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  In App Purchases in Java  (Read 595 times)
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Offline Jacob Pickens
« Posted 2014-04-19 02:51:48 »

I was wanting to make a few arcade games, and that got me thinking about IAP. We all know those games where you could play for a certain powerup or buy coins and get it faster. I want to be able to implement that into my game.

So my question is: Is there a way to implement in app purchases into a Java game? And is that a good idea? (NOTE: The games would either be on the desktop or applets)
Offline BurntPizza
« Reply #1 - Posted 2014-04-19 04:15:52 »

I googled "in app purchase framework [insert 'java', 'libgdx', etc]" got lots of hits.

I don't know if your'e using libGDX, but this should help anyway: https://github.com/libgdx/libgdx/wiki/Third-party-services

Also: http://stackoverflow.com/questions/20461820/libgdx-and-google-in-app-purchase-result
Offline Rayvolution

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« Reply #2 - Posted 2014-04-19 04:18:34 »

or you could, you know, not give in to the P2W/IAP cash cow that is ruining the gaming industry. :/

Not all IAP is bad, but what you're describing is exactly what's wrong with it. Sad

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
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Offline BurntPizza
« Reply #3 - Posted 2014-04-19 04:26:36 »

Yeah one of my general philosophies is that if you're going to do something, do it well.
I too often see badly done monetization, but the other problem is that it works. Devs will continue to pull lousy maneuvers on customers as long as the customers keep buying it. (literally and figuratively)

I'm not going to tell anyone what to do, but I will say this: respect people and dev responsibly.

There's lots of cool ideas I've seen thrown around on /r/gamedev about these problems and how devs should approach them. Join the community!
Offline Rayvolution

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« Reply #4 - Posted 2014-04-19 04:36:40 »

Yeah one of my general philosophies is that if you're going to do something, do it well.
I too often see badly done monetization, but the other problem is that it works. Devs will continue to pull lousy maneuvers on customers as long as the customers keep buying it. (literally and figuratively)

I'm not going to tell anyone what to do, but I will say this: respect people and dev responsibly.

There's lots of cool ideas I've seen thrown around on /r/gamedev about these problems and how devs should approach them. Join the community!

Yeah, I can agree with that philosophy. There ARE some decent examples of IAP out there, but I can literally count the amount of F2P games on one hand that do it without trying to sneakily bend over the customers in the process.

All the others are blatantly P2W games that try to hook you in just long enough to get you invested then throw up the moneywall. Sad

Actually my deep rooted distaste for what the industry is doing to our gamers with DLC/IAP/F2P is why my game is a 100% "pay once, own everything ever released forever" game. If that means less revenue in the end, so be it. I'd rather have the respect of my customers than a few extra bucks.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline BurntPizza
« Reply #5 - Posted 2014-04-19 04:40:55 »

What do you think of the (this is typically on mobile) "either buy the game 100% up front, or get it free with ads, but you can buy it later at any time as an IAP?"
Offline Rayvolution

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« Reply #6 - Posted 2014-04-19 04:43:38 »

What do you think of the (this is typically on mobile) "either buy the game 100% up front, or get it free with ads, but you can buy it later at any time as an IAP?"

Oh, I'm totally ok with that. I actually bought a few 100% free with-ad games to get rid of the ads and still play. Most of those games are only a few bucks anyway.

Really it's a clever way to allow your cheap(or poor) players to enjoy the game who wouldnt normally buy it, and doubles as a "demo" for people who are willing to.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline BurntPizza
« Reply #7 - Posted 2014-04-19 04:48:30 »

Indeed, I like it because at lowers the barrier to entry to nothing, so nobody has the excuse to not try it (financial excuses anyway, this also likely helps with potential piracy, if that is a concern), but also gives the other option to people who don't want to deal with ads or IAP and they know they want to directly support the developer from the start. And all the while you get to make money either way without being an asshole. I'd say it's a win-win.
Offline Rayvolution

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« Reply #8 - Posted 2014-04-19 04:53:40 »

Indeed, I like it because at lowers the barrier to entry to nothing, so nobody has the excuse to not try it (financial excuses anyway, this also likely helps with potential piracy, if that is a concern), but also gives the other option to people who don't want to deal with ads or IAP and they know they want to directly support the developer from the start. And all the while you get to make money either way without being an asshole. I'd say it's a win-win.

Yeah, I didn't even consider the piracy issue. I imagine offering a free ad-version of the full game will cut a huge amount of the piracy down because quite frankly, most people who would pirate the game would probably just put up with the ads rather than going through the hassle of finding a pirated "premium" copy.

Of course, there's always people that are so adamant about pirating they almost seem to do it out of spite. But you wouldn't of gotten their money anyway. >_>

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline BurntPizza
« Reply #9 - Posted 2014-04-19 04:56:43 »

Yep, but there's also the whole "well I welcome piracy, it's free advertising," so some might not even mind.
I'd say (others have said this before me as well) "If someone finds it worthwhile to pirate my game, I must have done something right."
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Rayvolution

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« Reply #10 - Posted 2014-04-19 05:00:47 »

Yep, but there's also the whole "well I welcome piracy, it's free advertising," so some might not even mind.
I'd say (others have said this before me as well) "If someone finds it worthwhile to pirate my game, I must have done something right."

True. Really most pirates would of never bought your game in the first place, so it is free advertising at the cost of maybe 1 or 2 random sales per 50 or so from people who may of actually bought it instead. . . and all those pirates may end up actually increasing your sales through free advertising. I think the "ad version" of the game is probably the best way to combat piracy, simply just make a free version of the full game more accessible than the pirated version and most people will probably just stick with that one anyway.

I really wasn't planning on trying to combat pirates. I just see no point, all it'll do is make things complicated for paying customers.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline BurntPizza
« Reply #11 - Posted 2014-04-19 05:04:13 »

I really wasn't planning on trying to combat pirates. I just see no point, all it'll do is make things complicated for paying customers.

Ding Ding Ding!


See Cas's DLC.
Offline nerb
« Reply #12 - Posted 2014-04-19 06:23:48 »

And is that a good idea?

To be honest with you, I think IAPs can be dirty and slimy. In fact, I can't stand them.

I'm okay with 'pay a bit to remove ads'. I'm also okay with 'pay a bit for exclusive content' (i.e. DLC and expansions). Nothing wrong with paying for subscriptions either.

What I'm not okay with is sneaky IAPs that try and force your hand to repeatedly make purchases of guff such as in-game currency, without which the game is pretty useless. I.e. Farming games that make you wait for 34 hours for your crops to grow, unless you buy their useless wank-merchantry, in which case it only takes 3 minutes for said crops to grow. Or it teases you with some rather desirable item, which you could wait and save up for, but it will take you 164 years of your life to do so; alternatively you could make a purchase and get it near instantly. (I guess this is aligned with 'pay-to-win').

What really makes me angry is when such dirty tactics are employed in games targeted at young children (i.e. any game based off children's TV characters). The developers are now leveraging the relationship between you and your children to make a quick and dirty buck. How these morons sleep soundly at night, I do not know. Obviously everyone wants to make a quid from their products, but I believe it should be done in a more upfront and transparent manner.

...well that was a bit of a rant, sorry...
Offline Rayvolution

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« Reply #13 - Posted 2014-04-19 07:16:37 »

And is that a good idea?

To be honest with you, I think IAPs can be dirty and slimy. In fact, I can't stand them.

I'm okay with 'pay a bit to remove ads'. I'm also okay with 'pay a bit for exclusive content' (i.e. DLC and expansions). Nothing wrong with paying for subscriptions either.

What I'm not okay with is sneaky IAPs that try and force your hand to repeatedly make purchases of guff such as in-game currency, without which the game is pretty useless. I.e. Farming games that make you wait for 34 hours for your crops to grow, unless you buy their useless wank-merchantry, in which case it only takes 3 minutes for said crops to grow. Or it teases you with some rather desirable item, which you could wait and save up for, but it will take you 164 years of your life to do so; alternatively you could make a purchase and get it near instantly. (I guess this is aligned with 'pay-to-win').

What really makes me angry is when such dirty tactics are employed in games targeted at young children (i.e. any game based off children's TV characters). The developers are now leveraging the relationship between you and your children to make a quick and dirty buck. How these morons sleep soundly at night, I do not know. Obviously everyone wants to make a quid from their products, but I believe it should be done in a more upfront and transparent manner.

...well that was a bit of a rant, sorry...

Pretty much sums up my feelings about the bad ones.

What really sucks, is one of my favorite "casual" genres is the super slow paced farming/building sims (Like Roller Coaster Tycoon or Theme Park) But now *every single one* on both Google Play and the App Store are F2P garbage that are exactly what you're describing. What's sad is they're all almost all the same game, just reskinned/themed. They don't even try to be original. Whats worse, is unlike the slightly-more-fair F2P games, these make it basically impossible to do anything without paying for coins/berries/donuts/gemstones/nudepics/whatever. They don't even give a chance to be "F2P" at all, by the end of the tutorial you're already pretty much required to buy currency.

I'd love to play that style of game. But, simply pay $5-10 up front and have well balanced mechanics with absolutely no P2W shortcuts.

EDIT: To clarify, I *do not* play any of those games and I refuse to give them a dime. I just continue to play Roller Coaster Tycoon 2 on my desktop when I get an itch for a "sim game" like that. Cheesy

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Survival Sim/Builder/Roguelike!
LIVE-STREAMING DEVELOPMENT: http://www.twitch.tv/SG_Rayvolution
Offline Cero
« Reply #14 - Posted 2014-04-19 13:31:51 »

(NOTE: The games would either be on the desktop or applets)

Excuse me, whats an applet?

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