easy to fix. example, using zelda:
you walk into old man cave: "it's dangerous to go alone! pay a one time fee of $5.99 to take this."
Your post inspired me to explore some other possibilities for Zelda. Here goes:
- Cash for rupees (pay to avoid grinding model).
- Bombs require in-app purchase (pay to bypass unbeatable obstacles model).
- In-app purchase required to carry more than one bomb at once. Blue ring is in a different place each game, but a blue-ring radar is available as an in-app purchase (pay to avoid tedium model).
- The magic shield is an in-app purchase (pay for game balance model). Good luck with a room full of Wizrobes without a purchase, by the way.
- Pay to enter dungeons after the second one. Pay to exit the lost woods (pay to continue model, classic demo).
- Blue ring and magic sword as in-app purchase from the start (pay for obscene advantage model).
- Mega ring and ultimate sword upgrade that gives 20x Defence and one-shots everything (pay to win model).
- Constant messages about how Zelda is suffering at the hands of Ganon, unless you pay (guilt model).
- Limit the resource you can gather (rupees, bombs), but also allow one-time in-app perks to be bought that overcome the limits (pay forever model).
- Reduce the cost of bombs and the bow. Increase the cost of the magic shield and blue ring to around 50000 rupees. Introduce thieves that steal money if you're carrying more than 200 rupees. Make the blue ring a hard requirement. In-app purchase keeps the thieves away and increases rupee gain by a factor of 50. If you don't log in every day, you lose rupees. Also, you gain rupees by spamming your (soon to be former) friends on Facebook. Plus all of the above. Guess the name of this model.