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Can you legally sell in-app items across multiple platforms?
I am writing a persistent game where you can login to the same world from iPhone, Android, PC, OSX, Linux, etc. The client does not matter as it always goes to the same world. The question is, can I sell in-game items from an iOS device that you can use on the same account you login from a PC with (or vice-versa)?
Or, do you have to restrict usage somehow where you can only use something if it's purchased on the same family of devices?
Answer by Fattie · Mar 20, 2013 at 07:11 AM
There's no problem with this conceptually. Mr. Turing says it's OK.
I believe there are many large famous games that do just what you decribe.
Just be aware it's "not easy" i.e. you'll need your own servers and you'll need sophisticated security code.
You'll have to master all the in-app-purchase (IAP) platforms, AND, your own security on your own servers.
If you're just getting started with game development. I encourage you to first master simply doing IAP on the iPad for the experience.
I believe almost everyone just uses Prime31 plugins to achieve IAP on both the app store and the google thingy, so it's really not that hard.
Regarding the App Store Guidelines Issue, as Demid asks below.....
that's an excellent question Demid and I simply don't know the current state of affairs. I am almost certainly it's totally and completely normal in Farm Games, that, if you have X Y Z unlocked when you play the game on your PC, you have the same account -- the same stuff -- indeed the same buildings etc -- when you play on your iPad, on your Android or on your Mac.
(Again .. just as a technical issue this is not a line of code for beginners, you're talking really complicated client-server setups, lots of security code and so on.)
I'm pretty sure that just as you say you can not cut from the iPhone app TO A PAYAL SITE for payment. If someone does BUY something on an iPhone, they have to PAY FOR IT using the app store. BUT that doesn't mean that you can not GIVE them the thing some other way.
For example: we might have a client where they sell "Special Explosion Add On" in a game right. But, one week, they may be just giving that away. Their servers tell the apps, ok, give it for free. Or maybe it's like "if you're a gold member on our web site, you get the Porsche unlocked for free!"
Again .. if it's a farm game and they bought it ON ANOTHER PLATFORM (on their PC say), and you then decide to give them that asset for free on their iPad .... wouldn't seem to be a problem to me
once again if you BUY on the iPad, you CAN NOT use some other mechanism to pay, you have to use the IAP at the app store.
BUT as I understand it that's not what's under discussion here: the question is (I believe) can you harmonize purchases in farm games and similar.
I'm almost certain you can ... after all that's how every game, Minecraft etc works.
I hope these general thoughts help someone.
Right, I know that technically it can be done but am wondering if it violates terms of service for any of the platforms (Apple mainly)?
I've been writing entertainment softare for a a couple of decades now so I'm not too worried on that front. But thanks for the advice.
I bought the Prime31 plugins and have registered in-app purchases. Before I go too far down the design front though I want to make sure my app is not going to get rejected based on the grounds discussed.
Third-person hearsay and speculation here : Doesn't Apple disapprove to having your own online store built into your app? I read but cannot find or remember the details, but if you don't use their in-app purchasing system then your app will be denied. Thoughts, experience?
@Fattie: I'm also interesing in the correct answer for this question. If you look into AppStore Review Guidelines item 11.1 says "Apps that unlock or enable additional features or functionality with mechanisms other than the App Store will be rejected". So, if I sell some feature via web site (PayPal or something) or Google Play's IAP then I should violate this item, should I?
Like others, I don't know the legal answer. I'd imagine that if you are playing a game on an iPad, and want to do an IAP, then it has to go through Apple's servers, so they get a cut of the revenue. Similarly, I'd imagine Google does the same. (What you are paying for is Apple/Google to store the assets for you, and the bandwidth used to transfer them, and the card processing fees, etc.) If, once you have made an IAP from Apple, you want to then send a token to your server to say that the client has purchased the thing, then you can check that token if the client plays the game on a different machine. Since Apple will only play the game on their hardware, they'll see an app that obeys their IAP rules. Ditto for Google.
Graham, one detail,
"What you are paying for is Apple/Google to store the assets for you, and the bandwidth used to transfer them..."
almost always, the actual assets (if there is even an asset), like say "Drawing of ruby and emerald coat for dragon" is already right there in the app, and you're only paying to unlock it.
in the less usual case where you literally download a new song or PNG or something, I guess normally you'd just grab that from one's own servers.
recall to that often all you're unlocking is just a permission, eg, "you may play level 33" or "you may fight with Ninjas" or whatever - heh! :)
I believe your comments and $$anonymous$$e in the edit are to the same effect ... IF you PAY on the iphone, you must pay in the app store, IAP. But if the game companies servers are just saying to unlock something (which could be for many of reasons, including: "you already own that asset in your game account") that's surely no problem.