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Mobile Dev Memo
These arguments do not accurately reflect the mechanics of top-grossing titles on the App Store.
Eric Seufert's November 2014 essay responds to South Park's "Freemium isn't Free" episode, which satirized free-to-play gaming and drew widespread media praise for supposedly exposing the model's psychological manipulation. The author argues that the episode and its coverage rest on weak reasoning, and that the show builds a straw man game, "Terrance & Phillip: Give Us Your Money," that bears little resemblance to titles atop the App Store's Top Grossing chart.
The essay first dismisses the episode's whiteboard critiques as subjective complaints rather than substantive arguments. Virtual currency, which the show portrays as a device for obscuring real-money value, is a common practice in non-freemium products too, with Skype Credit sold in minimum $10 bundles as a convenience example. The complaint that roughly 1% of players generate all revenue ignores that low conversion is the intended function of freemium, which lets users try a product before paying. Evernote, a celebrated freemium product, had a most recently published conversion rate of just 4%.
The central rebuttal targets the link between spending and addiction. The episode attributes a character's heavy spending to dopamine dysregulation and "Skinner box" manipulation, which the author calls pop psychology. A 1998 Nature study found video games in general raise dopamine substantially, to roughly twice the level of nonplayers, so the effect is neither new nor specific to freemium or mobile. The author compares this to Daily Mail coverage in 2012 that framed cupcakes, love, and Justin Bieber as addictive through the same dopamine reasoning, arguing such findings merely describe the brain's ordinary motivational system.
The essay concludes that the underlying grievance of South Park and many mainstream critics is an appeal to tradition: freemium games differ from conventional video games. The author counters that the pay-then-enjoy model also left consumers with games they disliked, which freemium mitigates, and that the next billion people to play games for the first time will likely not resemble the show's iPhone-owning fourth graders.
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