This strategy can backfire if your game gets popular enough. If both versions are counted separately and they each pass 1mil downloads and the 12 month revenue threshold then you’re paying the higher per-install fee brackets twice.
To demonstrate, let’s imagine a game like this has 4 million installs in the first year and uses the Enterprise plan for the best pricing structure.
Scenario A: single version
First 1,000,000 @ $0.00: $0
1,000,001-1,100,000 @ $0.125 : $12,500
1,100,001-1,500,000 @ $0.06 : $24,000
1,500,001-2,000,000 @ $0.02 : $10,000
2,000,001-4,000,000 @ $0.01 : $20,000
Total cost: $66,500
Scenario B: two versions priced separately, 2 mil installs each
Each one is the first four lines above, so the total cost is $46,500*2 = $93,000
In either scenario, additional installs beyond these 4 million cost $0.01 each (regardless of which game it’s installed on). There’s a fine line of staying below the annual revenue thresholds (or not too far above) where this strategy does save you money.
This strategy can backfire if your game gets popular enough. If both versions are counted separately and they each pass 1mil downloads and the 12 month revenue threshold then you’re paying the higher per-install fee brackets twice.
To demonstrate, let’s imagine a game like this has 4 million installs in the first year and uses the Enterprise plan for the best pricing structure.
Scenario A: single version
Scenario B: two versions priced separately, 2 mil installs each
Each one is the first four lines above, so the total cost is $46,500*2 = $93,000
In either scenario, additional installs beyond these 4 million cost $0.01 each (regardless of which game it’s installed on). There’s a fine line of staying below the annual revenue thresholds (or not too far above) where this strategy does save you money.
Couldn’t they just release green version and yellow version when they reach the first threshold, ad infinitum?