if you are new on the market and you want to collect players for your games - option 1. maybe even start with no ads games / no money games to get some people to play your things. also marketing yourself around helps. once you have at least 100 000 players on each game.
add ads. then add ingame items. then maybe make a pay once game (with ingame shop, no ads)
...ignore fully option 3....
Yes its my first game so I have no following whatsoever!
I dont think I could give it away for completely free at first. I want to generate *some* income from the game initially, even if its only a small amount.
And yeah.. Option 3 might have the potential to annoy players and generate bad user reviews. Like, I think Id be annoyed to buy a game and then find I had to pay again to get rid of ads.
Option 1 for sure, but depends the lifetime of the game.
Are you sure about the ads model for the game? How long does the game last? How many levels? From what i heard, short games that you finish very quickly generally does better if you just sell it at a fee. Games that last long or has MANY levels usually does better with ads/IAP. If you plan on constantly updating with new levels etc, ads can also be good.
Ads usually pays off best for games that players play often but little with longer lifetime, ie. Candycrush, Angrybirds. If someone finishes your game in a few days or a week then deletes it Ads/IAP usually is not a very good monetization.
No Im not sure about the ads model at all. Ive only just started thinking about monetization.
Its a very simple platform game and I'm aiming for something like 60 - 80 short levels. Each level might take between 30secs to say 1 - 2 minutes roughly. With levels getting longer and harder as the game progresses.
So ads should be an ok way to generate income I hope.
It sounds like Option 1 has more support for a first game. Seems like in the beginning its more important for a developer to just get as many players as possible.
I think the trick with Option 1, would be to set it up so that the ads aren't too intrusive so the player doesn't delete the game on first play or something, but by the time they get half way through the game, the ads eventually become annoying enough that, the player opts to pay to remove them. But by that point you hope that the player likes the game enough to pay, and keep playing...