In-app purchases: a matter of perception

Software

In recent times, the number of ‘free’ iOS apps featuring In-app purchases I’ve encountered has definitely increased. Many of them are games, but it’s not uncommon to find utility, productivity or even photo apps as well. Apparently, this is happening because the so-called freemium model is having success and more people are downloading more apps. The reasoning behind this model is not entirely wrong: since it’s still not possible to offer demo or trial versions of an app in the App Store, the ‘free with In-app purchases’ workaround gives developers a way to make people try their software with limited functionality (limits greatly vary for each app), and the In-app purchases are a way to unlock parts of the app or to add expansions that make it even more useful or versatile.

How such method is implemented is another story. (I’m about to make some examples, but first, a disclaimer: I have picked these apps simply because they help me make a point; I’ve picked them among the latest offerings on the App Store, and there’s nothing personal behind my choices. I’m just illustrating a trend, not pointing fingers for the sake of pointing fingers.)

Let me be clear: current buying trends may favour the freemium model, but I dislike it, and I generally prefer apps that make me pay up front without having to buy one or more extra building blocks to achieve full functionality. This is particularly true with games. (More about this later.)

Usually, non-game apps with In-app purchases tend to be reasonable with what you can do with the app in its basic form before you feel compelled to unlock more features via an In-app purchase. Sometimes you even feel the app meets your needs without having to purchase a single extra. Sometimes In-app purchases have so low a price that you just buy without hesitation (typical example: €0.89 to get rid of ads). 

A recent example of what I think is a well-balanced app with regard to functionality in its basic form before one starts feeling it’s time to make the In-app purchase, is Curator, an iPad app that lets you “Collect and see your thoughts regardless of whether they are websites, text or images.” Your ‘visual notes’ are organised in tiled boards and the app lets you create up to five boards before you need to make a $6.99/€5.99 In-app purchase to have unlimited boards. Five boards may seem a very tight limit, but unless you have a multitude of ideas and projects to organise, you’ll see that Curator gives you enough room to realise whether you really need the In-app purchase.

When In-app purchases are reasonably and thoughtfully implemented, I really don’t mind the freemium model that much. Why is that? As the title of this article goes, it’s a matter of perception. Especially with games, where the In-app purchase situation is getting out of hand, in my opinion. I’ll be blunt: there are some games in the App Store with an In-app purchase system that seems to be designed to rip people off. I’ve often sided with developers and, as a power user, I do understand the amount of work necessary to develop a complex application or a high-quality game. Those of you who have been reading my blog for a while know that I’ve always endorsed paying for software, so I’m not complaining about In-app purchases because I just want to enjoy something for free. But the ways certain games drive you to make In-app purchases in order to advance or unlock features that are necessary to complete the experience, well, make the developers behind them look like scam artists.

So, when I land on an iOS game info sheet on the App Store either after following a recommendation, or because I notice a featured game that looks interesting, and the game is labelled ‘free’ but ‘Offers In-App Purchases’, I immediately scroll down to the In-App Purchases section of the info sheet and examine them. It’s fairly easy to sense whether they’re designed to make you waste your money or not. If that’s the case, I’ll just ignore the game (or the app) and will look for a similar game or app which makes me pay in advance but doesn’t involve In-app purchases. 

I know, I may end up spending more money this way, and I may risk paying, say, €4.99 up front for an app that turns out to be not that useful (or a game that ultimately disappoints), but to me that feels like money better spent. To me, that app or game feels ‘more honest’ than something that’s basically unusable or not enjoyable without spending a little fortune in In-app purchases. Take two very recent games that have been very prominently featured in the App Store: Oceanhorn and Clumsy Ninja. Oceanhorn is $8.99/€7.99 up front and doesn’t involve In-app purchases. Clumsy Ninja is free, but take a look at the In-app purchases:

#alttext#

(Not shown, a tenth In-app purchase, Cart of Coins, that costs €26.99.)

Now, which of the two I’m more likely to purchase? (And what about you?) I have no doubt that the guys who developed Clumsy Ninja are great developers, and that Clumsy Ninja is a fun, innovative game. But that In-app purchase structure completely changes whatever positive impression I may have of the game. (By the way, my wife downloaded it on her iPad 2, and the game is really fun and runs quite well even on that hardware. But it also becomes repetitive rather quickly unless you start making In-app purchases to advance in the training of that cute ninja.)

And it’s a pity, really, because games like Clumsy Ninja are really well done and deserve to be purchased, but not with such In-app purchase schemes that inevitably end up tainting the overall experience.[1]

 


 

  • 1. Let me reiterate: I’ve chosen Oceanhorn and Clumsy Ninja as fresh examples of different approaches. There are many other games in the App Store like them. To make another example: I bought Device 6 without hesitation, and avoided Real Racing 3 for the same reasons I avoided Clumsy Ninja.

 

The Flux+Flap iPad case

Briefly

#alttext#

Apologies for the animated GIF, but it’s probably the best way to convey what I love most about this iPad case. 

The Flux+Flap iPad case is another Kickstarter project which got my attention, and something I’m seriously considering for my iPad 3. At the time of writing, the project has already met and surpassed its $35,000 goal with 34 days to go, so it will be funded on December 26. (The estimated delivery is April 2014.)

I urge you to take a good look at the project’s page and especially at the introductory video, which shows exactly how the Flux+Flap works. The case is made of high-grade thermoplastic polyurethane (TPU) and durable polycarbonate, which ensures great durability. In short, here’s what I like about it:

  • It lets you prop the iPad at virtually any angle and, more importantly, makes sure the iPad remains firmly positioned at the angle of your choice, thanks to its PositionPlus™ system of magnets.
  • It doesn’t force you to use your iPad in a horizontal orientation, like a lot of other iPad cases out there. As you can see in the video, you can change orientation on the fly and the Flux+Flap case still does its thing.
  • You can easily remove the flap when you don’t need it, making for a less awkward handling of the iPad when a cover’s flap would only get in your way.
  •  

    The db60 Bluetooth speaker

    Briefly

    Db60 speaker

    If you’re looking for a nice, greatly designed audio product, you may want to back the db60 Bluetooth speaker on Kickstarter, a beautiful and functional speaker created by DNgroup.

    From the Kickstarter project page:

    The db60 is a wall mounted, mains powered Bluetooth speaker that connects to your phone or music player, allowing you to play music wirelessly. Designed for great user experience, REAL Plug n’ Play with a NO BUTTON design, optimal sound performance and great aesthetics. […]

    What makes db60 different?

    The speaker is wall mounted and mains powered — no more running out of battery. It offers a neat resting place for your phone/device while playing — protected from children’s reach. It can recharge your phone/device — so no more running out of battery there either. NO BUTTON design — Auto standby / auto wake — everything is controlled from your device. We designed the speaker with a beautiful minimalistic touch — which we believe fits nicely with many different decors.

    Compared to other Bluetooth speakers, the db60 features a generous, high-quality audio output. It is powered by a 4‑inch coaxial driver, with a 1‑inch ventilated port. And with 20 Watt RMS and 40 Watt peak, the sound produced by the db60 can easily fill large rooms.

    Apart from its timeless design and the genius idea of the wing/shelf, I also love the fact that it supports non-Bluetooth devices thanks to its Aux-In connector, and included in the package you’ll find a nice coiled Aux cable if you want to connect your old portable CD player, Walkman, pocket radio, etc.

    If you’re planning to get a Bluetooth speaker for your home, I think you should consider backing the db60. The Kickstarter project page is very detailed and you’ll find all the information you need there. From what I’ve seen, this product will undergo a serious, high-quality manufacturing process, so I believe it won’t disappoint. At the time of writing, £11,593 have been pledged of the intended £98,300 goal, and there are still 33 days to go. This is a project that deserves to be successful.

    (Full disclosure: my endorsement is completely disinterested — I have not been previously contacted by the manufacturer, nor have I been promised anything by writing this. I saw the speaker mentioned in an article while browsing my Flipboard and I simply decided to spread the word.) 

    The little iWork ’13 mystery solved

    Software

    iWork 13

    A couple of weeks ago, I was reading MacStories’ Overview: Apple Updates iLife and iWork Apps, Makes Them Free for New Customers, and this bit in particular caught my eye, near the end of the article:

    If you purchased iWork or iLife in a box (iWork or iLife ’09): You probably have either because you have an older Mac. You’ll have to purchase the new versions in the Mac App Store unless you buy a new Mac. As Macworld reports, this isn’t the case as it’s a bug in Apple’s system. Customers who purchased iWork and iLife ’09 and up on disc should be able to upgrade via the Purchased tab in the Mac App Store. Older versions of the software will require paid updates. 

    Both the article at MacStories and the linked Macworld article made me wonder. Could I be eligible for a free update of the iWork suite, having received it in bundle when I purchased my MacBook Pro in July 2009? On the one hand I was thinking: Well, I haven’t purchased a Mac ‘on or after October 1, 2013’, so the Mac App Store is right and I should purchase the updated apps at full price. On the other I was also thinking that maybe I was eligible and that I was affected by the issue Macworld mentions in this bit:

    If you own iLife ’11 or iWork ’09 apps for the Mac but did not purchase them from the Mac App Store: You should be able to download the latest versions for free by going to the Mac App Store and tapping Update, though you may need to first visit the Purchases screen, where you might see a box called “You Have [number] Apps to Accept.” This ties apps you have on your computer to both your Apple ID and a hardware identifier on your computer, and it should allow you to download free updates to these programs from any computer associated with your Apple ID.

    Some users (including yours truly) are reporting issues where the Mac App Store doesn’t recognize their copies; when they click on an iLife or iWork app’s price, they receive the following alert: “[App] is already installed and was not purchased from the Mac App Store. Do you want to buy [app]?” Macworld spoke with an Apple spokesperson who noted that there’s currently an issue with some legacy customers, and the company is working on a fix. That fix appears to have been implemented; on Thursday, several users told Macworld that they were getting the Accept Apps prompt.

    A few people in the comments, equally affected by this issue, talked about a workaround to fix it: make sure that English is set as your primary language in OS X Mavericks, restart the Mac, download the iWork Update 9.3 and re-apply it (even if you already did in the past), and when you go back to the Mac App Store you’ll see the new iWork apps as pending free updates. 

    Well, I did just that and it worked for me. Now even the Aperture 3.5 Update shows up.

    Your mileage may vary, but I just wanted to share and clarify that, yes, if you regularly bought a boxed copy of iWork ’09 or if it came bundled with your Mac even if you purchased it as far back as 2009, you should get the updated iWork suite for free.

    I haven’t updated yet, but I’m told that the update doesn’t overwrite your old iWork ’09 apps.[1] Which is a good thing, considering the loss of certain features. It’s also a good thing because users can take a look at the new iWork ’13 and familiarise with the new interface of Pages, Numbers and Keynote, but they can go back to the old versions if they need backward compatibility or if the new versions are a bit too streamlined for their tastes.

     


     

    • 1. Confirmed: the new versions of Pages, Numbers, and Keynote are placed in the Applications folder, while the older versions remain in their previous location, in /Applications/iWork ’09.

     

    Jason Brennan: Who Wants a Stylus?

    Handpicked

    Take your time, and go read Who Wants a Stylus?, because it’s a very interesting contribution that deserves your attention, especially if you’ve always criticised the stylus a bit too dogmatically. 

    Jason muses:

    I have a hard time thinking of things I can do with a stylus because I’m thinking in terms of what I can do with a pencil. I’ve grown up drawing and writing with pencils, but doing little else. If the computer is digital paper, then I’ve pretty much exhausted what I can do with analog paper. But of course, the computer is so much more than just digital paper. It’s dynamic, it lets us go back and forth in time. It’s infinite in space. It can cover a whole planet’s worth of area and hold a whole library’s worth of information.

    But what could this device do if it had a different way to interact with? I’m not claiming the stylus is new, but to most developers, it’s at least novel. What kind of doors could a stylus open up?

    As a long-time Newton user (12 years or so), Jason’s article has been quite inspiring for me. First, I can say that when you get accustomed to, and progressively experienced in writing with a stylus on the Newton (on the MessagePad 2000/2100 models in particular), you can get rather fast at writing and — at least in my case and with my setup — sometimes writing notes using a stylus and the Newton is even more comfortable than typing on the virtual keyboard of a touch device such as an iPhone or iPad.

    But, more importantly, the stylus on the Newton is also used to select, cut, copy and paste text, and select parts or whole drawings:

    Newton selecting text drawings

    I guess if you use a graphic tablet as input device instead of a mouse or trackpad, you’ll find these methods of selection to be rather similar. Now, as someone who handles a lot of text on lots of devices, here’s a stylus-based application I’d love to use: some sort of powerful writing environment in which I could, for example, precisely select parts of a text, highlight them, copy them out of their context and aggregate them in annotations and diagrams which could in turn maintain the link or links to the original source at all times, if needed. 

    Similarly, it would be wonderful if groups of notes, parts of a text, further thoughts and annotations, could be linked together simply by tracing specific shapes with the stylus, creating live dependences and hierarchies. Picture this environment/application as the combination of software like Scrivener and Scapple, where you can create, organise and annotate your projects using the stylus as a powerful connection tool. You can use the stylus to generate active links between parts of the project whose information and references you want to keep in sync. Imagine writing a story (for a novel, a screenplay, a comic, an adventure game, etc.) where you need to keep track of the relationship between characters, places, chronology of events, and so on. You can set links with the stylus like you would on a piece of paper, but the pieces of information you choose to link together stay linked and update throughout the project when you make changes to any of them. 

    In this instance, a stylus would be a much more precise and fine-grained tool for selection and text management than using your finger (think of how text selection and copy/paste are implemented in iOS — the method is truly ingenious, but it quickly becomes impractical when you need to routinely handle longer texts), and it would feel natural, like when you use a pen to point, select, circle, highlight and join different parts of a text or project. This is, in part, a feel I already experience throughout NewtonOS and when I write in its Notes application or in the word processor module of the Works suite, but I think it’d be great to bring this experience to a whole new (and more ‘augmented’) level.