't have better things to spend 5 bucks on. 4.99 is not a very large number, but for some games it IS too high a price. If I take £5 into Tesco I'm coming out with food and some change for the bus ride home.

    AP should just quit trying to tell people how to spend their damn money, honestly.

  • Alessandro

    I bought Crazy Taxi from the Play Store and it didn't even run in my Galaxy SII. I'm always trying to support the developers, but they have to be supportive to your users too.

  • victorino

    games that are really WORTH your money:
    - Emulators (you'll have hard time to find them on any other mobile platform).
    - Ravensword Shadowlands.
    - Sega games (HOTD, Sonic, Crazy Taxi).
    - Final Fantasy.
    - few EA games (Dead Space, Mass Effect).
    - few gameloft games (MC, Nova).
    - Kairosoft & Kemco games.

    other than those, mostly are not really worth your time & money. better spend on AAA games on DS or PSP/vita.

    sure there are some hidden gems spread around in playstore, but time to search & try those hidden gems are better spent on playing AAA games.

    to be honest, with just those games listed above, my phone is already full & made me fully occupied, less reason for me to try/buy any new game releases out there.

    • media affidavit

      GTA vice city is easily worth it

  • DrM

    Agreeing with most points, however the solution isn't that simple.

    There's a video on XDA quoting a study made recently regarding apps: The most common revenue source on iOS is upfront-paid apps (55%), whereas on Android it's advertisements (41%), but here's a more scary figure - on iOS 10% of paid apps have earned $0 to date. And on Android? 41%. Combine that with the obvious higher difficulty for developing on Android and here's why developers run away from Android, or resort to ads.

    I think that part of the solution is to build a structure similar to what Replay has done with Leisure Suit Larry - made the game itself free as a trial, with the option to completely unlock it through IAP. That way you'll know what you pay for.

  • Primalxconvoy

    Some interesting points. I'd like to mention that if companies released "goty" bundles of older games, then I believe a significant part of the market (who don't or can't buy iap's) would consider it. Imagine of real racing 3 is released (after rr4 comes out), complete with hardware controls and all of the (non cheating) iap's all available, for, say 5-odd units of currency.

    Also, I've taken one of your statements and turned it around for you:

    - "... fine, but indulging in paid-for gaming just encourages the worst type of behavior from developers."

    Even when gamers pay AAA prices, we still get online passes, day one dlc, on disk dlc and other unpopular practices, as (some?) companies are out for as much money as they can

    • http://bertelking.com/ Bertel King, Jr.

      You've made a valid point here, and there's no easy answer. That said, we've paid for games on consoles for decades before this type of behavior started to become rampart. Ad-supported gaming has evolved unwarranted practices far more quickly.

  • faceless128

    i like buying apps and games.

    however, i don't mess with IAPs since they seem to be unreliable when moving from device to device so i avoid any kind of app or game with an IAP. i do buy stuff with unlock keys though!

  • Primalxconvoy

    Also, I'll happily pay a higher price if the game supports hardware controls. That's why I happily paid 6 dollars for shadowgun on the OUYA. If (console style) games have hardware control support and phone companies in_decent, ergonomically designed "xperia play/bladepad" style controls, then I'd be buying games left right and centre for 6 - 10 dollars a pop.

    It's important to understand that, just as the casual and hardcore/non-casual market used to be seperated by hardware (wii vs xbox or ios vs pc etc), both markets now potentially exist on the same hardware, so it's really just a question of software, now.

    • http://bertelking.com/ Bertel King, Jr.

      Hardware/casual gaming has actually rarely been determined by hardware. I am a "hardcore" gamer, yet I passed on the Xbox 360 and the PlayStation 3 in favor of the Wii. The original PlayStation and the Nintendo 64 both had phenomenal titles. The Sega Genesis was considered edgier than the Super Nintendo at the time, even though the latter is now looked on by many as the better system. And the PC has probably always been the home to both the most hardcore and the most casual of gamers.

      • Ror

        The Wii had plenty of "hardcore" games anyways. Virtual Console was the best.
        Had excellent games like the N64 rail shooter Sin and Punishment (Tsumi to Batsu: Hoshi no Keishōsha).

        • faceless128

          no need for quotes, Wii had a good amount of legitimately hardcore games.

          • Ror

            I put in quotes because I think calling non-casual games hardcore is a bullshit notion. Not because they weren't up to snuff with the PS3 or Xbox.

      • Primalxconvoy

        I disagree. Even if we agree that most consoles and pcs were the home of "hardcore" or gamers who played for a long as an hour at a time, "casual" gaming emerged out of Flash games, Facebook games, lcd game and watch and feature phone gaming.

        These days, these markets have started to converge upon the mobile/smartphone market. With different software stores and platforms emerging on the same OS (PlayStation mobile, moga, Tegra, Amazon, Ouya, etc), I'd say that different gaming demographics can be catered for on the same hardware.

  • Régis Knechtel

    I wouldn't mind paying a fair price for an AAA title for my phone. But where are they? And NO, I will never play a game with IAP cause I feel like being cheated. Just raise the price for the FULL version and raise games quality as well. I'm pretty sure that would make it since this model always worked pretty well on Steam and consoles.

  • GraveUypo

    i used to buy a lot of android games.
    now i no longer to because the novelty has wore off. cellphones suck for games, plain and simple. the best games on android are on emulators, and the best native games are usually simple free games (still think robotek is the best android game ever)

    • media affidavit

      Robotek is a great game :)

  • http://dabuxian.com/ Dabu

    Well, I'd buy those games if I could. But I can't, since they don't support paying using Paypal, and that's the only service I use to buy stuff on the internet..

    • Ror

      Buy Google Play cards with paypal then.

      • http://dabuxian.com/ Dabu

        They're not available in my country. :P Google literally forces me to pirate.

        • http://gamingirl.com Twinkling82

          No one forces you to pirate. It's because you don't want to use anything but Paypal. Google wallet is just as secure if not more. Haven't had a single problem with it, and it's even easier than Paypal IMO.

    • http://gamingirl.com Twinkling82

      Because of security?

  • mrjayviper

    buying the magic 2014 full version this coming payday. $10 and definitely worth it

  • http://www.gundamaustralia.com/ cameron charles

    i agree in principal, ads when done wrong are terrible and IAPs get abused more then rihanna, my problem is that i like to try before i buy, i rarely buy anything without knowing pretty much everything i can about it, and the same goes for games, i barely buy games i cant play a demo of first, reviews are a first step but cant always be trusted (in the sense we all like different things) these days things like giant bomb's quick looks are great substitutes, but that doesn't exist for mobile games and mobile games are rort with issues, more so then console/pc counterparts, namely the control scheme, sometimes you just cant tell from mobile game trailers if the game is going to have a ridiculous control scheme or even if its not that bad, am i going to like it? again reviews help but we are all different. if i can demo a game first i will happily drop pretty much any amount on it, if i like it of course, but going in blind makes even a $5 purchase an iffy proposition, and perhaps thats due to the perceived helplessness of mobile gamers if a game is just plain terrible but thats for another post, angry birds is a good example back when that was fresh out of rovio i thought it looked good and there was a free version to try, and try it i did, and was hooked immediately, now i own all the "HD" paid versions, simple.

    TLDR: have demos make money

  • dimeim

    It's Deathly H*a*llows... Not hollows....

    • http://bertelking.com/ Bertel King, Jr.

      Fixed. Thanks.

  • Dan_Mousavi

    I actually paid 80 or 90€ for Crazy Taxi as an US Import for Dreamcast, way above the average price for a new game, but it was worth it.
    And the problem with IAP lies with Google, they implemented them wrong. They created "consumables", IAP's that only work once and unlock one device. If they would declare these in the market, gamers would at least know which kind of IAP is used. I have bought countless of "expensive" games for review purposes, but I have never bought games that use IAP because of the missing declaration. When Google starts telling consumers what they actually buy, then this would be different, it would be great if they would show that a game has IAP before you download it and what kind of IAP it is (consumable or transferable).

  • Guest

    @Phor11 where are you? @Chris Strife

  • Ira

    I wholeheartedly agree. The cheap bastard in me rages at the idea of paying for games on my dinky phone - but the more reasonable side of me know that it takes time & resources to make games. Devs have families to feed (too) after all.

    I don't mind paying for my games. As long as it's reasonably priced. I don't appreciate some devs though double dipping - ie paying for games then having to purchase in-game currency.

    And yes, there are many game of questionable quality on Google play, but many of the ones I paid - Notably, Aralon, Auralux, FF3, Humble packs were all fantastic.

    Heck, looking at my Steam account, there's many games I loved and many I regret - so PC gaming, or Android - it's a bit of a gamble either way, but a few minutes of research can save your precious hard earned mula. Personally, I'm lazy so I Youtube the game's name + "review".

    As for ads, well, I do mind them, but I have no reason complaint if a free game.

  • Luis Augusto Fretes Cuevas

    I've paid up to 7 dollars. It's hard to justify something beyond that. Most games are in between flash-like game and shitty portable console-like games. I pay significantly more for games developed for my 3DS or PSV because the games are better.

    • Régis Knechtel

      I pay significantly more for games developed for my 3DS or PSV because the games are better [2]

  • Jimmy

    Google should be laser focused on making android game development easier and faster across all the multiple, bazillions of devices, specs. People keep asking why ios still get all the games when android is number 1 and clearly is dominating over ios. The reason is ios is easier to make games for, easier to make money on. Well I hope this changes but android never really was great for games like ios is. idevices are like consoles and android are like pcs.

  • merfius

    Why pay any amount for any app when there are free alternatives?

    Also, people should have no qualms downloading something that they wouldn't've paid for in the first place - it makes 0 economic difference.
    IAPs are bad when they confer an advantage - it's simply bad, greedy game design.

  • Nizam Rahman

    I have no issue to pay for a game as well. But because of the stupid Google policy of blocking my country from purchasing any games/apps and region locking us out, it's a bit fucking useless now is it? So now the only way I'm getting any decent games is through Humble Bundle Android.

  • Fjrm

    What am I waiting for? For my bloody credit card to work on Google play so I can connect it and actually buy stuff. I have no issues with buying games, I have issue with Google going full on US focus instead of giving us more options to purchase things from GP... Bloody hell I can't even use Paypal for it.

    "Redeem a gift card" you say? Gift Cards are not available in your location.

  • haroonazeem638

    I really loved this article and I completely agree. I gotta be honest..I used to pirate games/apps etc. but then I realized that these apps/games that I use regularly as so good that the developer deserves to be paid. And I paid for those then.

    And yes, we should all pay for the games if we need even better games on Android.

  • Nata Greer

    Before when the games were only rudimentary attempts at figuring out mobile programming, I wouldn't pay more than $.99. But now that they're getting more sophisticated I'm happy to pay a bit more. $10-20 for a simple port (looking at you Final Fantasy) is a bit unrealistic, but under $10 for a truly original game might be worth it. READ REVIEWS PEOPLE. Buyer beware!!

    Also, I've been making the case for a while to make apps free for a set amount of time, then pay to play. If after 1-2 weeks I haven't been able to test a productivity app, it's my own fault (floating notifications gave 30 days after which I promptly purchased). If after 15-25% of a game I decide it's quality and I want to keep playing, I'll gladly pay. Movie Studios should offer their movies for online streaming free for the first 30 minutes of a movie and I'll happily pay to see the rest, IF it's quality. All this would cut down on slop being thrown at consumers to hopefully score a couple quick bucks. If people can try before you buy, eventually most things brought to the market will be of a reasonable quality. Sure, it would eliminate some developers and potential apps, but you can't search anything in the play store without finding piles of trash. Good riddance I say.

  • guest

    Make good games and people would buy them. Not the other way round.

  • Ark

    Kairosoft does fine. Make good games and we'll pay for them.

  • Kokusho


  • Nick

    Xcom was selling on Steam for 10 bucks. Face it, the majority of gamers on Android are what I would call casual gamers, they ain't gonna fork up 5 bucks for a game to pass their daily commute when there are so many free games. I'd rather spend my money on PC and console gaming.

  • Sergii Pylypenko

    People in China may not legally buy or sell apps or IAP from Google Play. That's one BILLION people, 1/7 of Earth population, and a country which produces half of world's electronics, Android devices included. Well of course they'll use ads.
    The list of countries from where you may sell apps is very short, so everyone else will resort to ads (not everyone wants to create a bogus LLC to get a bank account in Czech Republic): https://support.google.com/googleplay/android-developer/answer/150324

  • Rohit

    $4.99 is not a lot? Depends where you live. Rockstar released GTA IV for PC (brand new) for about $8.50 in India, because they knew that no one here would pay $50 for a game. They'd just run to the Pirate Bay. Anyway, it worked. GTAIV became one of the all-time highest selling PC games in India. Of course, the fact that its GTA had a lot to do with it, but still. $5 for a mobile game in the West is no big deal, but a country that pays less than 1 cent/min for voice calls, wont bite.

    • defred34

      Are you serious they sold it at that price in India? Links or source please? In my country, they hike it up instead even thought 99% of the people get a pirated copy anyways.

      • http://gamingirl.com Twinkling82

        Since you ask that guy to show source, you'd better come up with a source for your claim. I hardly believe 99% of the population in your country pirates - but I believe 99% of the people you talk to about it does.

    • http://gamingirl.com Twinkling82

      There's a difference in willingness to pay and spending power. Don't mix them.

  • A

    Well said. The Android gaming scene won't change without the support of its customers.

  • defred34

    I just spend $20 on Steam...it got me whole more better games than spending $20 on Android.

  • defred34

    Oh, and by the way...$1 is the poverty line and 33% of the world lives under this. Perspective matters...for US folks, $4.99 may not be much. But most Asian countries have higher exchange rates compared to the USD and here $4.99 (USD) is indeed a lot!

  • Wtgab huwpj

    Or just wait for the game/app to apper on TPB, problem solved :D

  • RTWright

    I think if Devs want you to purchase a full blown game that costs $9.99 up to $19.99 or more? Then they need to go back to giving us Demos. Every game needs a Demo, it should be limited and you would need to buy the full game to go any further in it. That's how you get people to look at a game that will cost them more than normal. This way, it eliminates several major gripes a lot of us have with Google.

    1: No need to worry about that 15 Minute window of refund.
    2: No instant out of pocket money for a game or product we don't like.
    3: Would entice more people to try out said game and possibly purchase it.
    4: No need to worry if it works on your device or not, if it doesn't? No loss!

    I'm sure we can think of other reasons but at least these four major reasons would be covered. I'll be the first to tell you I do not mind spending money on 'Quality' products, not just some crap that was shoved out to make a quick buck. But even I'm skeptical over a lot of things for purchase on Google Play. Not just games either, that 15 Minute window is just nothing more than a pain and hassle to deal with.

    I'd strongly recommend any developer to put a demo of anything that has depth, complexity or anything that would take longer than 15 minutes to really get the idea of it's settings, customizations, use, etc.... It only benefits all of us in the long run. PC Games have long stopped demos for the most part, there are still some out there, but far and few between. I personally loved the old shareware days. I got to see a lot of software that way that was extremely well written and it gave the major companies a run for their money.

    Now days it seems it's nothing more than a distant memory of a privilege we once had. Everyone now is out to bleed you dry, free to play is nothing but a sham for the most part and freemiums are a joke pretty much. All they want to do is constantly drain you for more and more money on a game that really has no longevity to begin with. I've been in gaming since the days of the Atari 2600 and I'm still gaming today. It's a completely different market now and not really for the better on some parts....

  • Adam

    I'll pay more for games when Android game developers can bring a full fledged gaming experience. I paid full price for The World Ends With You on iOS, Final Fantasy IV, and a few other quality games. Every other RPG experience is garbage RPG Maker titles translated from Korean by Google Translate. Mobile development is not an excuse to be a lazy developer.

  • Sorian

    Give me a trial/demo/lite version in order to tell if I will enjoy the game before putting money down. With my network connection and some of the larger games, I run out of time to return if I don't enjoy it. There are exceptions if I liked playing the game on console when it was on a console (chrono trigger as example).

  • Karlo

    I agree for paying even big price for good game,BUT when you have developer like Gameloft they dont tend to optimise their games for Android i see much lag on my old SGS2.
    Thats stupid isnt it?Then is it even worth buying game,at least we have "Refund" button.

  • Elias

    I don't like paying for stuff, but bought more than a hundred apps from the play store. Short list: Shadowgun, World of Goo, Apparatus, Cogs, all Cut The Rope and Angry Birds, EDGE, Fruit Ninja, all Need For Speed, Super Hexagon, some live wallpapers, System Monitor, Wolfram Alpha, Great Big War Game, Great Little War Game, Smart Tools, Dark Knight Rises, Broken Sword, TuneIn Pro, Office Suite Pro 7, Asphalt, GTA 3, heavy gunner, ez PDF reader, captain america, Sims 3, adw launcher ex, reckless racing, minecraft, swiftkey, sketchbook pro, mass effect, max Payne, gangstar rio, NOVA 3, samurai 2, order and chaos, modern combat 3, dead space, guerrilla Bob, among SO MANY OTHERS.

    Yet, I have less than 5% of them installed, and the best game I have installed is shadowgun. Why, you ask me? BECAUSE THERE IS NO FUCKING SPACE ON MY GODDAMNED NEXUS 4! Seriously, by limiting the N4 at 12gb, Google is severely handicapping not only its users, but the developers. Since I got my N4 I haven't bought a single app, because I can't even use the ones I already have.

    Google, pull your head out of your ass already! Some people just cant do with less than 64 gb. WE WANT AND WE NEED MICROSD!

    • http://gamingirl.com Twinkling82

      .. and the ability to store and run apps from it.

  • gacl

    I don't like the idea of guilting customers into buying to support developers. Should people go to the movies to finance movie production budgets? Sure, be sympathetic to devs, don't steal via piracy, but customers should focus their leisure time and dollars mostly selfishly. I *really* want to see better Android games in the future, so I do try to spend a little more. But don't think you're doing the world a massive favor.

    • http://gamingirl.com Twinkling82

      He's not saying you should fork out your money to bad games. He's just saying buy the app instead of googling the apk file and download it for free.

  • Khurram Liaqat

    I'm only a novice c++ programmer but from what I hear android is pretty poor for games, from John Carmack at that quakecon.
    If android could recognise certain apps as games and set resources aside it'd be great.

    • http://gamingirl.com Twinkling82

      I agree. There should totally be an "apps for games" section as it gets hard to differ what apps are games in the "games" section.

  • zirien

    I don't have issues with buying additional levels or something when the game is good. By I hate the way of paying for most items and the outrageous prices. Really, when counted I'd have to pay like 15 euro to give my small sister an imaginary panda for her zoo (just one animal out of many), that was a surprise. I actually think that most creators of these games would gain much more money if they kept prices like 1 imaginary coin = 1 euro cent. This way, majority of players explores the free content and leaves or stays if it is possible to play much slower for free. For 15 euros, I can either have an imaginary panda or a real, few years old game or two.

  • carlos

    Great article, we are used to be requesting good stuff but we don't want to pay for them, well as simple as that, developers need to make a living, if there's no market, there's no point developing.