Unity 3D and iOS Development
Facebook version is free, iPhone version is $1.99
Sparky the Road Clown was going to be an iPhone game from the beginning, and part of my marketing plan was to buy some ads on Facebook. The more I learned and worked with Unity3D, though, the more I realized that it wouldn’t be that much more difficult to create a Facebook version if I planned it that way from the beginning — so that became the plan. While I don’t think charging people just to play the game on Facebook would work, charging for extra content within the game on Facebook is not at all uncommon (see: Zynga) and that’s the model we’re going to follow, but only to a degree.
The game will be finalized on Monday, June 28th, and sent off to Apple and launched on Facebook at the time. It will be $1.99 on the iPhone, but it will be free on Facebook. Some people have questioned the logic behind this, but I’ve spent some time thinking about it, and I think I’ve got a reasonable model in mind.
As I talked to people about my pricing model, people had questions like:
- So why $1.99 on iPhone and free on Facebook?
- Free on Facebook?? How is that fair to iPhone users who pay for it?
- Will they be exactly the same? Isn’t the free version going to hurt the sales of the paid version?
For the first point, I think that $1.99 for the iPhone version is a reasonable price. We’ll probably have a free demo/lite iPhone version before too much longer. While this is our first venture, there’s a lot of collective talent that’s gone into this. The gentleman doing the voice acting has been doing radio and voiceover work for over 30 years. The graphic designer has been doing that professionally since the mid 90′s and doing 3D almost that long. I’ve been programming professionally since the mid 90′s as well. And while “lots of time in the respective industries” doesn’t necessarily equate to a good game, I’ve spent a great deal of time over the years working on various games and mods as well as getting input from casual and hardcore gamers on this game. We can’t give it away on all platforms (we need to eat) and starting it out at $0.99 wasn’t really an option (not interested in the whole “race to the bottom” thing) so we decided to go with $1.99 for the iPhone version.
For the second point — while the iPhone version will cost $1.99 and the Facebook version will be free, the first two sets of downloadable content (DLC) that will be available for sale on Facebook at $0.99 each will be free updates to the iPhone version. Not to mention that you can take the iPhone version with you wherever you go and obviously with Facebook, you’re tied to wherever your computer may be, which brings us to point #3…
Will the content be exactly the same? It’s hard to say at this point. It’s very possible that the Facebook version will not have as many levels or options as the iPhone version, and while I want it to be a full game in and of itself, I want people who bought the iPhone version to feel like they got a good deal. Why would anyone pay for it on the iPhone when they can get it for free on Facebook? Well, I think those are really two different markets. I know that while I have my iPhone and iPod Touch near me most of the time, the only time I fire up a game on one of them when I’m at the computer is when I’m waiting for something to boot/load/compile, and even then, it’s only for a few minutes. I play iPhone games while I’m out and about, while I’m watching TV — when I want to play a game but I’m not at the computer. In addition, iPhone specific features like being able to steer by turning the iPhone and swiping for the upcoming mini-game is a lot more exciting than using the arrow keys to drive, I think. So no, I don’t think that having it free on Facebook will hurt the iPhone version. I think piracy of the iPhone version would probably cut into sales significantly more than having it available for free on a second platform.
Anyway, I better get back to finishing the game. It’s going to be unleashed on the world in less than 2 weeks. Those clowns aren’t going to run over themselves, you know.
| Print article | This entry was posted by Greg on June 18, 2010 at 1:51 pm, and is filed under iPhone Development, Sparky the Road Clown, Unity3D. Follow any responses to this post through RSS 2.0. You can leave a response or trackback from your own site. |








about 1 year ago
*gets my size 24 concrete shoes ready*
about 1 year ago
I think you’ll be lucky if you can get Facebook users to install the Unity plugin to play the game at all; making sales of DLC to Facebook users is a utopian dream for all but the most crack-like of games. [Make sure your FB advert landing page includes videos for people who don't want to install the Unity player.]
I agree though that putting the game of FB for free won’t affect iPhone sales negatively. Overall the model I like for this is what Popcap did with Bejeweled 2: Put a different mode of the game on FB for free and link it in with the mobile versions. I appreciate that’s more work than you were planning though and I wouldn’t advise holding off launch to add features like that – afterall Bejeweled 2 didn’t have that setup for half the time it’s been on the App Store.
about 1 year ago
Hello; dropping $.02 here at the suggestion of Mr. McCready. From the research I’ve done, and the friends I have working at Zynga and the other 732,231,986 companies making Facebook games here in the Bay area, I’d give a different bit of advice than Mr. Matthias.
Basically, if the game is decently produced and has strong / compelling enough ‘invite your friends to play’ features, you can look forward to a monetization of about 20 cents per player, and an investment of about $20 dollars on average per person who actually decides to dump some money into buying ~stuff~ in the game, if there is enough stuff to buy and enough pull to keep doing so. Yes, that means about 1 in 100 players will actually spend some money on your game.
Given that breakdown, you want the LOWEST barrier to entry possible, to get as many eyes as possible, and frankly, you want the simplest, cleanest development path. I don’t recommend supporting two different game models for the first project you launch on multiple formats. Go with free to start on both, and monetize the heck out of microtransaction goodness.
about 1 year ago
Hey Richard,
And I agree that “mass sales of DLC” is probably a pipe dream, but at the same time, I think developers who approach it like the creators of Minigore (on iPhone) and the creators of Mousehunt (on facebook) and just say “if you like the game, please support the developers” are going to get some better results than people who just make games that are big clickfests built around DLC. I didn’t really need or want the extra 2 characters in minigore, but I bought them anyway to support the guys who made it.
I think more and more people are getting the Unity plugin installed, especially since they made the Indie Unity free. That means a lot of people, and a lot of their friends and family are now running Unity. The plugin install is pretty close to seamless (last time I did it, anyway) as well — it’s not like the old days of Shockwave 3D where you had to leave the site, download it, close the browser, install it, remember what site you were on (etc) — it’s a LOT more streamlined these days. I think that having videos for people who don’t want to install the Unity player is an absolutely stellar idea. Especially with dimeRocker now, more and more facebook games will require/be written in Unity3D. I really think web 3D has come of age with Unity, but that’s another post
about 1 year ago
Hey Brian,
I think FB has a good record (probably better than iPhone apps, but I don’t think there are ANY stats out there about iPhone DLC success, at least I haven’t seen any) of people willing to spend money in the games, it’s just a matter of getting it in front of enough people and getting quality content (both on the frontend and as DLC) that people will be interested in.
thanks for your insight — I appreciate it. I’m using dimeRocker for the facebook integration, and they do have pretty strong “invite your friends”/leaderboards/etc type stuff. The game will be pretty simple, so I don’t want to just go nuts on the microtransaction stuff, but I think if we can get a solid following (in numbers) then we may be able to make something happen. It’s definitely taking on a LOT to do two different formats at basically the same time, but in a few months with Unity 3.0, it’ll be much easier and a lot of other people will probably be doing it then. Which is why I’m much more interested in doing it now