What's interesting about in-app purchases is that unlike a one-time purchase,
where you have a single amount that the player can spend and
that's it, this actually raises the spending cap.
So if someone who really likes your game and really wants to get into it,
and can't afford to support it and support you as a developer can actually
spend a lot more than maybe the $5 buy-in that a one time purchase has.
This is, by far the most challenging to do right.
But, it also has really the highest ceiling.
There is a, it's a very complicated topic and we have, if you check out developers
at www.Kongregate.com, we have a number of other talks that we've given on it.
But, in short, it really requires the game to be fun and compelling.
There's this idea that people who run in-app purchases in free to play
games try to pull as much out of a player as quickly as possible.
And that's really not what works.
Instead, it's players who really like the game,
who stay with it long term who are the ones that end up supporting it.
So you still have to have a great, fun,
compelling game that players want to play for long term.
And the other thing that's really different is that it's more of a game as
a service.
So unlike a one time purchase where you release a game and
you're pretty much done with it.
You might have a couple of patches to fix some things, or maybe even a DLC later.
When you're doing a free to play, in-app purchase based game,
you really need to be generating more content and updating things regularly.
So again, it's a lot more difficult.
It requires you to stay with the game over the long term.
And usually it requires a bigger team.
But it also is how a lot of the biggest games are really succeeding these days.