Here is an interesting monetization idea:
Imagine a very difficult game
a paid game (maybe even above average price)
you buy it
and if you successfully complete it
a refund button appears, and you can get your money back if you want to
Would you even consider buying such game?
Does it sound challenging enough for you to buy this game?
If you were in a 50%/50% state of buying or not this game, would the refund after completion bring you to the buying side?
Comments
I myself almost never finish mobile games.
but perhaps you can make in-app purchases this way, i.e. you spend on some item and e.g. if you can do this-and-that in a given time using this item then you get the money spent on it back. you can even do that with in-game money, like 'coins' etc (you buy lot's of coins with iap real money then you buy items using coins; then the success reward would be some coins), that way you also avoid the problem of how to handle technically and legally refunds.
i like the idea though, so i gave my variations about how i could imagine it.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
if you publish that on iOS, Apple would shoot it down
if you put that on Google, you'd be in trouble as the ones that pirated it would ask you for a refund (not a good idea anyways)
However, what you have is a good idea, that's what most kids do with the console games, they buy a new game, complete it and return it back for upto 80% of the costs. There are even some that offer a 2 day grace for you to complete the game and return the game disc for a full refund.
Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
Cool Vizify Profile at https://www.vizify.com/oz-apps
and its probably impossible to apply to mobile markets.
Just wanted to share an idea, that this kind of approach, may challenge the players, thus increasing the purchases
and also it may provide more media coverage, well because it is quite a bold challenge to the players