iPhone App Pricing Limits Developers
HardYakka writes "According to this post in the Fortune blog, the iTunes app store has been a boon for users but some developers are saying the number of free and 99 cent apps make it difficult for developers to create complex, higher priced apps. Craig Hockenberry of Iconfactory says the iPhone may never get its killer app like the spreadsheet was for the Mac.
If Apple does not do something, the store will be left with only ring tones and simple games. Some are suggesting that overpaid developers are the problem and the recession will soon lower the wages and costs for complex apps."
Visicalc was an app for the Apple II, not the Mac.
What the Hell? spreedsheets were the killer app for PC's period.
it was not mac-specific-- it was a much earlier dawn of the PC age.
"VisiCalc was the first spreadsheet program available for personal computers. It may well be the application that turned the microcomputer from a hobby for computer enthusiasts into a serious business tool.[1] VisiCalc sold over 700,000 copies in six years.[2]"
every day http://en.wikipedia.org/wiki/Special:Random
I'm an iPhone developer. My company have been in the top sellers in US and Canada. And I agree, with some reserve, to what is being written.
If you look at the games that are produced on the iPhone, they are very good, frankly, many of them have many hours of replay value, many of the apps are top notch, and compared to other phones, they are of insane quality. And for a game that we sell more than $20 on any PC, and even more on consoles, we can only barely nudge a $5 on the iPhone, for nearly the same production quality. That's thousands and thousands of man-hour of work, sold at $5. Think about that. Even then, we got average results: either the comments were raving on our game, either people were giving one star and saying it was way too expensive. That's total bull. And that's what's pissing off people creating solid applications.
When the iPhone started, some games (like Monkey Ball) were $10. Some productivity apps were $10 to $15. I paid for a few $10 software, and they were with ample merit. Omnifocus is such a tool, real great, well made, even the v1 was excellent. Then, the top sellers became $5 software. Now it's mostly $1 software.
And that's where I put my grumpy developer shell on the shelf. Frankly, I congratulate $1 games and free games and $1 leisure and productivity tools. They make sure we are not paying $5 like on other phones to get a total piece of crap snorted out by a subcontract firm in 2 weeks. They make sure if we want to pay $5, it's for a good reason. That a software becomes a meme and gets sold by the thousands for 2 weeks and then get replaced by the following meme, I congratulate them. The only reason we are noticing these is because the way the ITMS works "free" and "pay" tops, and nothing else.
Many good applications cost much more, and hopefully they are getting their own crowd and their own push, with their own publicity. Like on PC with freewares and sharewares and commercial software, you pay mostly by merit.
[citation needed]. Truth is, Symbian still dominates the mobile platform market, with RiM in second (though Apple is closing in on Rim).
Apple's market share is about 1/4 that of Symbian.
Please, don't talk out your ass about market share without doing your homework.
"Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
There are still programs we pay for that are $3,000+ a seat
Some of the simulation programs my company uses cost $75,000 a seat. It's a thunk, but it's not a huge market and compared to the cost of building and tweaking dozens of prototypes ... well worth the money.
The higher the technology, the sharper that two-edged sword.
Guess what. Cellphones APPS DO NOT SELL IF THEY ARE EXPENSIVE.
Tell that to Omni, who are making a killing off of OmniFocus at $20 a pop.
If you mod me Overrated, you are admitting that you have no penis.
As a result, developers have to find a way to produce a fully functional free version of their software that lacks a few features that the majority of their users will pay extra for. In many cases, the majority of users will not pay extra for premium features even though they would have paid for a well built application on palmOS. People porting applications from palmOS are finding that they need to price their application lower on the iPhone store even though it is better than the other choices in the category. For example, the PocketMoney finance application cost $30 on PalmOS and it costs $10 on iPhone because people are reluctant to try applications without a demo version. If the author released a free version, it would probably be better than the vast majority of similar applications and very few users would pay for the full version.
Old news, this has already been fixed.