"Why don't you sell Triple Town for 99 cents and make tons of money?"
This is a pretty good take on what being a small indie dev is like.  I've been through that exact cycle, of building a portfolio of games, having some big hits fund growing the company, then taking on bigger projects before the inevitable collapse.  In our case that collapse actually came from our primary platform disappearing (thank MS for buying Danger) and our failure to pivot well enough into the new hyper competitive iOS market.<p>So I totally hear his rationale from a game developer's point of view, I really do.  But though I'm a developer, I'm also a customer, and I just can't swallow the coin model for games.<p>I've played Triple Town and thought it was pretty cute, and yes, I'd probably pay 99c for it, maybe even up to $2.99.  But I'm not signing up to a lifetime of paying coins to continue playing it long term.<p>One fundamental issue is that by design, coin based games are going to be 'gamed' to encourage the use of coins, and fundamentally I don't want to participate in a game dynamic where I'm paying for game experimentation with real dollars.  It is like me playing a game of chess and having the constant option to drop $20 to buy another queen.  Sure it isn't absolutely necessary to win, but it sure helps.  Having that dynamic in games just turns me off.<p>Now I understand the problem of running a sustainable business all too well, having had my own game company go under, but I don't believe this is the solution.  I'm not sure what the right one is, and on that front I applaud them for experimenting, but as a customer I personally reject it.