Not a programming question but game development related.
I am creating an iPhone online game which I wish to be free-to-play where in-app purchase is used for monetization. The important point is to make sure that this does not break the game-play, my priority is gameplay first, monetization second.
One popular way of monetizing the player base is to sell your in-game currency, however there are 2 ways to go about this:
One Currency: This currency can buy anything within the game, it can be earned through normal play at a limited rate. Players can, however, choose to buy this currency directly to speed up the acquisition of the currency.
Dual Currency: One currency can be earned through normal play and it can be used to buy a limited set of items that is required for normal enjoyment of the game. The second currency is 'premium' and must be purchased using real world money. This second currency can be used to purchase 'premium items' that gives extra abilities such as increase EXP gain, etc. The 2 currencies can be traded between players to give non-paying players to exchange their time for the 'premium' currency.
Both methods do not break gameplay and allows players who does not wish to pay enjoy the entire contents of the game if they put in enough time and effort.
My question is, is there any reason why you would pick one over another? What are the pros and cons that I should pay attention to when implementing each alternative?
Thank you.