iPhone 应用内购买可免费试用
我正在向应用程序商店发布应用程序。我最近发现您可以免费提供应用程序,但可以进行应用内购买。当我看到这个时,我想这可以用来创建免费试用版。然而,在 Apple 的在免费应用程序中使用应用程序内购买的有用提示中表示
不要对任何事情设定时间限制 您的应用程序的功能,无论是 运行时间或生命时间。应用领域 只运行一定数量的 每次会话的分钟数或过期时间 总而言之,经过一段时间后, 不要过多地招募客户 在他们嘴里留下不好的味道。
我知道有时很难知道苹果在想什么,但这是否意味着他们不会允许应用内免费试用,或者他们对此不赞成。有谁知道人们是否尝试过这样做?
I am in the process of releasing an application to the app-store. I recently saw that you can make your application free but have in-app purchases. When I saw this I thought that this could be used to create a free trial. However in Apple's Helpful Tips for Using In App Purchase In Free Apps it says
Don’t set time limits on any of the
functionality of your app, either for
run times or life times. Applications
that only run for a set number of
minutes per session, or that expire
altogether after some period of time,
don’t recruit customers so much as
leave a bad taste in their mouths.
I know that sometimes it's tough to know what Apple is thinking but does this mean they will not allow In-App Free Trials or that they frown upon it. Does anybody know if people have tried doing this?
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正如您引用的文本中所示,他们将拒绝任何“试用”应用程序,因为它只能在有限的时间或使用次数内使用。
如果您想删除高级功能并允许用户付费,这是完全可以接受的。事实上,这是他们谈论的主要用例之一。请记住,该应用程序的免费版本(在人们为高级功能付费之前)应该做一些有用的事情,并且它不应该过期。
另外,需要注意的是“占位符”功能,这会让你被拒绝。例如,如果您制作了一款游戏并且具有必须购买的难度级别,那么您不能让这些难度级别看起来像是可以选择的,然后在用户尝试选择它们时提示他们付费。然而,您可以告诉用户缺少难度级别并鼓励他们升级,这是一个微妙但重要的区别。
As indicated in your quoted text, they will reject any app that is a "trial" in that it only works for a limited amount of time or number of uses.
If you want to remove advanced functionality and allow users to pay for them, that's perfectly acceptable. In fact, it's one of the main use cases they talk about. Just keep in mind that the free version of the app (before people pay for the advanced features) should do something useful, and it should not expire.
Also, something to watch out for is "placeholder" functionality, which will get you rejected. For example, if you make a game and have difficulty levels that must be purchased, you can't make it look like those difficulty levels can be selected and then prompt the user to pay for them once they try to select them. You can tell the user that there are missing difficulty levels and encourage them to upgrade, however, which is a subtle but important distinction.