Freemium Must Die
OK, now that I’ve got your attention… I’ll explain. Freemium should be viewed for what it is, a tactic. As such, it cannot become the de facto standard by which our gaming market exists.
A tactic can only be successful when it is properly deployed. Which means that the general (you) must understand his troops (app) as well as his target (paying players). A Greek phalanx, naval raking fire, and panzer bliztkrieg are all fine examples of successful tactics that have been employed. Note also that in these examples, each tactic is impossible to deploy by the other example tactic. In other words, just because Capcom could make money hand over fist with the Smurfs, does not mean that your game can leverage the same “troop” assets to achieve your goal.
Don’t be so quick to jump on the freemium bandwagon just because others have had success with it. A smart general would never even consider using a tactic that his troops (app) could not properly execute. Sure, you could use your archers to melee attack mounted cavalry, but that’s just stupid.
Really think it over, should you be giving your game away? If you do give it away, are you hobbling it by making it an incomplete experience? No one (or rarely) does someone want to play a game where they feel like they need to spend more money to really enjoy the experience. If you think your game is worth something, charge for it. If you make a good game, people will buy it.
Owner’s of Apple devices have shown that they are willing to pay for quality. It’s your job to give it to them, not give it away to them. That is unless you really know your troops & target, and it’s the best way to achieve your goal. Not just because those guys did it.