To Purchase or Not to Purchase – Is That the Question?
Making money from games has always been a challenge for game developers, and it has only been getting more difficult over the last several years as consumers demand more for less. Just ten years ago we lived in a much simpler age where consumers were conditioned to pay money for goods. People paid for an orange, they owned the orange and they ate the orange. This concept worked great for early games like Risk and Chutes and Ladders. The game designer was a sculptor of a fun product, and if someone wanted to own the game to play at their leisure, they would buy it.