Take the 2-minute tour ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

As the title states, what is the best way to get income from mobile games? (taking into consideration that creating the games only costs a lot of time and the games are relatively simple)

As I see it, there are multiple ways of getting money from mobile games,

  1. Selling them for a fixed price (seems like a high threshold for potential buyers)
  2. In-game purchases (I can imagine this only works for several types of games, I don't see this working well for monopoly unless you like really fancy hotels ;)
  3. Ingame advertisements / sponsorships

Which way will most likely bring the most profit?

share|improve this question

closed as not constructive by Byte56, Josh Petrie, Laurent Couvidou, doppelgreener, Thomas Nov 15 '12 at 15:13

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.If this question can be reworded to fit the rules in the help center, please edit the question.

2  
It's kind of a trend. As of right now, the highest grossing apps on iOS are free with in-app purchases. A few years ago it was one-time purchase apps. Here's a good article on it - treysmithblog.com/the-fall-of-angry-birds –  Orin MacGregor Nov 14 '12 at 15:18
1  
Impossible to say which would be best. It depends on how each is implemented, the game they're implemented for and the market trends at the time. If there was a certain "best" way, everyone would be doing it that way and there wouldn't be any alternative. –  Byte56 Nov 14 '12 at 16:02
    
@Byte56, You assume everyone has the foresight and will to both understand and implement a "best way". For all we know, there is a "best way", but the curiosity and arrogance of man will never acknowledge such a thing. –  Cypher Nov 14 '12 at 17:17
1  
What is the reason for the downvotes on this question? Is it not relevant enough to game development? –  extropic-engine Nov 14 '12 at 20:06
2  
@extropic_engine most likely because people feel this has no definitive answer. –  Thomas Nov 14 '12 at 21:35

2 Answers 2

up vote 3 down vote accepted

I believe the answer you seek is, all 3.

You should release a free version of your game with ad support. Offer a paid version that removes ad support and adds a few bells and whistles. and if it makes sense to do so, have features where you can purchase in-game content.

But to answer the question about how to profit, that is much harder.

To profit you need to consider things not related to the game.

  • Time spent on the project
  • How much it will cost (art, design, programming, API's, hardware, software, licenses)
  • Marketing: this is a big factor, you have to get noticed in the sea of existing games
  • maintenance

and many other things related the the SDLC (software development life cycle)

I hope this gets you started on your journey! And remember: If the game isn't fun who is going to want to play it?

share|improve this answer
    
This is probably what you are looking for and defiantly the right road most traveled. Can't say I like it (I miss the days of games being completely free and created just for fun). –  Benjamin Danger Johnson Nov 14 '12 at 22:26
    
I don't mind people making money off of their work. I just want everyone to be making something they can be proud of, not just copying the most successful and hoping to get a cut of the pie. –  Needsnaming Nov 14 '12 at 22:39

Point 2 seems to work best currently see http://www.treysmithblog.com/the-fall-of-angry-birds/

But most likely a mobile game wont bring profit and sink cash in.

share|improve this answer
3  
This link was already provided in a comment. Your answer doesn't add anything. –  Byte56 Nov 14 '12 at 16:58

Not the answer you're looking for? Browse other questions tagged or ask your own question.