<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd"
	xmlns:media="http://search.yahoo.com/mrss/"
	>
<channel>
	<title>Comments on: Flash Microtransactions: This Changes Everything</title>
	<atom:link href="http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/</link>
	<description>We Make Flash Games</description>
	<lastBuildDate>Fri, 10 Feb 2012 03:01:47 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Porter</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-5460</link>
		<dc:creator>Porter</dc:creator>
		<pubDate>Sat, 27 Mar 2010 03:04:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-5460</guid>
		<description>I think microtransactions are definitely working there way into the gaming industry all around, and they&#039;re well welcomed by me. The issue isn&#039;t MT&#039;s, but the developers abusing the implementation of them. Developers keep handicapping games to earn a few extra bucks, rather than adding EXTRA content to a game that happy fans will buy; it&#039;s kind of counter-productive. I just wrote an article on microtransactions myself, check it out if you get the time. http://blog.princeporter.com/microtransactions-need-persistence/</description>
		<content:encoded><![CDATA[<p>I think microtransactions are definitely working there way into the gaming industry all around, and they&#8217;re well welcomed by me. The issue isn&#8217;t MT&#8217;s, but the developers abusing the implementation of them. Developers keep handicapping games to earn a few extra bucks, rather than adding EXTRA content to a game that happy fans will buy; it&#8217;s kind of counter-productive. I just wrote an article on microtransactions myself, check it out if you get the time. <a href="http://blog.princeporter.com/microtransactions-need-persistence/" rel="nofollow">http://blog.princeporter.com/microtransactions-need-persistence/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3507</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Thu, 30 Jul 2009 13:49:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3507</guid>
		<description>Mr. Nokill - Spell of Play still has sort of that grity, slapdash underground feel to it, replete with South Park message board avatars and a black background.  i can see why Big Fish Games appeals to a different audience.  It&#039;s very clean, very organized, and very white.</description>
		<content:encoded><![CDATA[<p>Mr. Nokill &#8211; Spell of Play still has sort of that grity, slapdash underground feel to it, replete with South Park message board avatars and a black background.  i can see why Big Fish Games appeals to a different audience.  It&#8217;s very clean, very organized, and very white.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mr.Nokill</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3504</link>
		<dc:creator>Mr.Nokill</dc:creator>
		<pubDate>Thu, 30 Jul 2009 11:11:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3504</guid>
		<description>Maybe you could also look up http://www.spellofplay.com they got a sort of Steam clone going for simple games. And if your making a portal ill get you a nice flash game for it :)</description>
		<content:encoded><![CDATA[<p>Maybe you could also look up <a href="http://www.spellofplay.com" rel="nofollow">http://www.spellofplay.com</a> they got a sort of Steam clone going for simple games. And if your making a portal ill get you a nice flash game for it :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bob Ippolito</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3502</link>
		<dc:creator>Bob Ippolito</dc:creator>
		<pubDate>Wed, 29 Jul 2009 22:37:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3502</guid>
		<description>To get past the bird in Windosill you have to click on the bird, click on the cloud, splash the water twice and feed the worm to the bird ;)</description>
		<content:encoded><![CDATA[<p>To get past the bird in Windosill you have to click on the bird, click on the cloud, splash the water twice and feed the worm to the bird ;)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3501</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 29 Jul 2009 22:04:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3501</guid>
		<description>Bob - thanks for clarifying.  Smart to say &quot;virtual currency&quot; instead of &quot;microtransactions&quot;.

The whole deal with the Kahoots name thing is a bizarre story - essentially two different teams in two parts of the world, developing at the exact same time with no knowledge of each other.  And with modeling clay, to boot.  Insane.   And by the time one of us discovered a conflict, both teams were too deep into production to do anything about it.  

One thing i will say, though, is that the word &quot;Kahoots&quot; is far more integral to our game about conspiring criminals than it is to a game about adorable creatures.  Creatures can safely be called &quot;fuzzwubbits&quot; or &quot;nonny ding-dongs&quot; or whatever.  While HoneySlug has produced a fun, unique-looking game, there&#039;s no real *thematic* reason why it has to use that title.

PS How do you get past the bird in Windowsill?  Do you have to pay 25 cents?   ;)</description>
		<content:encoded><![CDATA[<p>Bob &#8211; thanks for clarifying.  Smart to say &#8220;virtual currency&#8221; instead of &#8220;microtransactions&#8221;.</p>
<p>The whole deal with the Kahoots name thing is a bizarre story &#8211; essentially two different teams in two parts of the world, developing at the exact same time with no knowledge of each other.  And with modeling clay, to boot.  Insane.   And by the time one of us discovered a conflict, both teams were too deep into production to do anything about it.  </p>
<p>One thing i will say, though, is that the word &#8220;Kahoots&#8221; is far more integral to our game about conspiring criminals than it is to a game about adorable creatures.  Creatures can safely be called &#8220;fuzzwubbits&#8221; or &#8220;nonny ding-dongs&#8221; or whatever.  While HoneySlug has produced a fun, unique-looking game, there&#8217;s no real *thematic* reason why it has to use that title.</p>
<p>PS How do you get past the bird in Windowsill?  Do you have to pay 25 cents?   ;)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Bob Ippolito</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3500</link>
		<dc:creator>Bob Ippolito</dc:creator>
		<pubDate>Wed, 29 Jul 2009 21:25:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3500</guid>
		<description>The smallest transaction the Mochi Coins API even supports is $0.25, you&#039;re not allowed to price anything lower (unless it&#039;s free). Currently we support transactions up to $50.00 in size, but that limit is largely artificial and we can raise that if you have a good reason (let us know!).

With regard to AIR or regular &#039;ol Flash Projector downloads you should still be able to use the Mochi Coins API or whatever else in order to facilitate both browser and download. Sometimes people like the download version better, because the performance is improved (Windosill does this[1]).

Somehow we already have a game using the name Kahoots[2], which confused me a bit until I looked at your link :)

FWIW we don&#039;t use the word &quot;microtransactions&quot; to talk about MochiCoins, usually we just say virtual currency.

[1] http://www.mochimedia.com/games/windosill_v4/
[2] http://www.mochimedia.com/games/kahoots_v1/</description>
		<content:encoded><![CDATA[<p>The smallest transaction the Mochi Coins API even supports is $0.25, you&#8217;re not allowed to price anything lower (unless it&#8217;s free). Currently we support transactions up to $50.00 in size, but that limit is largely artificial and we can raise that if you have a good reason (let us know!).</p>
<p>With regard to AIR or regular &#8216;ol Flash Projector downloads you should still be able to use the Mochi Coins API or whatever else in order to facilitate both browser and download. Sometimes people like the download version better, because the performance is improved (Windosill does this[1]).</p>
<p>Somehow we already have a game using the name Kahoots[2], which confused me a bit until I looked at your link :)</p>
<p>FWIW we don&#8217;t use the word &#8220;microtransactions&#8221; to talk about MochiCoins, usually we just say virtual currency.</p>
<p>[1] <a href="http://www.mochimedia.com/games/windosill_v4/" rel="nofollow">http://www.mochimedia.com/games/windosill_v4/</a><br />
[2] <a href="http://www.mochimedia.com/games/kahoots_v1/" rel="nofollow">http://www.mochimedia.com/games/kahoots_v1/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3494</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 29 Jul 2009 18:12:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3494</guid>
		<description>Helene - let&#039;s chat!  i know how easy it is to crank out AIR stuff, but there are some distinct disadvantages:

1. There&#039;s an extra plug-in download.  i haven&#039;t looked up the AIR penetration rates, but i doubt they&#039;ve made a dent.
2. If my purchase is tied to my site membership, i know i can log in from any computer and access my game progress.  AIR apps are tied to one computer. (This need not be the case, but it&#039;s the default behaviour)  i don&#039;t know if this is appealing to anyone else, but i flit from machine to machine very often.
3. If the player is playing a game in the browser, you can incent him to play other stuff using shiny objects and offers.  Again, you can also do this with your AIR app, but it&#039;s not as straightforward.
4. i&#039;m going out on a limb with this one, but i imagine that AIR apps may lead to more customer service woes.  What happens when the player uninstalls the game and wants to install it again?  Where can they re-download?  If there are problems installing/uninstalling the AIR framework itself, are you going to hear about the complaints?  For some reason, i get the sense that people are more likely to gripe at you about something sitting on their desktop over something sitting in the browser.  The player&#039;s perception may be that the cloud belongs to you, but the desktop - the computer - belongs to the player.  And ain&#039;t nothin&#039; gonna mess up my desktop.

But mebbe ima crazypants?</description>
		<content:encoded><![CDATA[<p>Helene &#8211; let&#8217;s chat!  i know how easy it is to crank out AIR stuff, but there are some distinct disadvantages:</p>
<p>1. There&#8217;s an extra plug-in download.  i haven&#8217;t looked up the AIR penetration rates, but i doubt they&#8217;ve made a dent.<br />
2. If my purchase is tied to my site membership, i know i can log in from any computer and access my game progress.  AIR apps are tied to one computer. (This need not be the case, but it&#8217;s the default behaviour)  i don&#8217;t know if this is appealing to anyone else, but i flit from machine to machine very often.<br />
3. If the player is playing a game in the browser, you can incent him to play other stuff using shiny objects and offers.  Again, you can also do this with your AIR app, but it&#8217;s not as straightforward.<br />
4. i&#8217;m going out on a limb with this one, but i imagine that AIR apps may lead to more customer service woes.  What happens when the player uninstalls the game and wants to install it again?  Where can they re-download?  If there are problems installing/uninstalling the AIR framework itself, are you going to hear about the complaints?  For some reason, i get the sense that people are more likely to gripe at you about something sitting on their desktop over something sitting in the browser.  The player&#8217;s perception may be that the cloud belongs to you, but the desktop &#8211; the computer &#8211; belongs to the player.  And ain&#8217;t nothin&#8217; gonna mess up my desktop.</p>
<p>But mebbe ima crazypants?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3493</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 29 Jul 2009 17:57:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3493</guid>
		<description>Michael - very interesting that you mention banning.  Sure, Gamersafe and Mochi are already pledging a cut to the portals, but Gamersafe is saying 10%.  That&#039;s a far cry from the cash vacuum that places like Big Fish are used to.  i doubt they&#039;ll be comfy seeing the bulk of proceeds going elsewhere.

Countdown to Big Fish offering its own microstransaction system ...</description>
		<content:encoded><![CDATA[<p>Michael &#8211; very interesting that you mention banning.  Sure, Gamersafe and Mochi are already pledging a cut to the portals, but Gamersafe is saying 10%.  That&#8217;s a far cry from the cash vacuum that places like Big Fish are used to.  i doubt they&#8217;ll be comfy seeing the bulk of proceeds going elsewhere.</p>
<p>Countdown to Big Fish offering its own microstransaction system &#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3492</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 29 Jul 2009 17:53:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3492</guid>
		<description>Colm - yeah, i worry that the word &quot;micro&quot; is limiting the way people may think about using the service.  But multiple goodies at multiple price points sounds like a great way to go.  It&#039;s just a fair amount of effort to design a game that takes advantage of the system like that.</description>
		<content:encoded><![CDATA[<p>Colm &#8211; yeah, i worry that the word &#8220;micro&#8221; is limiting the way people may think about using the service.  But multiple goodies at multiple price points sounds like a great way to go.  It&#8217;s just a fair amount of effort to design a game that takes advantage of the system like that.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michael</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3491</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Wed, 29 Jul 2009 17:53:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3491</guid>
		<description>Great points! I really hope this happens. I wonder how portals will react, though? Perhaps the existing ones will section pay-for-Flash games into a different area, or ban them altogether. Or maybe we&#039;ll see a new wave of portals that ONLY serve pay-for-Flash games.

I really like what you said, Helene, as well. Paolo was talking about AIR games &lt;a href=&quot;http://www.gamedevigner.com/2009/07/29/5-reasons-why-flash-will-take-over-gaming/&quot; rel=&quot;nofollow&quot;&gt;over on his blog&lt;/a&gt; today, and I agree that getting a standalone version of a game would work as an incentive to buy, in some cases.</description>
		<content:encoded><![CDATA[<p>Great points! I really hope this happens. I wonder how portals will react, though? Perhaps the existing ones will section pay-for-Flash games into a different area, or ban them altogether. Or maybe we&#8217;ll see a new wave of portals that ONLY serve pay-for-Flash games.</p>
<p>I really like what you said, Helene, as well. Paolo was talking about AIR games <a href="http://www.gamedevigner.com/2009/07/29/5-reasons-why-flash-will-take-over-gaming/" rel="nofollow">over on his blog</a> today, and I agree that getting a standalone version of a game would work as an incentive to buy, in some cases.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Colm Larkin</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3488</link>
		<dc:creator>Colm Larkin</dc:creator>
		<pubDate>Wed, 29 Jul 2009 17:07:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3488</guid>
		<description>Well sure; you don&#039;t have to use micro-transactions JUST for cumulative 10-cent purchases that make your game heroine&#039;s bikini ever smaller. Do that AND have a $10 big purchase!
The whole point of microtransactions is to make it SEEM cheap to buy just one thing, but exceedingly easy to get sucked in a spend way more than you normally would if you really like the game. Look into the (many) published figures online about microtransaction spends (3 rings in particular have been excellent at sharing this info on puzzle pirates) - a small % of their players spend, but those that do spend a ludicrous amount. That&#039;s the point!

Well executed example time:
http://www.kongregate.com/games/urbansquall/battalion-arena
Just released in public beta; it&#039;s a great tactics game using the Kongregate &#039;kreds&#039; microtransaction currency. They let you buy silly stuff like hats for 50c, booster packs of special items for $1-3, and premium/elite accounts for $10/$20. 
Forget the &#039;micro&#039; - it&#039;s all about the &#039;transactions&#039;!</description>
		<content:encoded><![CDATA[<p>Well sure; you don&#8217;t have to use micro-transactions JUST for cumulative 10-cent purchases that make your game heroine&#8217;s bikini ever smaller. Do that AND have a $10 big purchase!<br />
The whole point of microtransactions is to make it SEEM cheap to buy just one thing, but exceedingly easy to get sucked in a spend way more than you normally would if you really like the game. Look into the (many) published figures online about microtransaction spends (3 rings in particular have been excellent at sharing this info on puzzle pirates) &#8211; a small % of their players spend, but those that do spend a ludicrous amount. That&#8217;s the point!</p>
<p>Well executed example time:<br />
<a href="http://www.kongregate.com/games/urbansquall/battalion-arena" rel="nofollow">http://www.kongregate.com/games/urbansquall/battalion-arena</a><br />
Just released in public beta; it&#8217;s a great tactics game using the Kongregate &#8216;kreds&#8217; microtransaction currency. They let you buy silly stuff like hats for 50c, booster packs of special items for $1-3, and premium/elite accounts for $10/$20.<br />
Forget the &#8216;micro&#8217; &#8211; it&#8217;s all about the &#8216;transactions&#8217;!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Helene Vallee</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3480</link>
		<dc:creator>Helene Vallee</dc:creator>
		<pubDate>Wed, 29 Jul 2009 15:38:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3480</guid>
		<description>You know, fellas... it&#039;s spot easy to make your game into a .air and then it&#039;s a downloadable game. Sweet shortcut on the desktop and all. Actually, there&#039;s a lot more potential there I&#039;d love to chat about.

As always, love reading your blabber, Ryan. I always laugh out loud. With you. Really.</description>
		<content:encoded><![CDATA[<p>You know, fellas&#8230; it&#8217;s spot easy to make your game into a .air and then it&#8217;s a downloadable game. Sweet shortcut on the desktop and all. Actually, there&#8217;s a lot more potential there I&#8217;d love to chat about.</p>
<p>As always, love reading your blabber, Ryan. I always laugh out loud. With you. Really.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Phil Peron</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3479</link>
		<dc:creator>Phil Peron</dc:creator>
		<pubDate>Wed, 29 Jul 2009 14:53:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3479</guid>
		<description>(I&#039;ve just refreshed the page and see that Jos started the ball rolling on the price-point concern but since I&#039;ve already written all this, here it goes...)

Whoa! I had this epiphany yesterday! Why can&#039;t the in-game microtransaction be the game itself?! Like the first 3 levels? Great! Play the rest for... $$$. Some of the feedback I received (I think it was from you, Jos :)) really made me consider the following however...

Is $4.99/$9.99/$14.99 considered &quot;micro&quot;?

My impression is that $4.99 is on the high-end of micropayments. Thus, I can imagine that this will initially be met with some resistance. If we don&#039;t push back, we end up (as you mention) in an App Store basement of sorts, selling off our titles for 99 cents. Building quality products is a given but I can&#039;t help but think there&#039;s some element of trust that needs to be constructed so models like you&#039;re proposing simply &quot;are&quot;. Maybe it&#039;s just a matter of time and effort. Or branding. Building your reputation with the consumers.

Another thing I&#039;d like to mention is how I see this having a positive affect on game design. It&#039;s one thing to start work on a game knowing you&#039;ll be selling features piecemeal but quite another to be freed from such restrictions to focus on creating something _fun_. Not that you can&#039;t achieve both but I gather from my own limited experience that it&#039;s much easier and liberating to think in terms of restricting game content via a &quot;demo mode&quot; than chopping everything up into items to sell on a rack. Game balance and tweaking the fun-factor is hard enough.

However this shakes out, I&#039;m with you. It&#039;s been exciting watching this money business unfold.</description>
		<content:encoded><![CDATA[<p>(I&#8217;ve just refreshed the page and see that Jos started the ball rolling on the price-point concern but since I&#8217;ve already written all this, here it goes&#8230;)</p>
<p>Whoa! I had this epiphany yesterday! Why can&#8217;t the in-game microtransaction be the game itself?! Like the first 3 levels? Great! Play the rest for&#8230; $$$. Some of the feedback I received (I think it was from you, Jos :)) really made me consider the following however&#8230;</p>
<p>Is $4.99/$9.99/$14.99 considered &#8220;micro&#8221;?</p>
<p>My impression is that $4.99 is on the high-end of micropayments. Thus, I can imagine that this will initially be met with some resistance. If we don&#8217;t push back, we end up (as you mention) in an App Store basement of sorts, selling off our titles for 99 cents. Building quality products is a given but I can&#8217;t help but think there&#8217;s some element of trust that needs to be constructed so models like you&#8217;re proposing simply &#8220;are&#8221;. Maybe it&#8217;s just a matter of time and effort. Or branding. Building your reputation with the consumers.</p>
<p>Another thing I&#8217;d like to mention is how I see this having a positive affect on game design. It&#8217;s one thing to start work on a game knowing you&#8217;ll be selling features piecemeal but quite another to be freed from such restrictions to focus on creating something _fun_. Not that you can&#8217;t achieve both but I gather from my own limited experience that it&#8217;s much easier and liberating to think in terms of restricting game content via a &#8220;demo mode&#8221; than chopping everything up into items to sell on a rack. Game balance and tweaking the fun-factor is hard enough.</p>
<p>However this shakes out, I&#8217;m with you. It&#8217;s been exciting watching this money business unfold.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mark</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3478</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Wed, 29 Jul 2009 14:45:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3478</guid>
		<description>Btw, nice title screen for kahoots!</description>
		<content:encoded><![CDATA[<p>Btw, nice title screen for kahoots!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mark</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3477</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Wed, 29 Jul 2009 14:43:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3477</guid>
		<description>I think some people are getting used to buying entertainment online and not getting to keep a file at all. I&#039;d imagine people are heading away from keeping things on their personal computer as well. There is all this talk about cloud computing...</description>
		<content:encoded><![CDATA[<p>I think some people are getting used to buying entertainment online and not getting to keep a file at all. I&#8217;d imagine people are heading away from keeping things on their personal computer as well. There is all this talk about cloud computing&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3475</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 29 Jul 2009 14:23:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3475</guid>
		<description>Thanks, Jos.  It blows my mind that we&#039;re living in a world where $8 seems like a lot of money for a game.  i&#039;m used to regularly paying $69.95.   $8 is cheeseburger money at Wendy&#039;s.

i just dropped $10 on Fantastic Contraption, sight unseen, because of all the amazing press it&#039;s been getting (and because Colin dropped by yesterday.  It&#039;s all about that personal connection, right?)  i didn&#039;t *get* anything but a receipt.  But i know that i can log in at the site from any computer and play with the features i paid money for.

One of the more interesting insights to come out of Casual Connect was during Mike Peronto&#039;s talk (Mike is with WildTangent).  He said we&#039;re seeing the end of an era where customers need to &quot;have the box&quot;.  At WildTangent, they have a virtual wallet system.  Customers can choose to spend their currency either buying a game, or just renting it.  Which one do you think is more popular?

The answer: on WildTangent&#039;s site, customers prefer to rent games instead of buying them at a ratio of 3:1.</description>
		<content:encoded><![CDATA[<p>Thanks, Jos.  It blows my mind that we&#8217;re living in a world where $8 seems like a lot of money for a game.  i&#8217;m used to regularly paying $69.95.   $8 is cheeseburger money at Wendy&#8217;s.</p>
<p>i just dropped $10 on Fantastic Contraption, sight unseen, because of all the amazing press it&#8217;s been getting (and because Colin dropped by yesterday.  It&#8217;s all about that personal connection, right?)  i didn&#8217;t *get* anything but a receipt.  But i know that i can log in at the site from any computer and play with the features i paid money for.</p>
<p>One of the more interesting insights to come out of Casual Connect was during Mike Peronto&#8217;s talk (Mike is with WildTangent).  He said we&#8217;re seeing the end of an era where customers need to &#8220;have the box&#8221;.  At WildTangent, they have a virtual wallet system.  Customers can choose to spend their currency either buying a game, or just renting it.  Which one do you think is more popular?</p>
<p>The answer: on WildTangent&#8217;s site, customers prefer to rent games instead of buying them at a ratio of 3:1.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jos Yule</title>
		<link>http://www.untoldentertainment.com/blog/2009/07/29/flash-microtransactions-this-changes-everything/comment-page-1/#comment-3473</link>
		<dc:creator>Jos Yule</dc:creator>
		<pubDate>Wed, 29 Jul 2009 14:11:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.untoldentertainment.com/blog/?p=1416#comment-3473</guid>
		<description>Hey, great article. I do have a practical question about the whole buying a flash game thing tho. Are our customers going to be leery about spending money on something that only exists on a website? For instance, paying a buck for a virtual thing, but 8 bucks is into the range where I want to be sure I get to keep the thing I&#039;m paying for. I guess this is academic until tried, but it came into my head while reading...</description>
		<content:encoded><![CDATA[<p>Hey, great article. I do have a practical question about the whole buying a flash game thing tho. Are our customers going to be leery about spending money on something that only exists on a website? For instance, paying a buck for a virtual thing, but 8 bucks is into the range where I want to be sure I get to keep the thing I&#8217;m paying for. I guess this is academic until tried, but it came into my head while reading&#8230;</p>
]]></content:encoded>
	</item>
</channel>
</rss>

