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  • Take-Two Interactive CEO Touts Success with Premium Price Point for it's iOS App


    Although some people view mobile app pricing as a race to the bottom, Take-Two Interactive believes their $19.99 premium price point for its console-quality “XCOM” title has proven that quality software can command a higher price. During his company’s quarterly earnings conference call, Take-Two CEO, Strauss Zelnick, said that XCOM: Enemy Unknown on iOS was a success. In his eyes, the popularity of the title “illustrates that consumers are willing to pay a premium price for premium entertainment.”

    No specific sales figures were offered for the title but it was noted that the title did crack the top 10 grossing applications in the App Store within its first week. For those of you who didn’t now, the title was a port of a PC and console game, when it launched on iOS, was less than a year old. According to Zelnick, “this bodes well for the opportunity to delivery profitably our most immersive AAA titles to mobile platforms as they evolve.”


    The apparent success at the $20 stands in contrast to mobile app pricing trends which some view as a “race to the bottom.” A study released earlier this month found that iPad users pay an average of 50 cents per application downloaded, while iPhone owners pay just 19 cents per app. As of recently, just one of the top 43 grossing applications on the iPhone App Store was a paid download, which was Minecraft – Pocket Edition. On the iPad, Minecraft is the only paid option among the top 37, with the newly released djay 2 coming in at Number 38 for $4.99.

    Many game publishers and developers have increasingly leaned toward “freemium” titles, which are free to download but include in-app purchases for game content. Apple’s iOS platform may attract more console-quality games such as XCOM: Enemy Unknown when official “Made for iPhone” gaming controllers debut later this year. The upcoming iOS 7 software update is said to add support for such peripherals offering more precise controls for traditional console-style games than a touchpad can offer. We’ll have to wait and see how the industry changes going forward.

    Source: Pocket Gamer
    This article was originally published in forum thread: Take-Two Interactive CEO Touts Success with Premium Price Point for it's iOS App started by Akshay Masand View original post
    Comments 2 Comments
    1. REMED1AL's Avatar
      REMED1AL -
      Freemium's need to die a quick death or at least develop a total, reasonable, potential cost per game. You should not be able to spend thousands on time waster Apps and there is no valid reason besides the golden rule... a fool and their money will quickly be separated!

      Build a game, price it fair for the value, and repeat.
    1. unison999's Avatar
      unison999 -
      Quote Originally Posted by REMED1AL View Post
      Freemium's need to die a quick death or at least develop a total, reasonable, potential cost per game. You should not be able to spend thousands on time waster Apps and there is no valid reason besides the golden rule... a fool and their money will quickly be separated!

      Build a game, price it fair for the value, and repeat.
      Unfortunately freemium will bring in more revenue than selling the game at set price and they can milk it for as long as they want without coming up with new an idea, so I do not see it ever die.