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Fog of World

fogofworld.com

31–40 of 160 posts

Re: Fog of World

#31

When I used to live in SF, I would always go on walks and explore the city. I found that it would take several visits before I could fully remember the details of a new route or area, but once I knew that place I would move onto a new area. This was enjoyable and I got to see the innards of a beautiful city. Now this? Congratulations, you have turned a peaceful and enjoyable experience into a slot machine. Now rather…

> Congratulations, you have turned a peaceful and enjoyable experience into a slot machine.

So don't use it?

Re: Fog of World

#32
post #25

I would love to pay $.99 for this, but at $5.49 it's too expensive for me recommend to all my friends.

I am always curious why when people say that $x.xx (or any app that is not $.99) is too expensive for an app. A meal (burger, fries and a drink) in McDonalds will cost you at least $5~$9 depending on the size of the meal you get. Would you say that is expensive? Yet, when an app is anywhere from $2~$10, people will deem it as "expensive". It astounds me when people don't give a thought about spending $10 on food but…

It comes down to risk.

I know exactly what I'm getting for $5 worth of McDonalds. $5 for an app feels more risky because I have no idea if there will be any value.

Re: Fog of World

#33
post #30

I would love to pay $.99 for this, but at $5.49 it's too expensive for me recommend to all my friends.

Whenever I see comments like this my first instinct is that their own products, if they have any, are priced too low. The difference between 99cents and a higher price making the same profit is a significant difference in number of sales. Maybe if they get featured it would be worth it to lower the price to ensure it stays in the charts, but if it's not ranked it does not make sense to have a lower price. People say…

Sorry, I should have made my point clearer.

What I'm saying is the price is too expensive for me to get a large sample of my social group to try it out.

This will hinder the app's growth.

Re: Fog of World

#34

Thank God this costs $5 dollars. I might have even gone as high as $10. To all those that think 5 bucks is too much: for you to actually get any value out of this app you have to use it over a non-significant portion of your life. We're talking on the timescale of years; I find it hilarious that 1 dollar is fine but 5 whole dollars is outrageous.

You and I might be able to justify the price, but 99% of the people I know will not. That means this is not a product I would be able to get most of my social group to use.

You mean people who travel around the world can't spend 5 bucks on an iPhone app, makes sense :-)

Re: Fog of World

#36
post #31

When I used to live in SF, I would always go on walks and explore the city. I found that it would take several visits before I could fully remember the details of a new route or area, but once I knew that place I would move onto a new area. This was enjoyable and I got to see the innards of a beautiful city. Now this? Congratulations, you have turned a peaceful and enjoyable experience into a slot machine. Now rather…

> Congratulations, you have turned a peaceful and enjoyable experience into a slot machine. So don't use it?

well obviously. But I want others to see gamification for what it really is. The decision to use gamification in your products is similar to the decision to add fiberglass to cigarettes in the mid 20th century. Executives at tobacco companies didnt think it was bad, they just knew it would increase profits.

Obviously this app does not have the same scope as cigarettes. But slowly more and more products/games are moving towards this model. The AAA game industry very quickly adopted zynga-esque addiction mechanics rather than 'fun' mechanics.

edit: before I get downvoted for what might seem like a ridiculous comparison, let me give some context.

About a month ago, one of my favorite MMOs ever, and imo the greatest MMO ever made, Vanguard:SOH was changed from subscription to F2P by its owner SOE. VG:SOH is the deepest, most complex MMO ever created and has a huge world. However once it went F2P, SOE turned it into essentially a zynga game. It changed from an rpg to an item-driven grind fest (ie keep grinding these same quests and you can get epic loot). Then you can buy xp potions to make leveling go by faster. In short they turned it from a rpg into slot machine. With a consistent and easy path to get your endorphin bursts.

Now this isn't that different than what every other AAA game studio is doing to their games (except maybe Valve). The path is clear to them. The term gamification exists because non-game companies want to take advantage of this model. But what they don't understand is that they are making shallow, heartless products that guide you towards their goals rather than making something fun and enjoyable. In other words, the cigarette analogy is perfectly apt. Cigarettes have been made optimally efficient to cause addiction whereas previously they had just been an enjoyable experience and not nearly as addictive. Addiction profit is a gold mine.

Re: Fog of World

#37
post #25

Earlier quoted context omitted.

I am always curious why when people say that $x.xx (or any app that is not $.99) is too expensive for an app. A meal (burger, fries and a drink) in McDonalds will cost you at least $5~$9 depending on the size of the meal you get. Would you say that is expensive? Yet, when an app is anywhere from $2~$10, people will deem it as "expensive". It astounds me when people don't give a thought about spending $10 on food but…

It comes down to risk. I know exactly what I'm getting for $5 worth of McDonalds. $5 for an app feels more risky because I have no idea if there will be any value.

You only know what you are getting from McDonalds because you have bought it before, well what about your first time eating at McDonalds? You certainly did not know what you were getting then.

Re: Fog of World

#38
post #30

Earlier quoted context omitted.

Whenever I see comments like this my first instinct is that their own products, if they have any, are priced too low. The difference between 99cents and a higher price making the same profit is a significant difference in number of sales. Maybe if they get featured it would be worth it to lower the price to ensure it stays in the charts, but if it's not ranked it does not make sense to have a lower price. People say…

Sorry, I should have made my point clearer. What I'm saying is the price is too expensive for me to get a large sample of my social group to try it out. This will hinder the app's growth.

It could, but that doesn't mean it will. It's a cool enough thing that people will talk about it.

I have done pricing experiments. For apps which are not ranked, and have no ads driving extra traffic, 99cents vs even $6.99 usually equals the same number of sales. Lower prices don't matter as much as people think they do. When you talk about risk, do you mean that you do not believe your social circle will find this interesting enough to even know about it? If you did then price wouldn't matter... have you ever recommended anything higher than 99cents to anyone? That 99cents is a popular price for "apps" does not matter. Devs should still charge more when it makes sense to.

Re: Fog of World

#39
post #25

I would love to pay $.99 for this, but at $5.49 it's too expensive for me recommend to all my friends.

I am always curious why when people say that $x.xx (or any app that is not $.99) is too expensive for an app. A meal (burger, fries and a drink) in McDonalds will cost you at least $5~$9 depending on the size of the meal you get. Would you say that is expensive? Yet, when an app is anywhere from $2~$10, people will deem it as "expensive". It astounds me when people don't give a thought about spending $10 on food but…

I don't go to McDonalds any more since prices went up from $2.... If I'm spending $10 I'll buy something good.

Re: Fog of World

#40
post #31

Earlier quoted context omitted.

> Congratulations, you have turned a peaceful and enjoyable experience into a slot machine. So don't use it?

well obviously. But I want others to see gamification for what it really is. The decision to use gamification in your products is similar to the decision to add fiberglass to cigarettes in the mid 20th century. Executives at tobacco companies didnt think it was bad, they just knew it would increase profits. Obviously this app does not have the same scope as cigarettes. But slowly more and more products/games are movi…

I don't see this as gamification. This is just an automatic way of putting pins on a map.
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