is getting in-app purchases, according to a blog post from the game’s developer, Subatomic Studios
. Such a thing should not be notable in 2012, as in-app purchases have become the norm. But there’s two reasons why this is a story: one, Fieldrunners 2
launched without IAP at first at all, a rarity considering that the game had a virtual currency in place for buying in-game upgrades already. Second, the reason why they did it reveals something interesting about people’s expectations of App Store games.
This isn’t necessarily a case of Subatomic Studios not having made a lot of money so far, because according to its own numbers, the game has made over $1 million so far. That’s more than Jetpack Joyride made in its first few months, for comparison, though before it went free-to-play. Considering the long amount of time between entries of the Fieldrunners series and the game’s high production values, it’s likely that there would be a high cost to make the game, though the original Fieldrunners has had the benefit of being on many platforms to help bring in revenue over that time as well.
Fieldrunners 2 also had the benefit of launching at a “premium” app price on iOS: $2.99 for the iPhone version, and $7.99 for the iPad version, neither of which is universal. The iPad version doesn’t have the IAP yet; I reached out to Alec Shobin, marketing and PR manager at Subatomic, who explained that “It will probably come to the iPad version later. We wanted to launch it on one platform at time in order to work out any kinks, since this is pretty new to us.”
Now, there is an interesting reason given by Subatomic as to why the studio would go ahead and reverse course on IAP: people actually wanted it. The general trend among the ‘core’ gamer community is that in-app purchases are bad for consumers and potentially exploitative. If Subatomic is to be believed, however, there were people actually wanting the ability to buy more in-app currency. Shobin reasons that “they appreciate and almost expect that feature, especially in an iOS game.”
This kind of behavior has become standard procedure, and even premium games are conditioning players to expect in-app purchases, which is likely due to the oft-copied Infinity Blade
series’ decision to include them. The difference is in that Fieldrunners 2
is doing something more akin to the original Infinity Blade
, adding them in post-hoc, rather than integrating them as part of the initial product as with Infinity Blade 2
But does Subatomic Studios feel like it may come off as feeling greedy due to adding IAP to a game that already came with a ‘premium’ price? "Yes, this is absolutely a concern," said Shobin, "but there isn’t really much we can do about it. People asked for a way to buy coins with money. We’re running a business, so it would be foolish for us to turn them down when we can meet their needs without doing anything else to change a game that our existing community loves so much. If people want us to keep making games - if we want to keep making games that we love - we need to recoup our development costs AND earn enough to begin our next game(s).”
While there’s definitely a steady contingent of people complaining already about the change, the choice for Subatomic Studios seems easy in the context of whether they should listen to the people that want them to not have IAP, versus those that want them to shut up and take their money. It just shows how much consumable IAP has become a part of the iOS gaming market that now even the feature’s exclusion is cause for complaint from users. It’s a problem that developers want to have – the demand from people to give the developers more money to keep playing their game.