I am building an iOS game, and was wondering what the community thought of the different revenue models.
Here are the three I am considering:
-One time purchase.
-Free, completely based on many microtransactions.
-Free, demo with full game as in-app purchase
One time purchase.
- Reach Smaller Audience
- Full experience without bothering user
- Customer must buy before trying
- Fixed profit per user
Free, completely based on many microtransactions.
- Reach Larger Audience
- Must bother user constantly for small in-app purchases.
- Possibility of high profit per user.
Free, demo with full game as in-app purchase.
- Reach Larger Audience
- Less annoying than microtransactions.
- Customer has tried and enjoys enough to purchase.
- Fixed profit per user (possibility of higher price than one time)
I would love input on the ideal model for maximum revenue and app experience.