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The Realities of Selling On Apple's App Store

Owen Goss writes "Everyone is familiar with the story of the iPhone developer who spends two weeks of spare time making a game that goes on to make them hundreds of thousands of dollars. The reality is that with the App Store now hosting over 25,000 apps, the competition is fierce. While it's true that a few select apps are making developers rich, the reality is that most apps don't make a lot of money. In a blog post I take a hard look at the first 24 days of sales data for the first game, Dapple, from Streaming Colour Studios. The post reflects what is likely the norm for developers just getting into the iPhone development game."

223 comments

  1. Appstore apps are too limited by Norsefire · · Score: 4, Insightful

    I got my iPhone a little while after the 3G was released and I haven't found any of the appstore applications to be all that interesting. The only third party application from the appstore I use on a regular basis is Flashlight (which is free). The applications I use semi-regularly are SFNetNews, Palringo and Units (also all free). I can't recall a paid app that I bothered to use for more than a week. On the other hand I use Winterboard, Terminal (and the CLI apps that go with it such as OpenSSH), AdBlock and Reminder quite regularly (granted AdBlock and Reminder are passive applications); all from Cydia. Perhaps if the restrictions on what Appstore applications could do were loosened appstore developers could create really useful applications. Imagine the profit that could be made from an application that provided much needed functionality, such as a "mark all mail as read" button.

    1. Re:Appstore apps are too limited by Anonymous Coward · · Score: 0

      I suggest you just give it more time. I've been developing an iPhone application for too long - simple and stupid is what people claim pay the best on the App Store, and what Apple is pushing developers to make - but from my experience I can tell you that the iPhone is limited in some senses, yes, but still very powerful and with control inputs that developers are still figuring out how to use best.

      My app is very far from optimized, but I would say that it is probably in the range of performance with a similar desktop computer and pro ($500) application set-up from around 10 years ago; that makes sense given the processor speeds involved. I'm sure that sounds pathetic to many people, but if you think of all the things you could do on a desktop computer back then and take into consideration the new packaging and the new input methods available, you can tell that the apps out there are rarely pushing the limits of the hardware for anything other than graphics. My app, and I'm sure others, are going to expand the scope of iPhone apps while still being friendly to quick-in/quick-out usage patterns.

      One thing I really need to figure out before I release my app is how to get it on the front page of /. once it's released. That's almost certainly got to be a huge boost to the bottom line.

    2. Re:Appstore apps are too limited by Lumpy · · Score: 5, Insightful

      No the most telling thing about the Iphone store is that the app iFart has sold an insane amount.

      Cater to the lowest common denominator and you got a goldmine. Cater to those that have a brain and you end up poor.

      If you can figure out how to text real farts to other people no matter what phone they have, you have found a way to be far richer than bill gates.

      --
      Do not look at laser with remaining good eye.
    3. Re:Appstore apps are too limited by Stumbles · · Score: 1

      That will never happen..... I don't think. They did after all have the option when deciding the kernel to use. You'll notice they choose BSD, who's license does not require they contribute back to the community they took it from. Apple has always been about lock in just as much as Microsoft.

      --
      My karma is not a Chameleon.
    4. Re:Appstore apps are too limited by Anonymous Coward · · Score: 0

      The smellaphone I guess

    5. Re:Appstore apps are too limited by thedonger · · Score: 2, Interesting

      Apple has always been about profit - but then so is every large corporation. But I think the idea behind their lock-in, as opposed to Microsoft's, is that they want to offer a neat, prepackaged, no tech-savvy required unit, that works as advertised and really does live up to "plug-and-play." Not that they are perfect, but controlling hardware and software has put them far closer. While most of us were using Microsoft and having to reboot whenever we disconnected our P/S2 keyboard, Apple was daisy-chaining their USB keyboard and mouse.

      Yes, it has limited us geek types over the years, but they have given over to Intel and dual boot with Windows, so I think they are moving in the right direction.

      Back on topic, the link in the article doesn't work...

      --
      Help fight poverty: Punch a poor person.
    6. Re:Appstore apps are too limited by alexj33 · · Score: 1
    7. Re:Appstore apps are too limited by jabithew · · Score: 1

      The only paid app I use is TubeDeluxe, because it is ridiculously useful. I can see its use declining rapidly outside London though. /astroturf

      --
      All intents and purposes. Not intensive purposes.
    8. Re:Appstore apps are too limited by ciaohound · · Score: 1

      text real farts to other people

      There was a peripheral years ago that could synthesize smells. It didn't catch on. So there's no de facto standard for transmitting farts, and I'm unaware of any efforts to create an industry standard either. This is one dream that will remain the stuff of science fiction, I guess.

      --
      Oh, yeah, it's not easy to pad these out to 120 characters.
    9. Re:Appstore apps are too limited by Anonymous Coward · · Score: 0

      Most phones come with a voice recorder application, simply fart into the receiver and attach the recording to a multimedia message and send it to whoever you want. I have done this on several occasions to unsuspecting friends and it doesn't matter what phone they have. :-)

    10. Re:Appstore apps are too limited by Anonymous Coward · · Score: 0

      Apple has experience with linux (mklinux) and BSD and went wth BSD for technical reasons.

    11. Re:Appstore apps are too limited by Stele · · Score: 3, Interesting

      Not necessarily. My photo editing app, Photo fx (video here), has been selling over 1000 a day since it was released in January. But it's really just a streamlined version of our high-end Dfx filter software which runs on Avid editing systems, Final Cut Pro, and Photoshop, etc. The iPhone version even uses the exact same optimized C++ code.

      Moral of the story - make something people want (and do a credible job at it) and you'll do pretty well.

      On the other hand, you are also at the often arbitrary whim of Apple reviewers. My other app, Crack, was rejected because it "simulates failure" of the iPhone screen. Very frustrating.

    12. Re:Appstore apps are too limited by Anonymous Coward · · Score: 0

      Why would you want to download Linux? Your iPhone already essentially runs FreeBSD, which is a butter *nix than any Linux I've ever used.

    13. Re:Appstore apps are too limited by greyline · · Score: 1

      It is legal to sell or offer gratis software for a platform. It is legal to setup a website. Apple can claim whatever they want about jail breaking, but the only people they can sue over it are the people developing jailbreak tools and the people using them. What does this online store have to do with either of those groups?

    14. Re:Appstore apps are too limited by Swift2001 · · Score: 1

      Gee, when apple was censoring the iphone apps, all the slashdot people couldn't stand the censorship! So they released the farts, and a lot of people bought an app. Now they're part of a "problem." I guarantee that there will be an iFart on open source phones. People are silly sometimes.

      I like the AP app, the NYTimes app, TV.com for complete episodes of CBS/CNet/etc. I have the Kindle reader app. Face it, there's a lot more going on there.

      What's likely true is that the app store needs its own "iApp".

      On the other hand, iTunes has millions of tunes on its servers. Jobs has declared that he wants to have all of recorded music available for a search. Want to complain about the chaos of the music store? I mean, they have Britney Spears there! Isn't she a one-woman fart app?

      I wish all developers well, but a lot of the people here just want to bash whatever apple does, even when it listens to criticism.

    15. Re:Appstore apps are too limited by dangitman · · Score: 1

      Cater to those that have a brain and you end up poor.

      Just because some lousy apps make large amounts of money doesn't mean the reverse is true. I don't think the developers of "Things", "Omnifocus" or "Gas Cubby" are on their way to the poorhouse. And those are clearly intelligent and well-designed apps.

      It's almost sickening how people expect developing applications for the iPhone to be a "get rich quick" plan, and equally sickening that any developer who doesn't get rich quick is paraded as evidence that the App Store is fundamentally flawed, or that people shouldn't develop for the iPhone. Developing good software is hard, and often the rewards aren't high. Film at 11.

      --
      ... and then they built the supercollider.
    16. Re:Appstore apps are too limited by 4D6963 · · Score: 1

      Kids these days, with their fancy fart programs for expensive telephones.. Back in my day when we wanted to make a fart sound we had to eat beans, wait few hours and push! Nowadays all you have to do is push a button! Kids these days have it too easy...

      --
      You just got troll'd!
    17. Re:Appstore apps are too limited by badkarmadayaccount · · Score: 1

      The Darwin kernel is composed of a Mach-UNIX core, monolithically uniting a OO driver system and BSD 4.4 derived user mode interface, all inherited from the NeXTstep OS when NeXT was acquired by Apple Computer Inc.. The userspace elements of the Darwin OS are a mixture of GNU and various *BSD utilities.

        Mac OS X brings the APIs from NeXTstep, along with the ones inherited from Mac OS 9, and a entirely new graphics rendering and media stack, Quartz.
        It uses graphics contexts similarly to its predecessor, Display PostScript, which is not in any way related to the NeWS rendering system from Sun Microsystems Inc., hence its (Quartz) ability to easily export to PDF.

      --
      I know tobacco is bad for you, so I smoke weed with crack.
    18. Re:Appstore apps are too limited by blueinstinct · · Score: 1

      As an iPhone user, am happy, but not ecstatic due to the lack of some basic apps. Note-taking, for one, is too limited using the built-in Notes program. That is why I created iQuickNotes (other similar apps exist), which has folders, search, and favorites tagging. Now this is one app I use daily and I can truly use my iPhone as an organizer. There are tons of useful apps in the catalog - you just need to spend time to wade through them.

    19. Re:Appstore apps are too limited by Anonymous Coward · · Score: 0

      It's got a terrible review here : http://www.pocketpicks.co.uk/latest/index.php/2009/03/13/review-photo-fx-iphone/

  2. The value of being brutally honest. by Anonymous Coward · · Score: 5, Insightful

    What I am more interested in, is how many sales he gets after being "brutally honest" and then being posted on slashdot for doing so.

    1. Re:The value of being brutally honest. by Anonymous Coward · · Score: 0

      I wonder if the tone Apple set with their crackdown on any leakage of reality has set the tone for most devs on platforms like that. Apple are hell bent on sticking their heads in the sand on everything they can get away with until the broohaha has built to a level where they can no longer keep shtumm and feel they have to at least say something; even if it isn't very forthcoming. If it's good enough for Apple, why shouldn't it be good enough for the devs who make their money from Apple's platforms?

      Being open would normally be seen as a good thing, but I feel it may backfire on him since he is an Apple dev. Will Apple punish him or send a C&D letter for him showing the Apple App Store in a less than stellar light? Will it encourage more devs to tell their stories? Will Apple send out the iGestapo after the 3rd or 4th dev has dared to go against the party line in public?

    2. Re:The value of being brutally honest. by AlpineR · · Score: 1

      I agree that blogging about one's own business attempt must have been in part motivated by the chance to drum up more business. And I agree that getting that blog linked on Slashdot is a big boost to the effort. But the story and the data really are interesting (especially the timeline and speed of piracy). So I'll chalk this one up as news and complain about the next such article as a slashvertisement.

      Also, I'd like to see this guy's app mentioned on The Colbert Report, the Today Show, and in the New York Times. Then we can compare the Slashdot Effect to the Colbert Bump and traditional media.

    3. Re:The value of being brutally honest. by Anonymous Coward · · Score: 0

      BEING posted? He posted himself on slashdot, whining about sales for the only game made by HIS company. This is such a transparent attempt at getting free publicity, it's honestly embarrassing. He didn't even use a fake name.

  3. Piracy... by Computershack · · Score: 5, Interesting

    5 hours after the first sale, it appeared on the warez sites. Man that's got to suck. It's a shame the thieving cunts don't realise that with most of the App Store stuff they pirate that it's usually only a one man band behind it.

    --
    I only please one person per day. Today is not your day. Tomorrow isn't looking good either. - Scott Adams
    1. Re:Piracy... by mochan_s · · Score: 1

      5 hours after the first sale, it appeared on the warez sites. Man that's got to suck. It's a shame the thieving cunts don't realise that with most of the App Store stuff they pirate that it's usually only a one man band behind it.

      As the title summary says, "everyone is familiar with the story of the iPhone developer who spends two weeks of spare time making a game that goes on to make them hundreds of thousands of dollars."

      The developer writes software to make money, the pirate pirates for whatever reason. As a software developer, I wish it was a straightforward path of writing software to making money but it's not.

      Any other industry, it's the same thing. For any one thing that is right, there are a thousand things that can go wrong. You can't just waltz in and expect to make money. There are pirates, there are contracts, there are barriers, there are always something.

      Maybe the pirates give the developer the benefit of the doubt and think they wrote it to make the world a better place. Maybe the pirates are just filling in the unspoken role of getting the work out there.

    2. Re:Piracy... by Em+Emalb · · Score: 1

      It's a shame the thieving cunts don't realise that with most of the App Store stuff they pirate that it's usually only a one man band behind it.

      What's the cutoff before it becomes okay for people to pirate?

      10 people company? 40 people?

      Piracy sucks all the way around, not just for the little guy.

      --
      Sent from your iPad.
    3. Re:Piracy... by drewvr6 · · Score: 1

      Interesting that when it's Apple products it's called "thieving". For DVDs, music and other digital content it's just sticking it to the man. Rationalization can free you from any constraints.

      --
      Now we see the violence inherent in the system.
    4. Re:Piracy... by Anonymous Coward · · Score: 0

      It's not about price, it's about morality. Information wants to be free. Preventing it from being so is amoral.

    5. Re:Piracy... by ben0207 · · Score: 1

      Information doesn't want to be free. You just want to be cheap.

      --
      cmd-q.co.uk - some sort of stupid fucking internet bullshit
    6. Re:Piracy... by Anonymous Coward · · Score: 0

      Oh dear, someone was at the back of the queue when they were dishing out the grey matter!

      Look, its very simple; in this case there will always be enough Apple users (read as thick cunts) to pay full-price for Apples crap, and this will ensure that its profitable to make that stuff.

      These users will be happy to do so, safe in the knowledge that they are part of an elite, that are getting what they have paid for (and making a lifestyle statement.) As far as i'm concerned they deserve to get ripped off- and they are - by everyone concerned!

      The bottom line here is that it's ok to pirate stuff period, it's the best way that the little guy has to chase the money changers out from the temple of art.

    7. Re:Piracy... by Computershack · · Score: 1

      Interesting that when it's Apple products it's called "thieving". For DVDs, music and other digital content it's just sticking it to the man. Rationalization can free you from any constraints.

      I've always called it thieving. I post under the same username on Digg as well if you'd like to verify that fact. And I'm not exactly a Mac fanboi either although I will admit to owning an iPod Classic but that's more to do with the fact the wife bought me it as a present, daft bint.

      --
      I only please one person per day. Today is not your day. Tomorrow isn't looking good either. - Scott Adams
    8. Re:Piracy... by drewvr6 · · Score: 1

      Please accept my apologies if it came across as a personal statement. I only meant to point out that there is a strong voice from people that digital content is out there for the taking and that payment should be strictly voluntary. People use the reasoning that there is "unfairness" built into the current delivery system and that with the advent of the internet they are merely circumventing this unfairness by not paying anything for the content they consume. While producers, whether musicians, developers or artists, wish to provide access to their material on the internet that is their choice. They have webpages and can create personal liasons with digital outlet. But to take content created and distributed by secondary parties such as record producers and put it out for free consumption is actually cheating the producers out of fair compensation for their investment in time, packaging and original distribution.

      --
      Now we see the violence inherent in the system.
    9. Re:Piracy... by Anonymous Coward · · Score: 0

      You hit the nail on the head. The apps in the App Store are mostly written by private individuals who are only trying to make a little extra money for themselves. I for one have purchased books and paid the fees to Apple to be able to get on the App Store. I have worked very hard on the few apps that I have written, and I think that it sucks that someone who can't think of an idea for themselves, just steals one.

    10. Re:Piracy... by Anonymous Coward · · Score: 0

      What difference does it make if they steal from a one man operation or Microsoft, they are thieves, no different from Citigroup or Madoff.

    11. Re:Piracy... by Anonymous Coward · · Score: 0

      It's a shame the thieving cunts don't realise that with most of the App Store stuff they pirate that it's usually only a one man band behind it.

      A) We do realize it, we just don't care. We just want free apps, like the good little pirates we are (arr!)

      B) It's realize not realise

      C) I flagged you as foe due to your act of using random words to name a well defined crime. If you don't even know what crime we are committing, then your opinion on it can't be any way based on reality either.

      D) Posting anon, so your clearly vengeful and angry self doesn't foe me back out of some misplaced sense of spite.

    12. Re:Piracy... by dangitman · · Score: 1

      Big fucking deal. How many people run jailbroken iPhones or could be bothered to pirate software that usually sells for less than a few bucks? Especially with all the headaches that come with doing so. Not very fucking many, I would imagine. As a developer, would you want that kind of cunt as a customer, anyway? They are probably more trouble than they are worth.

      --
      ... and then they built the supercollider.
  4. How Piracy Can Boost iPhone App Sales by Norsefire · · Score: 5, Interesting

    There was an interesting article on TorrentFreak a while back; How Piracy Can Boost iPhone App Sales, may be worth a read.

    1. Re:How Piracy Can Boost iPhone App Sales by Anonymous Coward · · Score: 5, Insightful

      Reading an article on how piracy boost sales on torrentfreak.com is like reading about the Bush legacy on foxnews.com.

    2. Re:How Piracy Can Boost iPhone App Sales by rgviza · · Score: 1

      LOL so true. That's like reading an article on Slashdot about how stealing music leads to more music sales.

      Patently absurd...

      -Viz

      --
      Don't kid yourself. It's the size of the regexp AND how you use it that counts.
    3. Re:How Piracy Can Boost iPhone App Sales by billcopc · · Score: 1

      You're absolutely correct.

      In both cases, it is up to the reader to weigh the facts and make up their own mind. TorrentFreak is an openly pro-piracy site, or more accurately anti-copyright abuse.

      Do you expect TorrentFreak to say "Oh, we're all wrong and stupid. Call Blair and Sarkozy so they can violate our tight pirate asses".

      --
      -Billco, Fnarg.com
    4. Re:How Piracy Can Boost iPhone App Sales by Anonymous Coward · · Score: 0

      ad hom

    5. Re:How Piracy Can Boost iPhone App Sales by Anonymous Coward · · Score: 0

      Yes, it does have a lot of parallels. People pirate music because they listen to it once and ditch it anyway and don't want to pay $20 for a CD that will provide two hours of entertainment. I'm not saying it's right, but I can at least understand the mindset. The stats about apps were that most people used them for a day and ditched them, so I can certainly see why people would have the same attitude.

      There's one big difference, though. With music sales, obscure artists won't ever be found. That's the only reason anyone has room to argue that piracy helps music sales. The top 0.5% of popular music gets all the sales while the rest languishes until something comes in and disturbs that balance by making the tail viable; whether that is piracy or digital sales sites like iTMS or Amazon is of less relevance.

      The app store, by contrast, is a closed ecosystem; all apps are sold through the store, and all apps have theoretically equal chances of being discovered, so that argument doesn't hold up nearly as well. It may start to make more sense as the number of apps in the app store becomes too overwhelming to find anything, though.

    6. Re:How Piracy Can Boost iPhone App Sales by Anonymous Coward · · Score: 0

      You're absolutely correct.

      In both cases, it is up to the reader to weigh the facts and make up their own mind. TorrentFreak is an openly pro-piracy site, or more accurately anti-copyright abuse.

      Do you expect TorrentFreak to say "Oh, we're all wrong and stupid. Call Blair and Sarkozy so they can violate our tight pirate asses".

      You voted for Bush didn't you?

    7. Re:How Piracy Can Boost iPhone App Sales by Anonymous Coward · · Score: 0

      Yeah. How can listening to someone with a different point of view from your own be any good.

      We all know that if we don't already know it, then it a'int worth knowing. I mean, come on, what kind of person has any real reason to embrace file sharing?

      Putz.

  5. The 3 rules of dumb of indie sales by Tei · · Score: 2

    1. The pirates will like your game.
    2. Going first page on a website or list, has a direct effect on sales.
    3. Dev's buy/play other dev's games/tools. Dev's are cool people to dev for.

    --

    -Woof woof woof!

  6. Crappy color matching game. by MrMista_B · · Score: 5, Insightful

    What, a company makes YET ANOTHER crappy color matching game, and people are ASTONISHED they don't get rich?

    What are they honestly expecting? If all you're going to do is repeat, for the nth time, yet another basic, basic, simple crappy puzzle game, you ARE NOT going to make much cash, or get much recognition.

    Why is that a story? Just because it's an 'Apple's App Store' thing?

    Release a crappy color matching puzzle game onto the web at large, and they'll probably do worse.

    Gets right down to the most basic of basics: if you're not going to put the effort in, don't expect to get rewarded.

    In terms of the story - make yet another crappy duplicate of yet another crappy puzzle game, become yet another crappy also-ran.

    1. Re:Crappy color matching game. by Samschnooks · · Score: 1

      What are they honestly expecting? If all you're going to do is repeat, for the nth time, yet another basic, basic, simple crappy puzzle game, you ARE NOT going to make much cash, or get much recognition.

      Maybe it's an example program in the development framework?

      At least he's not writing about how his "Hello World!" program is selling.

    2. Re:Crappy color matching game. by vrai · · Score: 5, Insightful

      While the parent poster has clearly had too much coffee, the overall point made is valid. There are so many colour/pattern matching games available it's no surprise that this one failed to make an impact. It must be disappointing for the author, but he has to be honest with himself as to whether the game is actually any good and if there's any space in market for it at the chosen price point.

      Obviously it would have been better if these questions had been asked and researched before spending six months and thirty-two grand on development; but what's done is done.

    3. Re:Crappy color matching game. by TuaAmin13 · · Score: 5, Interesting

      I would be forced to agree as well. To sell well in the app store you have to first find what it doesn't have a lot of, and then make it better.

      I know the guy who wrote Countdown, and he said that on release there was only 1 other app that did anything close, which had been submitted to the app store just days before his. My friend did it better, so his app sells more than the other guy's.

      Contrasting this to games, which are a dime a dozen on the app store. While Dapple does appear to be better, what makes it warrant a $5 price, other than your development costs? What makes me, as the consumer, want to spend $4.99? I could buy 5 $0.99 games and play those for an hour or two each rather than buy a game for $4.99 and get 6 hours out of it.

      The Dapple Lite idea is great, especially if you market it as either a free demo or a $0.99 app and offer an upgrade path (I'm not an iphone dev so I'm not sure what restrictions there are for doing stuff like that)

      Disclaimer: I don't have an iTouch or iPhone; just know a dozen guys who do.

    4. Re:Crappy color matching game. by Anonymous Coward · · Score: 4, Funny

      I must add that after writing my own Crappy color matching game for the iPhone over 2 weekends, the costs of the application seems extremely high. At this rate the contractor he hired must have been Halliburton.

    5. Re:Crappy color matching game. by ventonegro · · Score: 1

      Some people really must read the Blue Ocean Strategy book.

      --
      -- "Usefulness arises from what is not there" - Daoism saying
    6. Re:Crappy color matching game. by Rocketship+Underpant · · Score: 3, Interesting

      Agreed. I love my new iPod Touch and I'm desperate to find some good games for it, but so far, only Zen Bound has been worth more than 5 minutes of my time. Honestly folks, colour-matching games are not "good". Games you can play for free online through Flash applets are not worth paying for. The iPhone platform needs DS-calibre games.

      What we really need is a new version of Civilization, Master of Orion, or Sim City (and not the aging Sim City 2000 port that is currently available).

      --
      He who lights his taper at mine, receives light without darkening me.
    7. Re:Crappy color matching game. by Gizzmonic · · Score: 1

      They should have made a game revolving around Napples. You may want to wear your d-pants!

      --
      (-1, Raw and Uncut is the only way to read)
    8. Re:Crappy color matching game. by Acer500 · · Score: 1

      I have never owned an iPhone, but the UI does seem like it would work with a RTS game :)

      No idea how hard it could be to develop for the iPhone, though.

      --
      There are three kinds of lies: lies, damned lies, and statistics.
    9. Re:Crappy color matching game. by SeaFox · · Score: 1

      Why is that a story? Just because it's an 'Apple's App Store' thing?

      Release a crappy color matching puzzle game onto the web at large, and they'll probably do worse.

      Probably exactly their thought. The game will do better because its on the App Store. Apple's closed garden is for security but it also has the effect of cutting people off from downloading and installing a (better) puzzle game from the web. Less competition for the crappy puzzle game producer.

  7. Costs by Anonymous Coward · · Score: 5, Interesting

    Dapple took me about 6 months to make and had a budget of roughly $32,000 USD

    6 months? 32,000?

    What happened to people making games like this in their spare time for fun and maybe getting ad revenue on their website. What kind of a person earning a living (ie. exlcuding rich children, who as far as I can tell make up a substantial portion of the iPhone userbase btw) would pay for this type of entertainment?

    1. Re:Costs by Tony+Hoyle · · Score: 4, Insightful

      Seems a bit unlikely, but he says he paid contractors to do it.. that tells me he's not a programmer - a phone based puzzle game doesn't require multiple developers (and I'd love to know how they stretched development time to 6 months). So the project is paying at least two people, one of whom isn't actually doing any coding - effectively deadweight - and it goes on for far too long... and they wonder why it fails to make a profit. This isn't unique to the appstore, the world of business is full of ideas that failed in the same way. Hell, I've worked on a few...

    2. Re:Costs by Anonymous Coward · · Score: 1, Interesting

      For comparison's sake, Braid cost 180,000$ and took 3 years of development, exactly 6x as Dapple.

      - Is Dapple 1/6 as good as Braid? I wonder... subjective as these things are, I'm gonna hazard that a color-matching puzzle isn't 1/6 as original as Braid was.

      - Did the dev spent at least 1/6 as much effort promoting his game as Jonathan Blow? Whatever you may think of him, he made damn sure everybody knew about Braid.

      - At $15, perhaps 1.5x as much as the average XBLA game, Braid was criticized for being too expensive. Dapple goes for roughly 5x the average iPhone game, so...

      Finally, I'm working on an iPhone game myself, on my spare time but with a full-time paid programmer. The 32,000$ budget sounds crazy expensive to me, as does the development time. The quality and fun factor of my game will be for others to judge, but I can at least say that it is far more unique than Dapple, is probably more complex a program than it, and has much better graphics than pretty much any puzzle on the iPhone. And I'll be pricing it on the $1-$2 range.

    3. Re:Costs by jcnnghm · · Score: 1

      Why is it OK for everyone to expect programmers to work for free, but not graphic artists? Programming is tedious, hard work, that few people are able to do at all, and even fewer are able to do well. Expecting to be paid for performing work that other people find useful is the rule, not the exception.

      --
      You don't make the poor richer by making the rich poorer. - Winston Churchill
    4. Re:Costs by proxima · · Score: 1

      Seems a bit unlikely, but he says he paid contractors to do it.. that tells me he's not a programmer - a phone based puzzle game doesn't require multiple developers (and I'd love to know how they stretched development time to 6 months)

      Except TFA indicates that he is a programmer:

      [...]paying myself a very small salary (akin to what I made as a junior front-end programmer when I first started in the industry).

      Having not seen the game, I can only speculate on what contractors might have done. Perhaps a nice-looking splash screen, and he's not a graphic designer? Maybe a custom bit of music? Maybe he did share some of the coding?

      --
      "The universe seems neither benign nor hostile, merely indifferent." --Carl Sagan
    5. Re:Costs by Uzik2 · · Score: 1

      Tried it. Couldn't even get signed up for the program. After getting turned down for the fourth time for 'not having a complete web site' I decided it was an urban legend or a game you had to know someone to get into.

      --
      -- Programming with boost is like building a house with lego. It's a cool but I wouldn't want to live in it
    6. Re:Costs by stewbacca · · Score: 1

      Rich kids make up the user base of a phone that costs the same or less than pretty much every other phone on the market? A $199 phone qualifies somebody as rich. I have two iPhones...I'm rich bitches!

    7. Re:Costs by Zarf · · Score: 1

      Why is it OK for everyone to expect programmers to work for free, but not graphic artists? Programming is tedious, hard work, that few people are able to do at all, and even fewer are able to do well. Expecting to be paid for performing work that other people find useful is the rule, not the exception.

      I've worked for an artist who had an idea and wrote for him programs to do things that he couldn't do for himself. I get a pay check, he gets the fame. That's how it works. If I wanted to turn the relationship around it would be him that got the paycheck and me that got the fame.

      All of this presumes the project is successful. More often it fails. So the guy who gets the paycheck is smart. The one that "works for free" is the one taking the risk on the vision, his payday may never come... or he may become wealthy because he held out. That's the breaks.

      The programmer is more likely to be the guy with a novel idea for software so what you see is more likely to be the programmer taking the risk. That's all. I've seen artists take risks too... and fail miserably. The fact is that the ideas that artists have usually don't require much in the way of novel software.

      --
      [signature]
    8. Re:Costs by enHatt · · Score: 1

      Then I know just the iPhone app for you.

      Sadly, it was removed because it was too easy to buy for people who wasn't actually all that rich to begin with, so I suspect you'll have to torrent it.

      Try this one: http://thepiratebay.org/torrent/4359111/390_Cracked_iPhone_iPod_Touch_IPA_s_-_Pr0x

    9. Re:Costs by Phasma+Felis · · Score: 1

      You think $200 for a phone is cheap? Yeah, hate to break it to you buddy, but you're both rich and out-of-touch.

    10. Re:Costs by Anonymous Coward · · Score: 0

      you forgot thick: check out his earlier comment about how p2p is way too complicated!!!! the dude is a thick as shit.

      when will i ever meet an Apple customer that isn't...?

    11. Re:Costs by iniquitous · · Score: 2, Informative

      He paid contractors to create the graphics and sounds. Seems reasonable for a programmer to pay for help in those areas:
      http://www.streamingcolour.com/blog/2009/01/02/im-baaaack/

    12. Re:Costs by Anonymous Coward · · Score: 0

      Still, the amount of time or money it took them to create this is irrelevant to the fact that he's earned under $600 for it. He could have only spent $1000 making it and he still wouldn't break even (assuming the same price point). Taking 6 months to create something like this is pretty ludicrous, but the point of the article is about how much he's getting from sales. Still though, if he *did* spend $1000 and a few weeks making it, he probably could have priced it at $1 and had a much better chance of selling enough units to cover his costs (he needs over 9000 sales to break even on his current budget).

    13. Re:Costs by thebobster · · Score: 1

      Looks to me like an App Store success story! A $32,000 success story for his contractors.

      Like the California gold rush, the folks selling shovels are the ones getting rich.

    14. Re:Costs by dangitman · · Score: 1

      Why is it OK for everyone to expect programmers to work for free, but not graphic artists?

      Ummm, who said anything about programmers being expected to work for free? And if some random fool did say such a thing, how did that become "everybody"? If you believe that everybody thinks that, then that means that you must also believe that, and are able to answer your own question.

      --
      ... and then they built the supercollider.
    15. Re:Costs by BigSlowTarget · · Score: 1

      What happened? Lots of articles came out about how some people were getting rich building iPhone apps. These people didn't have the time, temperment or skills necessary to build those apps - all they had was what they thought was a great idea. That being the case the price seems a bit high, but might not be out of line:

      http://blogs.oreilly.com/iphone/mobile/2008/11/turning_ideas_into_application.html

      What kind of people would pay for this entertainment? Its a few bucks. I wouldn't but it, but I could see if I were into the genre and the game was a very good example of it I could definitely get more than $5 worth of entertainment from it. Seen a movie lately? There's $10 for an hour and a half - and don't buy popcorn. If you're caught in an airplane, taxi, bus or similar situation it might be nice to have.

  8. Color me shocked by vivaoporto · · Score: 5, Insightful

    The reality is that with the App Store now hosting over 25,000 apps, the competition is fierce. While it's true that a few select apps are making developers rich, the reality is that most apps don't make a lot of money.

    And how is that different from what happens IRL (or, as the cool cats are calling it now, AFK)? You enter a market, develop a product and compete with hundreds or thousands of similar offers. A couple will succeed, some will get by and most will flunk and disappear in its own mediocrity (averageness, ordinariness as a consequence of being average and not outstanding).

    That is not the "[r]ealities of Selling On Apple's App Store", that's the reality of selling. People will copy your idea and sell. People will copy your product look and feel. The toughest ones will survive, the rest won't, but maybe will make enough money to keep the viability of their business choice. Or not. At all.

    1. Re:Color me shocked by high_rolla · · Score: 1

      Part of the difference, though the AppStore is not the only example of this, is that you can get in on the action with minimal effort. Blogs are similar in this respect. You end up with a large amount of mediocrity but if they're having fun then as far as I can see they have still succeeded.

      If I were to start a business that would require resources on top of my time and effort. With this the resources are minimal so I've only wasted time and effort. If I feel like it I can keep doing so without major loss.

      --
      Ryans Tutorials - A collection of technology tutorials.
  9. Very surprised and disappointed by Shivetya · · Score: 5, Interesting

    that it showed up on pirate sites within five hours. Essentially it shows that the price of software is not a major reason behind piracy. Pirating a five dollar game? I wonder if there is a threshold for pirates? I suspect some do it for the fun of it, the "fame" of being first to do it. Still it blows my mind that people would pirate an iPhone app, let alone a cheap one.

    The real problem I see is that he lost among the clutter. There is simply so much shit on the apple store that it is easy to get bored or worse, annoyed, looking through it all. As such if its new it comes up on the list first and that is about the only time outside of reviews like the author noted that an app will get noticed.

    Throw in the fact that Apple over sells the game aspect of these units when most people don't associate costs with games on their phones let alone value for anything on the phone short of ring tones (riaa love child I think) or songs. I know on my touch I use a conversion utility, a calculator, a NYTimes reader, and the Apple email program the most; don't get me started on their shitty mail app.

    Outside of an ad campaign I don't see how you can stay in the limelight unless you buy reviews on sites, let alone get stories posted to Slashdot. I am not begrudging the author of the game or the submitter, it was truly an interesting read into how it all goes down

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Very surprised and disappointed by growse · · Score: 4, Insightful

      It's worth pointing out the difference between someone throwing it on a torrent site and having a significant number of people downloading it. If I make an app and sell it for $1, sure, someone will probably stick it on the piratebay. But I'd argue that the percentage of the overall usebase that will pirate it from that rather than pay $1 to have it installed easily will be quite low.

      Don't think it alters your overall point, but I just wanted to make the point that there's a difference between mass-piracy (which may well be because your original product is too expensive) and one bored guy taking something and sticking it on a torrent site.

      --
      There is nothing interesting going on at my blog
    2. Re:Very surprised and disappointed by Anonymous Coward · · Score: 0

      Essentially it shows that the price of software is not a major reason behind piracy. Pirating a five dollar game? I wonder if there is a threshold for pirates? I suspect some do it for the fun of it, the "fame" of being first to do it. Still it blows my mind that people would pirate an iPhone app, let alone a cheap one.

      You're right, the cost doesn't matter. The step from "no cost" to "some cost" is infinitely bigger than the step from "some cost" to "higher cost".

      If I owned an iPhone I likely would never buy stuff from the Appstore, especially if it required me to use a credit card ('cause I don't have a credit card). It doesn't matter to me if the game costs â5 or â50; I would only play games that were â0.

    3. Re:Very surprised and disappointed by Skrynkelberg · · Score: 1

      It's not about the cost. It's all about how easy it is to obtain the app via different distribution channels.

      People do what is easiest for them. By now, people have so much experience searching for and downloading torrents that they can do it in their sleep. Why then bother with going to a store, having to login and bring up your credit card, when the other path is faster and more familiar?

      I'm not defending piracy here, but stores have quite an uphill battle.

    4. Re:Very surprised and disappointed by houghi · · Score: 1

      If it is a true pirate site, e.g. you can actualy download it (not a torrent) then most likely it is about either advertisement hits or installing unwanted software on your machine or both.

      --
      Don't fight for your country, if your country does not fight for you.
    5. Re:Very surprised and disappointed by drooling-dog · · Score: 2, Interesting

      Essentially it shows that the price of software is not a major reason behind piracy.

      Sometimes - maybe most of the time - not even the desire to use the software is a major reason behind piracy. The people doing most of the downloading are simply hoarding, and most of the stuff that they grab ends up in a stack of DVDs along with hundreds of gigabytes of other stuff that will never see the light of day.

      This kind of piracy is economically irrelevant. If a tree falls in the woods and no one is around to hear it, does it make a sound?

    6. Re:Very surprised and disappointed by Tony+Hoyle · · Score: 4, Insightful

      You think setting up bittorrent is easier than clicking buy on the appstore?

      Bittorrent is *hard* for non-geeks who think port forwarding is something that boats do. Hell, I've yet to meet a non-geek who even knew what it is.

    7. Re:Very surprised and disappointed by poena.dare · · Score: 1

      "This kind of piracy is economically irrelevant. If a tree falls in the woods and no one is around to hear it, does it make a sound?"

      Hold on lemme check Tree.app for the answer.

    8. Re:Very surprised and disappointed by Anonymous Coward · · Score: 0

      that's inaccurate at best. all you have to do is install a client, like Azureus, and download the .torrent file, execute it, and Az takes over, asks you where to save it, and all that good stuff.

    9. Re:Very surprised and disappointed by stewbacca · · Score: 1

      I wonder if there is a threshold for pirates?

      By the very definition of pirate: no. They have hording disorder. They download stuff they'll never use (that's why it isn't illegal, because they would have never paid for it in the first place, gawsh, don't you read slashdot!)

    10. Re:Very surprised and disappointed by stewbacca · · Score: 5, Funny

      Your post is completely inaccurate. When I first looked to get a P2P client, I spent HOURS reading up on how it worked. Five or six years later, I still don't understand what a "seed" is, or why some files take 3 days to download, while others of the same size download in two minutes. The real boon to legitimate stores is the complexity and shaky quality of P2P clients. Most of the time it's just easier to click on iTunes and pay $9 than it is to weed through the fifth or sixth copy off of P2P that is labeled by a third grade dyslexic moron, or a song recorded off the radio in a bathroom with a 1984 Sony Walkman.

    11. Re:Very surprised and disappointed by TheVelvetFlamebait · · Score: 1

      I just wanted to make the point that there's a difference between mass-piracy (which may well be because your original product is too expensive)

      Yah, because !free = too expensive.

      There's always going to be people who can't afford something. In the past, sellers, as part of the free market, have had the freedom to set their own price to maximise profits and the commercial viability of their product. Not any more, thanks to piracy!

      Now, consumers can decide what they think is fair for the seller to have, regardless of the seller's wishes, needs, or financial health. While we're at it, we might as well make it legal (or at least morally A-OK) to run out of a retail joint with a physical object, leaving only the manufacturing costs behind.

      Or not, whatever you think is fair.

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
    12. Re:Very surprised and disappointed by growse · · Score: 1

      Without wishing to get dragged into an argument about why people pirate, I think it's obvious that there are three types of people who pirate - those who can afford the product and would have otherwise bought it, those who can afford it and wouldn't have otherwise bought the product, and those who can't afford it.

      For the $1 iPhone app, the people the developer is concerned with are those who can afford the $1 and would have bought it if piracy wasn't an option for them. I'm arguing that, in this specific case, that particular group of users is vanishingly small and irrelevant.

      Which is better for the seller? One sale from the only guy who can afford / wants the app, or one sale from that guy + 1 million pirated versions from people who either can't afford it or just having it because it's free on piracy? Either way, he makes the same amount of money.

      --
      There is nothing interesting going on at my blog
    13. Re:Very surprised and disappointed by SenseiLeNoir · · Score: 1

      If I owned an iPhone I likely would never buy stuff from the Appstore, especially if it required me to use a credit card ('cause I don't have a credit card). It doesn't matter to me if the game costs $5 or $50; I would only play games that were $0.

      Emphasis mine. That is the crux of the matter. To even get a FREE app, one needs an iTunes account, which needs, yes you guessed it, a credit card (or some form of payment means)

      This is probably why Android Market has a better chance, as free stuff are downloadable without the need to register a credit card.

      --
      Have a nice day!
    14. Re:Very surprised and disappointed by Zarf · · Score: 1

      The real problem I see is that he lost among the clutter.

      In other words if you are thinking about starting iPhone development now you are almost certainly too late.

      --
      [signature]
    15. Re:Very surprised and disappointed by jabithew · · Score: 2, Insightful

      There's always going to be people who can't afford something. In the past, sellers, as part of the free market, have had the freedom to set their own price to maximise profits and the commercial viability of their product. Not any more, thanks to piracy!

      In a free market, a company has a lot of competitors and its prices are set by its costs, not its profits. I'll leave it as an exercise for the reader to consider how free various markets are (compare US and UK telecoms, e.g.)

      Now, consumers can decide what they think is fair for the seller to have, regardless of the seller's wishes, needs, or financial health. While we're at it, we might as well make it legal (or at least morally A-OK) to run out of a retail joint with a physical object, leaving only the manufacturing costs behind.

      "Profit" is a cost of manufacture; as Adam Smith so astutely pointed out, what we call 'profit' should rightly be called 'cost of capital', as it is normally either returned to shareholders who stumped up the capital, re-invested in staying competitive or some combination of the two. If companies didn't 'profit' they'd have no way to pay for capital and hence no company.

      Paying the manufacturing cost is not simple; do you pay for the raw materials, the raw materials+cost of capital of machinery, raw materials+cost of labour, raw materials+cost of capital+cost of labour+cost of distribution? When you account for all the costs you have paid the market price.

      I'm basically agreeing with you, but refining your argument.

      --
      All intents and purposes. Not intensive purposes.
    16. Re:Very surprised and disappointed by linhux · · Score: 1

      Buying something from the App Store is nothing like the hassle you describe - at most you have to enter your iTunes Store password at purchase time (once you have an iTunes Store account, that is, but I'm willing to bet that the vast majority of iPhone and iPod Touch users have). It's much easier than jailbreaking your iPhone and installing a copy from a third-party source.

    17. Re:Very surprised and disappointed by ClassMyAss · · Score: 1

      To even get a FREE app, one needs an iTunes account, which needs, yes you guessed it, a credit card (or some form of payment means)

      If you're using an iPhone, I don't think it's a stretch to imagine that you already have an iTunes account set up and linked to the phone. Frankly, I don't know anyone that has the phone but not an iTunes account linked to it...the phone's not worth much without it, so I wouldn't see the point (the tiny group of jailbreakers aside).

      The fact that you only need to punch in your iTunes password to make a purchase is exactly what makes the iPhone a viable marketplace for paid games, I don't think it's particularly hurting anything.

    18. Re:Very surprised and disappointed by Professor_UNIX · · Score: 1

      Why would non-geeks have to even worry about port forwarding? Any decent home NAT box will support UPnP so the torrent app (if it is any good) will just automatically configure port forwarding for them. I haven't had to manually forward ports to my bittorrent clients or gnutella clients in years.

    19. Re:Very surprised and disappointed by Anonymous Coward · · Score: 1, Informative

      Lol you're kidding right...?!!!!

      Ok, just in case you're not. The seed is a small file that connects the torrent client (often called the port) to the leech. If the leech isn't forwarded (or available) then that can slow your download.

      P.S. please don't call other people morons; those in glass houses shouldn't throw stones.

    20. Re:Very surprised and disappointed by StripedCow · · Score: 1

      Still it blows my mind that people would pirate an iPhone app, let alone a cheap one.

      I guess, the reason is, that the pirated copies are full of hidden spy-ware, botnet stuff etc. Pretty good reason for some crackers I suppose ...

      --
      If Pandora's box is destined to be opened, *I* want to be the one to open it.
    21. Re:Very surprised and disappointed by e4g4 · · Score: 1

      I don't have a credit card (or any other means of payment for the iTunes store), and I have an iTunes account (I have an iphone too, and I've downloaded many free games from iTunes).

      --
      The secret to creativity is knowing how to hide your sources. - Albert Einstein
    22. Re:Very surprised and disappointed by DingerX · · Score: 2, Insightful

      I think it's obvious that your typology has very little meaning.

      Yes, you can divide them that way, but it won't explain anything. The fact the very first sale was likely a pirate sale (I say likely, because an enterprising pirate would find someone on the inside to jack that file straight off the server) doesn't have anything to do with being able to afford it, but rather that _being the first to supply a pirate copy_ has value.

      You can divide the group into purchased and "woulda-coulda", but the value of a pirated copy is different from that of a legitimate one. Unless the legitimate copy is intentionally crippled, it's worth more than a pirate copy. And cost isn't just a function of monetary price; it involves all the trouble needed to go through to get a copy.

      In short: there are A. People for whom pirated copies are inherently better for whatever social value they bring (the pirate scenesters). B. People for whom pirated copies are so repugnant, they'll never consider it. C. People who are ambiguous about it, and will behave according to cost.

      There's not much you can do about A. For B and C, however, the trick is to make as much value as affordable as possible while keeping revenue up.

      The problem is that companies seem to think the trick is to sell as little value at the most competitive price. Cheapening the value of the (legitimate) purchase lowers the barrier to (illegitimate) distribution.

      None of this helps the poor guy trying to sell his iPhone app.; I'm just saying that the dynamics aren't all unit price and piracy.

    23. Re:Very surprised and disappointed by ClassMyAss · · Score: 3, Insightful

      Still it blows my mind that people would pirate an iPhone app, let alone a cheap one.

      Not that you're not right withthat sentiment, but just wanted to point out: five dollars is real expensive as far as iPhone games go, especially simple puzzle ones. The high price tag is probably the primary reason that he's not selling many of these things; I know plenty of devs that successfully sell simple games at the $1 level, and they are able to sell tons of them as long as the product is good (20 or 30 thousand is not unheard of, even if you're not a huge success). A couple hundred purchases means that you made some serious mistakes either in pricing or promotion.

      The moment you charge anything for an app, you slash the number of "purchasers" to about 1/10 to 1/100 of what it would have been if it were free; if you go above $1, you're whittling that down much further unless your game has a whole lot of publicity or a brand name to prop sales up. Apart from Galcon, I can't think of many indie games that became even remotely popular for more than maybe $3 a pop.

      I think the optimal price for almost every game on the iPhone (that is, every one without a franchise) is probably $1, but I'd really need to see more data to be sure of that.

    24. Re:Very surprised and disappointed by legojenn · · Score: 1

      Well it stimulates the computer stores with their sales of DVDs and burners. Also, the ISPs make some bucks, so it's not all bad. Plus, everyone needs a go-to-guy for 'free' software.

      --
      I make a reasonable middle-class wage by going to work and not spamming blogs with scams.
    25. Re:Very surprised and disappointed by Foodie · · Score: 1

      Hang on. I'll also verify with Where-My-Tree.app.

    26. Re:Very surprised and disappointed by yabos · · Score: 1

      I've read on the Apple developer forums about 1 $0.99 app that had 60% of the copies pirated. This is relatively easy to do when jail broken from what I've read and it's not an insignificant amount. The thing about these pirates is that it seems they install a lot of the newest programs that come on the app store after someone cracks it. The rate of installation of cracked apps often surpasses legitimately bought copies.

    27. Re:Very surprised and disappointed by DrgnDancer · · Score: 1

      Funny story about that... I thought I was having some trouble with the video card on my MacBook (It turned out to actually be a problem with the application, but that's immaterial), and had brought it to the local Apple store to beat up the Genius Bar guy. Sitting next to me at the bar was a guy who was trying to get the iPhone Genius to upgrade the operating system on his phone, because he didn't own a computer. At all. He'd bought the phone at the AT&T store and they'd activated it for him. He'd never plugged it into a computer since. The Store people were a bit flustered, I don't think anyone had ever come to them with such a request.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    28. Re:Very surprised and disappointed by diqmay · · Score: 1

      normally I'd give a troll like you a 0/10, but you actually got modded informative, so 1/10 it is.

      "a seed" is the peer in a swarm with a complete copy of the file being offered.

      "the seed" is the peer with the initial complete copy, or, later in the torrent's life, the only complete copy.

    29. Re:Very surprised and disappointed by nelsonal · · Score: 1

      I think his grouping was useful. I pirate some stuff, and buy other very similar media when the cost is well below the extra time and effort required to pirate it (generally pirating isn't free either). For a $5 crappy cell phone game, I'd be very hesitant to buy it (with no demo, especially) for a $1 game that I've enjoyed either demo or an add supported game, it's not worth tracking the torrent down, finding one with seeds, and moving the file to my phone. I've pirated lots of things, that I'd never pay for (and regularly delete after only a small amount of use. I'd guess there's a fairly small population of people who are true lost sales pirating $1 items.

      From an economics perspective, demand curves continue increasing as price drops, so there are people who value something at less than a dollar (worth pirating but not worth buying with or without downloading). The question media owners need to be asking is how many pirate downloads were people who valued the media at more than my asking price but found it in a secondary market for less cost.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    30. Re:Very surprised and disappointed by dangitman · · Score: 1

      Well, I "pirate" TV shows which are free to watch. It has nothing to do with price, but rather convenience. I'll usually buy a DVD/Blu-Ray box set of the shows I download when it becomes available.

      On the other hand, buying iPhone apps is about as convenient as can be - while pirating them is a fairly annoying and inconvenient process in comparison. So that's a real headscratcher. It's probably just people doing it because they can, with no real interest in the application itself.

      --
      ... and then they built the supercollider.
    31. Re:Very surprised and disappointed by WNight · · Score: 2, Insightful

      Yah, because !free = too expensive.

      Yah, because !free = too expensive.

      No, seriously. It's not just the upfront cost, the $1 or $100 even, it's pulling out the credit card (not an issue for app store, but elsewhere), the EULAs, the non-returnability that makes you pissed when you bought the wrong thing, the time spent fighting its DRM, the time wasted in the future not able to fix the bugs on your own. Then consider than you have to try a few apps to find the one you really want.

      Free apps don't have most of those hassles. They're all in the Debian archives (and similar would exist for any free platform) so install is seamless - zero-click simple. There's no DRM, no lock-in, no EULAs - they're totally benign in a business sense. There's no feeling of wanting to throw good-time after bad-money to make up for the purchase price - if you don't like it you move on with no regrets. The FOSS apps are coded to a standard - they don't leave crud all over your system. Most importantly you can get a third party to fix bugs or add features.

      Can you imagine if anyone actually considered the cost of all this proprietary nonsense when doing TCO calculations. What does it really cost to read all the EULAs, check that they didn't change between versions, or re-read it from scratch, and actually follow the crazy restrictions, like figuring out how to prevent you employees from publishing unauthorized reviews (Oracle?), etc. Tracking installs, making sure a product isn't installed onto the wrong hardware (too many CPU cores, not an Apple-branded board, not allowed to run in a virtual machine, etc, etc).

      Consider the case for switching to DRM if you weren't there already. "Hey boss, the publisher of ProgramX wants to install spyware with the app to make sure we use it correctly - can we do this and maintain confidentially for our patients?"

      How about a kill-switch in the OS, or your critical apps. How much better would the program have to be than its competitors that you'd accept it despite being unable to guarantee it'll keep working. One bug with a licensing server marking your programs as invalid right in the middle of crunch time and you could be out of business.

      So yes, non-free software is too expensive, even at $0.

    32. Re:Very surprised and disappointed by mattack2 · · Score: 1

      But can't the "some form of payment means" be iTunes gift cards (which you could buy with cash), with no credit card needed at all?

    33. Re:Very surprised and disappointed by TheVelvetFlamebait · · Score: 2, Insightful

      Paying the manufacturing cost is not simple

      Not to arrogant, self-justifying pirates. To them, paying cost price is extremely simple. Just ignore costs of actually creating the original work, ignore any "profit costs", and there you have it! Free is a perfectly fair price for any digital work!

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
    34. Re:Very surprised and disappointed by filterban · · Score: 1

      The high price tag is probably the primary reason that he's not selling many of these things; I know plenty of devs that successfully sell simple games at the $1 level, and they are able to sell tons of them as long as the product is good (20 or 30 thousand is not unheard of, even if you're not a huge success). A couple hundred purchases means that you made some serious mistakes either in pricing or promotion.

      I disagree. Now, I haven't released any games on the store, but I've released three different applications. On one of our apps, we raised the price to $6.99 from $0.99 since it was a niche product. We now are selling 1/2 as many as we were before, but the 7x increase in price more than makes up for the difference.

      The key phrase you have is "as long as the product is good." The problem is that the App Store itself is no longer a viable marketing channel, since there is so much competition. You have to be in the top 50 of a category to get any traction. The indie devs are having difficulty getting noticed in all the clutter, and a "few hundred downloads" is about on par with what I am expecting for each app we release.

      Maybe eventually we will release an app that catches fire, but I'm holding expectations at the few hundred mark for now.

      --
      rm -rf /
    35. Re:Very surprised and disappointed by grim-one · · Score: 1

      A threshold for piracy? I doubt it, unless you count 'free'. Even then, free things will turn up on torrents because some people prefer that distribution method.

  10. Re:Parent is a troll... by Anonymous Coward · · Score: 3, Funny

    I think he's going for 'Funny' karma.
    If you're doing the same, you're not doing it right.

  11. How is this different to any other market? by theolein · · Score: 4, Insightful

    The iPhone software market, like it or hate it, is like any other market. There is competition and only a few are successful. It's no different to the Windows software market or the Mac software market in this this.

    1. Re:How is this different to any other market? by drewvr6 · · Score: 1

      Capitalism is not soft and fluffy. It is hard and sharp-edged. Better to teach a person their mistakes when it is mis-handled.

      --
      Now we see the violence inherent in the system.
    2. Re:How is this different to any other market? by jeffporcaro · · Score: 1

      Maybe he can get a government bailout.

      --
      It is not the doing of things that is difficult. What is difficult is getting in the right mood to do them. ~~ Brancusi
  12. It's not astroturfing... by Anonymous Coward · · Score: 0

    it's slashvertising.

    Fix the tags!

  13. Anonymous Coward by Anonymous Coward · · Score: 1, Informative

    and it seems slashdotted now. does anyone have a mirror? :)

  14. Perceived value by Tx · · Score: 1

    I don't have an iPhone, but from the description and reviews, Dapple looks like a dinky little fun time-killer app. There are loads of such games, at least on other mobile platforms, and looks like on iPhone too, quite a few of them great fun, and many very cheap. Meanwhile for PC I just bought Sid Meier's Civilization III Complete on Steam for £2.99 (about $4.20) - a great edition of one of the greatest games of it's type ever. So I'd say the guy's $5 valuation is way out of whack. Dinky little time-killer games of that sort will never be worth more than a token payment to me (like $1), if anything. No matter how much fun it is, it's inherently replaceable, and therefore of limited value. Expecting to get rich selling such games on iPhone is just wishful thinking unless you get hugely lucky.

    --
    Oh no... it's the future.
    1. Re:Perceived value by AnalPerfume · · Score: 1

      Often people expect to get simple little puzzle games as part of their phone OS, not having to pay for it. Plenty of people will play them occasionally to pass the time if they're already on the phone but won't pay for it if it's not. Some will pay but the value will be limited; $5 does seem rather optimistic for this type of title.

      If that basic thought process ain't enough to dry your market river to a trickle, we're going through a fuckin' recession right now, people ain't throwing money around on little things like this as they maybe would have a few years ago, they have all sorts of demands on their income, with everything rising in price and their jobs potentially on the line. People are holding onto their cash, holding on for bargains and sales to make planned purchases of essential goods, not buying stuff on a whim that they may only play from time to time; or even forget they even have installed.

      Are these games DRM'd? With it being Apple I'd suspect the answer would be yes. If so, can the game be transferred to a new phone if they replace it, or are people expected to buy the game again at that point?

    2. Re:Perceived value by PeeShootr · · Score: 3, Insightful

      I couldn't agree more! When you see really amazing games on the iPhone like Zen Bound for $5, how can this developer expect to get $5 for a silly color matching game? If there weren't a ton of others like this for free or $0.99 I could understand, but that is not the case! The dev needs a dose of reality and then needs to drop the price.

    3. Re:Perceived value by stewbacca · · Score: 1

      You are making the mistake of valuing something compared to something else (not unexpected from the slashdot community...very logical after all). The real value in a Steam game or an iPhone App, or a Best Buy cable, or a Brand-X Widget, is what the consumer will pay. This mistake of saying "product A costs 3x as much as product B but is only 2x as good" is the root of every Mac vs. PC argument on the planet (usually by the overly logical PC guy who can't see past his overly logical logic of why anybody would spend $1200 on a computer).

  15. article text by lucas+teh+geek · · Score: 1, Informative

    The Numbers Post (aka Brutal Honesty)
    March 9th, 2009

    I will freely admit, I've been avoiding writing this article. In fact, as I type this, I'm still not sure that it's something that I want to do. However, again, I come back to that damn promise I made when I started this whole thing about being open and honest. Curse me and my big mouth! I also stated just over a week ago that I would write up on my numbers, so now I stand (sit typing) before you to reveal "The Numbers Post (aka Brutal Honesty)".

    Dapple

    If you've been reading the blog then you know that I released my first iPhone game, Dapple, to the App Store on Feb 13, 2009. The game sells for $4.99 in Canada and the U.S. and at corresponding prices throughout the world.

    Dapple is a colour-matching puzzle game based around the idea of mixing paint colours to make new colours. I feel like the gameplay is innovative and new, but rests on top of a solidly proven genre. Critical reviews seem to support this hypothesis, many calling out the fact that they were expecting "just another match-3 game", but instead found themselves completely hooked on a game with an innovative gameplay mechanic that works.

    Costs

    I did a presentation for the 360|iDev conference on creating an iPhone game. If you've read it, then you've seen my "conclusions" section that had some numbers. Dapple took me about 6 months to make and had a budget of roughly $32,000 USD. That budget includes: paying my contractors, business expenses incurred during the 6 months of development, and paying myself a very small salary (akin to what I made as a junior front-end programmer when I first started in the industry).

    Royalties

    Apple's deal is this: for every sale, Apple keeps 30% and you get 70%. So for a sale of $4.99, I make $3.50. That's made in the currency where the app was sold, so I make more money when someone from the U.S. buys my game than someone from Canada. If you're in Canada, it's actually cheaper for you to buy the game than for an American, since it only costs your $4.99 Canadian.

    If you do the math, you can see that I need to sell about 9,150 units in the U.S. before I break even on Dapple.

    Reviews

    Again, if you've been reading the blog then you've seen the excellent reviews the game has been getting. People who play the game tend to really enjoy it. Every review I've had so far has been extremely positive. I even managed to get a review from Kotaku, which is a very large gaming blog. It was the Kotaku review that led many people to start asking me about sales numbers, assuming that I must have seen a massive increase in sales.

    However, I haven't had reviews yet from any of the "Big 3" iPhone review sites (Touch Arcade, 148Apps, and AppVee). Those are the ones that I think might really affect sales.

    Sales Data

    This is what you're here for: the numbers. Here's a graph (done in AppViz) of revenue (the y-axis is dollars, not number of sales) I've made world-wide from sales of Dapple since it went live (all funds in Canadian Dollars):
    Dapple Revenue Graph

    Dapple Revenue Graph

    I've marked four important data points:

    First Sale - This was the first sale of the game, made maybe an hour after the game went live. I suspect this was purchased by an app cracker. Dapple was cracked and uploaded to pirate sites less than 5 hours after it went live. This was the only sale prior to that. So thanks, Mr./Mrs. Cracker, you were my first sale! On the topic of pirating/cracking: I have no idea how many pirated copies of Dapple are being played right now. I don't track metrics like that, although I should perhaps start.

    Launch Day - This was the first day Dapple was on sale. Many of these purchases would have been friends of mine buying the game. Many other sales will have come from my app being in the "New" apps list, as other devs tell me that appearing in any list on the App Store helps sales significantly. By the end of the third day my app wasn't on the front page of newly relea

    --
    TIAEAE!
    1. Re:article text by DNS-and-BIND · · Score: 1

      You realize this entire post is useless without pics?

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:article text by Tony+Hoyle · · Score: 5, Insightful

      If you do the math, you can see that I need to sell about 9,150 units in the U.S. before I break even on Dapple.

      Then he should have done the maths before spending time developing the app, and either not bothered or worked out a way to reduce costs. Only a few apps get wildly successful and make everyone rich. Budgeting for over 1000 sales on a simple puzzle game running on a single platform is fantasy land.

    3. Re:article text by Anonymous Coward · · Score: 0

      I agree in general with your assessment, however calling it fantasy land is a bit of an over-simplification. It's fantasy land now, especially with apparently little to no PR effort put in. If this thing came out in the first month of the app store, 1000 sales would have been quite realistic and probably severely underestimating the results. I'm not quite sure what sales he could have expected six months ago, but it may have been realistic then too.

      This guy appears to have made several huge mistakes, mostly resulting from a poor understanding of an evolving market and also likely from wasting resources (though he doesn't break down his budget, which makes me wonder how much of it is his own salary).

      That written, some of the problem is also due to the App Store. App Store sales are overwhelmingly influenced by an application's placement on the app store, which is a result of the App Store doing a poor job of helping customers find applications that interest them. Hell, as far as I can tell, you can't even do a text search of only items in the App Store using iTunes - you get music and video results, too. By having the app store be such a poor conduit connecting consumers with products, Apple is hurting themselves along with everyone else involved in the purchasing of iPhone/iPod Touch applications. Better targeted results would mean more sales, happier customers, and a more predictable source of income for developers. Making success so largely dependent on apps being in a top ten sales list or an editor's choice pick is an atrocious and erratic way of encouraging and rewarding developers.

    4. Re:article text by ClassMyAss · · Score: 1

      Budgeting for over 1000 sales on a simple puzzle game running on a single platform is fantasy land.

      Particularly at $5 a pop with no free version to try out...

      "Everyone" knows that simple iPhone games have to be $1 or nobody will buy them, and that's doubly true when a cursory look at the game indicates that it's exactly the same color matching game that has been released a hundred times already on the store.

    5. Re:article text by mmandt · · Score: 2, Interesting

      Budgeting for over 1000 sales on a simple puzzle game running on a single platform is fantasy land.

      I would have to agree with you there. However, I like fantasy land. I have a new truck, a suite of offices, employees, and time to sit and goof off on Slashdot because of my frequent trips there. I launched my company with a product I built myself. The friend who helped me launch was hoping to buy 12 pack of beer off of what I paid him for managing the website & shopping cart stuff. Turned out he got to buy lots and lots of beer. FYI) I did it all without Obama's stimulus package, government loans, or Angel investors. Further, if we had a good economy back in 2002, I wouldn't have done any of it. We need our ups and downs. We need everyone to take risks on their own Dapples. When it works, hire people whose Dapples didn't sell so well.

    6. Re:article text by yabos · · Score: 1

      People think it's easy to sell 1000 apps on the iPhone. I thought this at first as well because of the sheer number or iPhone users. There are 10s of millions and you'd think it'd be pretty easy to sell 1000 copies of something. I think this guy thought the same thing. The reality of the App Store is you still need to do a lot of advertising and the only real way to get extremely successful is somehow getting into Apple's featured list.

    7. Re:article text by SoupIsGoodFood_42 · · Score: 1

      My biggest surprise here is that he spend $32,000 developing this app. If he was a programmer, why not simply do it himself in his spare time before getting too carried away?

      He also made the mistake of thinking that what people say about the app will reflect in sales. I'm sure it is more than "just another match-3 game" and I'm sure people really did enjoy playing it, but that doesn't mean it will be the same for everyone, or that people will want to pay $4.99 for it.

  16. Re:Parent is a troll... by Anonymous Coward · · Score: 0

    If you expect karma from "funny" then you're not doing it right.

    Then again, don't expect karma as an anonymous coward either.

    I'm just happy that UbuntuLinux wasn't doing his usual "ghosts on the moon" troll.

  17. turfing by Tom · · Score: 5, Informative

    I refer to my post yesterday.

    Seems it's more than a day, it's a week. This is paid-for-bashing at its worst.

    Seriously:

    In a blog post I take a hard look at the first 24 days of sales data for the first game, Dapple, from Streaming Colour Studios

    You take a "hard look" at one game. And a game, to boot. You might have noticed that the "games" category is by far the largest, thus the fiercest market.

    A friend of mine is an iPhone game developer. He's got three games and four or so small apps in the app store. He's not a millionaire, but from what I hear there's a steady stream of good income. That's seven times the data points of TFA, and still I wouldn't dare to claim that as "the norm".

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:turfing by Anonymous Coward · · Score: 0

      You didn't mention that he's only plugging this one game because he's the founder of Streaming Colour Studios.

      This is just a plea for attention. He's just trying to generate buzz for his shitty game on slashdot.

  18. surprise by Tom · · Score: 5, Insightful

    While it's true that a few select apps are making developers rich, the reality is that most apps don't make a lot of money.

    What a surprise. Not so different from the real world, is it? Where every now and then, some idea goes big and makes someone rich, and for every one such lucky guy, there's a thousand whose ideas never work out.

    What's even the story here? "Some products sell real well, most sell average"? Why not take it further? "Bell curve distribution confirmed for the 4,000th time!"? :-)

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:surprise by Anonymous Coward · · Score: 0

      "Bell curve distribution confirmed for the 4,000th time!"

      you missed about 13 0's
      VVVVVV

      "Bell curve distribution confirmed for the 4,000,000,000,000,000th time!"

      there i fixed it for you. Many friends from my childhood could never understand bell curves, but those who did got the message

    2. Re:surprise by KevinIsOwn · · Score: 2, Insightful

      "Some products sell real well, most sell average"? Why not take it further? "Bell curve distribution confirmed for the 4,000th time!"? :-)

      Sounds more like a power law than a gaussian. In other words, a few games are making most of the money, and then there's a lot of games making the rest of the money (long tail)

    3. Re:surprise by Tom · · Score: 1

      True, could be. Now that would be an interesting story - the actual distribution of sales across the AppStore.

      --
      Assorted stuff I do sometimes: Lemuria.org
  19. Just the beginning, folks by garote · · Score: 5, Informative

    The important thing to take away from this writeup is the fact that, after the author gave a presentation about his game in front of a crowd, he instantly made a handful of sales.

    Anyone relying on (or griping about) their position in the App Store listings as an unfair arbiter of their sales needs to account for that simple phenomenon. There is a world outside the app store; a world that must be reached.

    Compare it to other media forms: What sells movies? The position of their name on the marquee? No. TV trailers, signage, radio spots, web ads, product tie-ins...

    What sells books? Their relative position on the shelf? Not usually. Interviews, book tours, reviews, a good name...

    Without real advertising, iPhone devs are beholden to blind chance when they post their app in the store. The only reason a handful of them have become rich is because they are/were pioneers exploring a shiny new UI and form factor. These rags-to-riches stories will fade away, and the usual approach, of advertising in and around established channels, will reassert itself.

    Also keep in mind that this is a PLATFORM, and it will move and expand, leaving obsolescence in its wake. Like any good platform game, you need to run and jump to keep up.

    1. Re:Just the beginning, folks by Anonymous Coward · · Score: 0

      Mod parent up

    2. Re:Just the beginning, folks by Lumpy · · Score: 1

      The important thing to remember is this.

      If you make something people will not MAGICALLY come to your door. you have to market it. Secondly, if you are dumb and paid out a large amount of cash to have a game designed and are disappointed that you did not make all that money back instantly (first 60 days is considered instantly) then you know absolutely nothing about business.

      The guys problem is that he knows nothing about business at all. And he is looking to blame everything else for his own failure to fully research and market his idea.

      --
      Do not look at laser with remaining good eye.
    3. Re:Just the beginning, folks by NeilBright · · Score: 1

      Say no more!

    4. Re:Just the beginning, folks by DNS-and-BIND · · Score: 1
      Well, there's a difference between effective marketing, and pity sales because you just gave a speech, and the wealthy (by world standards) members of the audience threw you five bucks as an attaboy.

      There is a world outside the app store

      Well, sorta. It's still all iPhone users, though, which is a world in itself.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    5. Re:Just the beginning, folks by feelbad_feelsgood · · Score: 1

      I took a little bit more out of this, and maybe extrapolating too far but probably not. The important story here is that the iPhone App Store, at least for games, is a mature market. The market pressure means that not only will you not get rich, and not only will you not break even if you spend actual money developing, but you very likely won't make any money at all. I agree with previous posters that this guy's $4.99 price point is laughable, but let's figure he could sell 20x the volume with a $0.99 price point-- that's still nothing-- $3,800 gross sales, before Apple's (and the IRS') cut. Enough to pay your developer, if your developer is also your cat.

      And that's worth knowing, because it's not true in many computer marketplaces. Bottom-feeders still have a path to profits in many areas, but apparently iPhone games is no longer one of them.

    6. Re:Just the beginning, folks by tknd · · Score: 1

      Without real advertising, iPhone devs are beholden to blind chance when they post their app in the store.

      Wrong answer. Without a good marketing plan, even if the best ideas will fail. This is the primary reason why any sane business plan must have a marketing strategy. The basic way it works is this: you can built the best product to ever exist, but as long as it only exists in cave separated from the rest of the world, it will never sell.

      Want to learn more? Take a marketing class. And for the record, advertising is just a small portion of marketing activities.

  20. No surprise by Dan+East · · Score: 5, Insightful

    Wow, a color matching game. How incredibly groundbreaking. And it's only selling for five times the minimum application price. Sorry, but the value isn't there for a game of this simplicity. I've got two games under development, both immensely more complex than this, that I will sell for at most half the price.

    So my appraisal:
    1) Clone of a clone of a clone of the color matching / bubble popping games that can be written in less than a week. No surprise people aren't jumping up and down with excitement, or going out and buying iPhones so they can play this game.

    2) Price is way, way too high for this game.

    I do thank the author for his concise summary of sales though.

    --
    Better known as 318230.
    1. Re:No surprise by N1AK · · Score: 2, Insightful

      Wow, a color matching game. How incredibly groundbreaking. And it's only selling for five times the minimum application price. Sorry, but the value isn't there for a game of this simplicity. I've got two games under development, both immensely more complex than this, that I will sell for at most half the price.

      Although I wish you good luck with your two games, I don't think so directly correlating complexity and success is wise. Plenty of junk applications sell very well, and I'd argue that was more about pricing and image than complexity and quality.

      I think the authors blog entry is a useful reminder that the app store isn't a way to print money, and that spending large amounts of cash on developing for it should be considered very carefully.

    2. Re:No surprise by AnalPerfume · · Score: 4, Interesting

      The more complex the app, the more time and money it takes to bring it to market; which means the more money you need to make to break even, let alone start to make a profit. This is always going to tempt you to overvalue your app and turn potential buyers away because it's too expensive; which in turn adds to your woes. By comparison a simple, novel app which is quick to develop can turn a profit much quicker, at a cheaper price tag, which may bring in additional casual buyers.

      All creative people have the problem of being too close to the subject to see it the way others do. If you've had the idea for something, spend weeks mulling over the details, working out how to bring it to life, then months of hard work actually turning it into something you have an emotional attachment to it. People who come across the final product don't have that attachment; all they have is another product on a shelf trying to attract their wallets. What you may see as novel, buyers may see as yet another clone with the twist so subtle that they don't see it, to don't give it a try to get a chance to see it. What you may find fun and addictive may bore people because it lacks something you can't see because you're too attached to it. Others can have a quick game of something and dismiss it as "meh", while you spent months of work on it. This is something all creative people have to accept as just part of the job. One man's trash is another man's treasure. You have to hook people REALLY fast to get them to stay with your product long enough to even start to appreciate it. If the screenshots look like a clone of an old idea with the twist not explained in a way that grabs them it'll often be skipped over.....specially if you charge too much for it.

      I wonder how many developers only plan on making one game and sticking their entire career on it. The music and movie industry seem hell bent on legalizing that model with extensions to copyright laws. I'd imagine that most developers would release a game, then start working on another; unless their creativity does not match their coding abilities and they only have one good idea in them and have just released it....and wondering why the masses ain't bringing down the App Store servers with sales requests. I'd imagine (like any other creative career) that it's a cumulative sales of many titles which makes their living. Games you made 3 years ago may still sell a few copies a month in addition to the 3 or 4 others released since. Does an author stop getting paid royalties on a book after they release a new book? Of course not, it may not be a best seller but they still get paid for each sale.

    3. Re:No surprise by dunkelfalke · · Score: 2, Informative

      i don't know about iphone, but such a game comes free with windows mobile :-b

      --
      "It's such a fine line between stupid and clever" -- David St. Hubbins, Spinal Tap
    4. Re:No surprise by Anonymous Coward · · Score: 0

      It comes free on Ubuntu as well, so there has to be a free open source version of it for mobile phones too.

  21. Has step 2 been discovered? by Shag · · Score: 3, Informative

    I thought it was:

    2. ???
    3. Profit!

    But maybe it's

    2. Whine about life on Slashdot.
    3. Profit!

    Anyway, I too look forward to hearing how many Slashdotters will buy something solely because it's linked from here. :)

    --
    Village idiot in some extremely smart villages.
    1. Re:Has step 2 been discovered? by Anonymous Coward · · Score: 0

      Whoa.. did I just accidentally solve the economic troubles of our century?

      Pity that I am an anonymous coward, I would be up for a nobel prize in economics. ...btw I am sure I am not really that anonymous,
      someone must have my ip in a log somewhere.

    2. Re:Has step 2 been discovered? by Anonymous Coward · · Score: 0

      apparently 17 :)

  22. Need feedback for LexLook! by xenodium · · Score: 1

    This is where I may get grilled for posting about my own app... I've released a reference app called LexLook! Yes, there are a ton of them available, but none allow users to upload their own references and share with other users. It currently has an English dictionary, recipes, cocktails, country codes, etc. The application is currently free. I'm not sure what I'll do about pricing yet. I more interested in getting feedback at the moment and seeing how the application evolves. If you got an iPhone, give LexLook! a try. I'd love to get constructive feedback. See our page below to send us comments. Thanks, Alvaro

    1. Re:Need feedback for LexLook! by xenodium · · Score: 1

      ah yeah, our page is: http://xenodium.com

    2. Re:Need feedback for LexLook! by FrkyD · · Score: 4, Insightful
      THIS is the reason many apps aren't selling.

      Look, the appstore is the market, not the advertising channel. Having a market available has simplified the process of getting your app to the user, and made it easier for users to find apps, but that is it. Compared to what things used to be like with Windows Mobile Apps and Symbian, it's a lot easier for me as a user to find what i am looking for, and the process of purchasing is a dream compared to anything in the past for any computing platform I have had.

      But!

      I still have to find out about your app. Which means YOU still have to market it. That isn't Apples job. I rarely rely on the whats hot tabs in the app store. I use references from other web sites, from searches, and from reviews. If you aren't out there doing your best to make sure someone else actually sees and talks about you app, then you have no reason to bitch.

      Uless you consider bitching part of your marketing as the article poster seems to do. I am sure it might work, but considering the fact that he overpriced his app, and also seemed to overspend on something that couldn't reasonably recoup the cash makes me more likely to not by his game.

      And you Mr. Xenodium, despite getting some points for highjacking a thread to sell your app, lose points for not even linking to it in you initial post. If all of the whiney app developers are as incompetent in marketing as you two, it's amazing they have managed any sales at all...

    3. Re:Need feedback for LexLook! by SoupIsGoodFood_42 · · Score: 1

      I agree. I own an iPhone yet I don't bother browsing the app store. All the apps I've been interested in I've found out about through blogs etc. that link to the developer's site. That gives me a much better idea of what to expect than looking at its listing in the app store. I mean, if someone from a respectable blog hasn't taken the time to rave about a particular app, then I have to question its value.

  23. cant you release the source? by cheekyboy · · Score: 1

    Cant everyone become a developer, and get the source , compile and place the app on their iphone?

    Sure its a few more steps, but if its THAT HOT, it will work.

    Second, why not just make a 'hit paris hilton with a dildo' app/gimick. Sure its lame, but all those teenies will download it for 2.95

    --
    Liberty freedom are no1, not dicks in suits.
  24. Obiously Jobs doesnt even use an iphone!! by cheekyboy · · Score: 1

    because if he did, he would get pissed of at the mail app too.

    UNLESS, he can afford to use his personal $$$, to pay apple engineers to add his own techy nerd features, to his id#1 iphone that is 100% unlocked or has a 'VIP' section on istore.

    Mmmmm Seriously, its not hard to make a VIP section, two - i bet its done, three, I bet he sells those accounts for $5k a pop to his Fortune 500 buddies.

    Oh and then theres the UltraVIP NSA accounts, using their specially hand soldered 512GIG iphones with dual battery & sat mode with 1024bit AES secure talk mode.

    Money can buy anything. Especially if the DHS calls.

    --
    Liberty freedom are no1, not dicks in suits.
  25. unles the game has boobies. by cheekyboy · · Score: 3, Funny

    Match 1000 boobies to 1000 faces app.

    I doubt apple would approve of this app.

    Easy to code, but an effort to put together the media.

    --
    Liberty freedom are no1, not dicks in suits.
    1. Re:unles the game has boobies. by Engine · · Score: 1

      A pleasure to put together the media.

    2. Re:unles the game has boobies. by ReiDragon · · Score: 1

      So you're only matching to 500 of the faces? Or do you have 500 male chests?

      --
      PouchPC 2.13ghz C2D, 8gb ram, 9800 GT, 1.5tb, Vista Business.
    3. Re:unles the game has boobies. by Anonymous Coward · · Score: 0

      But what a fun time it would be :)

    4. Re:unles the game has boobies. by Anonymous Coward · · Score: 0

      ...but an effort to put together the media.

      Wanna bet?

  26. Slashdotted? Here's a cache URL by toolz · · Score: 1

    The original article is slashdotted. Here's a cached copy.

    --
    You aren't remembered for doing what is expected of you
    1. Re:Slashdotted? Here's a cache URL by Zarf · · Score: 1

      The original article is slashdotted. Here's a cached copy.

      Thanks. It's a 403 error someone may have been forced to pull the article. That could be either due to load or being too frank.

      --
      [signature]
  27. 403 Error - Forbidden by digitig · · Score: 1

    The RA doesn't seem to be accessible.

    --
    Quidnam Latine loqui modo coepi?
  28. $0.99 apps aren't serious by dazedNconfuzed · · Score: 1

    Here's a thought: most iPhone/iPodTouch apps are too cheap. How much performance do buyers seriously expect for a buck? and do developers really expect someone to pay even a buck for such lousy performance?

    A recent /. story addressed the "killer app" BulletFlight. Currently it is selling for $11.99 - rather high, relatively speaking, for an iPhone app. The author is planning to raise the price into the hundreds of dollars, reflecting both the price of equivalent top-grade PC applications, the standard price of tools and accessories it will typically be used with, and the sheer convenience of using a tiny iPod instead of lugging around a laptop.

    As time passes and developers start creating REAL applications - relatively robust video/audio/photo editing, detailed special-purpose apps, etc. - the prices will go up. Personal computers had cheap crappy software too in the early days of the IBM PC and Windows, much of it "buy it cheap, use it once, shelve it 'cuz it's crap". Ditto iPod apps: right now it's easy to make cheezy apps that might actually sell; give developers some time, and we'll see worthwhile apps - at profitable prices.

    --
    Can we get a "-1 Wrong" moderation option?
    1. Re:$0.99 apps aren't serious by ferrgle · · Score: 1

      I kind of agree.
      We have an application for microsoft pcs that is completely free.
      It's for opticians and yet it isn't being used that much really.
      It's not a light weight app either. 3 user over a netwok and it does really cool stuff. (only cool if you are an optician)

      I think it is suffering because it is free as in beer.
      If you want to have a look (If you are not an optician, then I wouldn't reccomend it)it is at www.optilett.co.uk

  29. Free Market, Baby by BlueBoxSW.com · · Score: 1

    The apple store is a great example of the free market at work.

    The daily whines here at slashdot don't change that.

    Fierce competition is the sign of a WORKING market, not one that's broken.

    Compare the 30% cut you give apple to the 80% cut you'll give a distributor and store in the real world.

    I have yet to see a single useful app developed for the "open" G1 that isn't available on the iPhone because some API's are "closed".

    1. Re:Free Market, Baby by _Swank · · Score: 1

      CallerID by WhitePages?
      StreamFurious or any number of other streaming programs that can run *in the background*?

  30. Buy Repton by drerwk · · Score: 0, Offtopic

    I am interested in the very same question. Repton on the App Store. Thanks!
    Mod me as you like.

    1. Re:Buy Repton by mattack2 · · Score: 1

      Wow, I was wondering what that had to do with an Apple II game.. but it's a remake. I presume you're the author (and your username matches one of the authors of the orig game, according to Wikipedia).. How can I get the orig Apple II version?

    2. Re:Buy Repton by drerwk · · Score: 1

      I only know of one remaining original disk - and I run that on my Apple II+ every now and again. I don't even have all of the original source code to make a new disk.
      There are some good emulators: Virtual II seems very nice. Disks can be found with Google, or here http://mirrors.apple2.org.za/ftp.apple.asimov.net/images/games/file_based/

      I just found http://www.virtualapple.org/reptondisk.html and it seems an amazing presentation.
      I have not found an original version, all of these versions seem to be cracked versions, which given the copy protection is not surprising. Naturally my name and that of my coauthor appear nowhere in the cracked versions.
      BTW - The iPhone version is better :-)

    3. Re:Buy Repton by mattack2 · · Score: 1

      Darn, I was hoping to find a legit version.. (I know, if you're pointing to it, you're essentially blessing it.)

      Maybe I'll contact you via your site to make a 'legit' disk image.

    4. Re:Buy Repton by drerwk · · Score: 1

      I only have one physical disk - from 1982. I don't even have a complete set of final source code. And, Sirius used a clever copy protection mechanism: one track of the Apple II disk was formatted on an IBM PC. This track would read without error on the Apple, but the data would be random and different with each read. So we would check that track, and if it read the same way twice we knew it to be a copy. I would have to break my own game to get a good disk image, and I don't see the value in doing that right now. I'd rather spend the time working on the version I wrote for the iPhone - I prefer C/C++ to 6502 ASM.

  31. he's just a bad farmer by Anonymous Coward · · Score: 0

    I feel for this guy, I really do. I've recently experienced something similar. There's this farmers market just opened up in my town so I though "hey, I can do a bit of business there!". They make it really easy, you can pretty much just go there and sell your stuff. So after some thinking I decided I was going to set up a stall that sells apples from my garden. I spent a few months picking them (that's all I did for those months, I didn't want to do anything else to support myself at that time) and hired a couple of guys to do some extra picking. When I'd picked all the apples I did some calculations and figured I'd need to sell around 10000 to break even and pay my labourers. So I went to the market where I found about 1000 other people selling apples for 1/5th the cost of mine and some people even giving them away for free...but hey, my apples are a little bit better than the rest so that's ok!

    I sold about 10 apples and I just don't understand what went wrong. I just don't get it. Life isn't fair.

  32. No surprise it failed. by BitZtream · · Score: 4, Insightful

    Not sure why this is a shocker to anyone, lets look at the list:

    1. Some random guy sees iPhone mania on TV.
    2. Pays some developers to write a game to jump on the bandwagon.
    3. No research is done to see what market segment he should target, no need, iPhone apps are selling like wildfire, just make something and throw it up there!
    4. Person fails to noticing that the wagon has been full for months.
    5. ???
    6. App fails to sell because it isn't special in any way. Competes with several free apps that are arguably more thoughtful.
    7. Guy spamvertises his app on slashdot in an attempt to get picked up and get more sales and cries about his lost money.
    8. Slashdot points out, rather quickly I might add, that he's an idiot.

    If you notice, the one thing thats missing from that list when compared to your typical slashdot list is the 'Profit!' line.

    --
    Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
  33. The role of marketing. . . by Anonymous Coward · · Score: 1, Insightful

    Everyone loves to hate marketter/marketing, but let's face it - no one is going to buy something they don't know exists.

    10000 sales doesn't sound like that huge of a number to me. But, it's going to require marketing. I doubt this guy has money for a large/expensive advertising campaign, and if he did sink a lot of money into it, that would force him into the position of having to make lots more sales to cover the marketing investment, so he will need to be creative (and it sounds like he is trying to be).

    Still, he *must* get his product more exposure to the iPhone consumer audience. There are what, several million iPhones in use around the world? If people really do like the game, as the author claims based upon reviews, then sales in the range of 10k to 50k copies seems like it should be an achievable objective without spending massive amounts of money on marketing, but some will definitely need to be spent.

  34. Familiar with what story? by Acer500 · · Score: 1

    Everyone is familiar with the story of the iPhone developer who spends two weeks of spare time making a game that goes on to make them hundreds of thousands of dollars

    What? Say again? I'm definitely not familiar with that (or with any "get rich fast" story you might hear somewhere)

    --
    There are three kinds of lies: lies, damned lies, and statistics.
    1. Re:Familiar with what story? by yabos · · Score: 1

      Lookup Trism. Very very big fluke IMO. And luckily for that guy he was on the store pretty early from the start so there was a lot less competition.

    2. Re:Familiar with what story? by Acer500 · · Score: 1

      Thanks, I'd never heard of it.

      I found the story here btw: http://gizmodo.com/5052165/trism-makes-250000-since-release

      And yes, making 250000 does qualify as "get rich fast" in my book :)

      --
      There are three kinds of lies: lies, damned lies, and statistics.
  35. Correction: The Realities of Selling, Period. by randomaxe · · Score: 1

    This scenario is not exactly uncommon in general, especially in markets with sufficiently low barriers to entry. Look at software in general. There are TONS of applications and games for sale out there, most of the authors of which still maintain a day job out of financial necessity.

    The fact is, it's just really easy to become a software developer, regardless of your platform of choice. It's difficult, however, to make a living doing it unless you a) write something so unique and interesting that it spreads by word-of-mouth, b) write something good and market it well, or c) work for a big company that has already accomplished a or b.

    There's nothing special about the app store in this regard. It's just another platform where the major players will make a killing selling good-to-mediocre products, and the little guys will never make more than a few bucks unless they happen to produce something extraordinary.

  36. Hey Whiners, the iPhone Market Owes You Nothing by JoelMartinez · · Score: 2, Interesting
  37. I have two apps on the iPhone store. by xevioso · · Score: 2, Interesting

    One, Learn Origami with Origami Mastery, has done OK, staying stable at about 30 copies a day for the first two weeks, then dropping down to about 5-10 per day, many on foreign sites. This was my first app, and so I had no expectations. I was disappointed it didn't sell a billion copies, but I didn't really expect it to, as it had lots of competition. I sell it for 99cents here: http://www.origamimastery.com/ However, the second app really disappointed me. I thought I had a eureka moment, because while there were a billion iFart aps, there was nothing juvenile like iBooger or iSnot. I figured if iFart can make a lot, so can something called iSnot. So I made this great little app, very small, doing all my own design and splitting the profits 75-25 with the developer (normally a bad idea but a good one in hindsight) and developed it in less than a week. We had no direct competitors... It's a funny app whereby you pick a face, hold the phone up to your face facing away and a line of dangling snot, using the accelerometer, comes out, and well, you get the picture. It's funny. Stupid. Guaranteed to make a million bucks like iFart, right? Wrong. Its done worse than my Origami app. Sold maybe 10 a day or less for the past two weeks. I spent money to get it reviewed, and then asked my friends to download and review it, and also randomly bought people drinks at bars to download and review it the first day. I think its a very very funny and clever app: www.isnotapp.com However, the key to success appears to be HEAVY marketing beforehand. The iFart guy, Joel Comm, is an Internet Marketer by trade. That means he has mailing lists and twitter followers in the hundreds of thousands. He knows what he is doing. His competitors do not. There are other things you can do, which I will be doing, like releasing updates to keep yourself at the top of the daily top sellers. In the case of Dapple, one look at the screenshot of the game and the price of the app told me everything I needed to know. The game looks NO BETTER than a 99 cent app. He should have sold it at 99cents. That is his first mistake. Drop it down and his volume will increase dramatically. But he will still never make his 35 grand back. All in all I spent about 1000$ on my development. 325$ for the first apps development costs, 500$ for a mac mini for myself to help with development, and 99$ for applying to the app store as a developer. I will probably make my 1 grand back in a two-three months if all goes well. And that's with a genius app like iSnot doing poorly.

  38. Re:I have two apps on the iPhone store. by xevioso · · Score: 1

    Sorry, the iSnot link is http://www.isnotapp.com/

  39. Real problem by Anonymous Coward · · Score: 1, Interesting

    I think the real problem is all the garbage in the APP store. I think apple should charge a monthly fee as well for apps to be in there ($50 a month?), that way teenagers aren't going to put the garbage games in there for eternity. Only serious developers will that actually have apps that sell.

  40. Periferals or Tools should have a differant curve. by cdpage · · Score: 1

    I'd be interested in seeing tools rather than games.

    More companies are taking advantage of remote access to their products, iPhone/iTouch Remotes will be a peripheral sale/freeby many companies as a added bonus. Much like saying you can buy an iPod dock for an AV receiver.

    These downloads will be dependent on sales of said product, not be subject to competition, news feeds or the like.

  41. Program for j2me/midp by drolli · · Score: 1

    what can i do for this guy? Even now i cant have a look at his game. Would he have programmed for a mobile platform (symbian, palm, j2me/midp) with a large userbase, i could have a look at it. Sadly apple decided to have no java. Somebody who invests $32000 into something that limited in scope should be very sure about what he is doing.

  42. Textbook Case of Small Business Failure by afabbro · · Score: 5, Informative

    The biggest lesson learned in all of this is to not spend $32,000 developing an iPhone game.

    Dapple took me about 6 months to make and had a budget of roughly $32,000 USD. That budget includes: paying my contractors, business expenses incurred during the 6 months of development, and paying myself a very small salary (akin to what I made as a junior front-end programmer when I first started in the industry).

    That's nuts. What did he think - he's launching an entire business around an iPhone color-matching game??? What is this "paying myself a small salary" nonsense? What "business expenses"?

    For this sort of thing, you do most of the dev work yourself or you partner with someone. You keep your day job and the only "business expenses" you should have are a domain somewhere.

    His costs are insane for this kind of project. They should be a tenth of what he incurred. Even at that, he'd have to sell 1,000 units or so to break even. And saying "to break even" speaks volumes about his business naivete. It's not about breaking even. You could have taken that $32,000, put it in the bank at 5%, and made $800 in six months. Instead, you made less than that and now you don't have the $32,000 any more.. He's not comparing opportunity costs.

    Honestly, I would not invest much hard money in such a venture - perhaps if I was doing iPhone dev during the day, I'd work on something on the side at night, or if I had a friend/partner who wanted to team up.

    --
    Advice: on VPS providers
    1. Re:Textbook Case of Small Business Failure by mmandt · · Score: 2, Insightful
      My Dad taught me as a youngster: "If you can say you learned something, then you came out ahead."

      This guy took $32,000, built a product, launched it, and marketed it. He probably learned as much from this as he would in some class room. Not only did he learn something, but he is sharing what he learned. Its not easy to announce to the world that you were clueless, chased some hype, and took a bit of a beating.

      Sticking $32,000 in the bank is a shameful alternative to growing some balls and jumping out into the "real" world. Next time he gets excited about something, he is likely to take a significantly better approach.

    2. Re:Textbook Case of Small Business Failure by NickDngr · · Score: 1

      You could have taken that $32,000, put it in the bank at 5%, and made $800 in six months. Instead, you made less than that and now you don't have the $32,000 any more.. He's not comparing opportunity costs.

      What bank do you go to that is paying 5% right now?

      --
      Yoda of Borg am I! Assimilated shall you be! Futile resistance is, hmm?
    3. Re:Textbook Case of Small Business Failure by yabos · · Score: 3, Insightful

      A lot of iPhone devs are charging $120+/hr for development. He says he did contract some work out but he is a programmer so it's hard to say whether this was the huge cost or not. Even still this game at least looks really really simple to make on the face of it. If you had the artwork done already you could put this together in a matter of a few weeks if you focused on it and don't just do it in your spare time.

      I do wonder if this guy even knew Objective-C before starting this project. If he spent 6 months full time on this I could see that possibly he was first learning Objective-C and then working on the application. If he spent 6 months full time on this without any day job to get in the way I have to wonder what the hell he was doing all day long.

    4. Re:Textbook Case of Small Business Failure by Acer500 · · Score: 1

      He could have bought gold (which would have been far better than 5%).

      Treasury bonds, which are supposedly safe investments, give a reasonable interest rate in US dollars if I understand correctly (I probably don't, I never had 32.000 dollars in my life :P )

      --
      There are three kinds of lies: lies, damned lies, and statistics.
    5. Re:Textbook Case of Small Business Failure by Anonymous Coward · · Score: 0

      But he said put it in a bank, not buy gold. And T-bills are yielding under 4%, even for 30-years (http://www.ustreas.gov/offices/domestic-finance/debt-management/interest-rate/yield.shtml)

    6. Re:Textbook Case of Small Business Failure by 4D6963 · · Score: 1

      He learnt something most people already knew without having experienced it. It's called being a fool. That's like saying "I tried skateboarding on my rooftop and ended in the hospital, I learnt a valuable lesson".

      --
      You just got troll'd!
    7. Re:Textbook Case of Small Business Failure by mmandt · · Score: 1

      I don't exactly see how jumping off of a roof on a skateboard is the same thing as spending $32,000 on a business venture. But if you say so guy, then ok. I spent (and lost) a lot more than that on my first attempt to build and launch a software product into the market place. I guess that makes me a Brooklyn bridge jumper with a pogo stick as well as a massive moron. Especially considering that my reasons for failure weren't terribly different that the Dapple guy. Its pretty amazing how a huge fool like myself made another attempt several years later which has now sold in the millions of dollars range. However, I kneel to your wisdom. You are clearly more knowledgeable on this topic than I.

    8. Re:Textbook Case of Small Business Failure by 4D6963 · · Score: 1

      Because that "business venture" is a stupid investment. No one is stupid enough to invest 32 G's of their own fucking money in the making of a crappy colour matching game anyways. How do you spend 32 Gs on that anyways? That's like spending that much on a lemonade stand, anyone with a bit of common sense could tell it's foolish. It's not about taking a sound risk, it's about taking an inconsiderate risk that has so little chance of delivering a desirable outcome that it's not even a matter of risk anymore but of predictable outcome.

      Your point that later on you made something profitable out of your life doesn't change anything to the fact that no one needs to try something as stupid as investing a whole year of salary (well, depending on how young/qualified you are that's easily a whole year, to some that's even more like 2) into making a crappy game, mostly when you obviously don't understand shit about how it all works.

      Now if you'll excuse me I have to take a big loan and buy some random real estate in a random place with it. And even that isn't as stupid as the OP's business investment, at least I have a chance to have more return on my investment rather than throw it all into a black hole of money and get a 70th of my money back.

      --
      You just got troll'd!
    9. Re:Textbook Case of Small Business Failure by mmandt · · Score: 1

      K, I can see that I am doing more antagonizing than I toward making my point. So let me take a step back.

      What I learned in my first attempt which resulted in a $125,000 loss (not including an $ estimate for my own time) was that "customer is king".

      By that, I don't mean "listen to your customers needs" and all that stuff. Anybody and everybody can do that. If you don't already know that, then you really are a moron.

      I mean that "customer is king" in a chess board sort of way. If you don't have a king, then your game is over. You can't play.

      So given that, "Yes" you can make $32,000 on a color matching game. Say you own 10,000 well placed bar top quarter machines. People will sit and drink beer and plop quarters in. Your app will easily make $32,000 if you have the customer base

    10. Re:Textbook Case of Small Business Failure by 4D6963 · · Score: 1

      No no it's too easy. You can't say "if you put it into bars". It was meant to be nothing but an iPhone/iTouch app. There's no "if every bar west of the Mississippi could have it". You're just not going to make the OP's investment and commitment sound like any sort of sound risk taking. It was foolish and poorly done, just admit it. And my point remains that that's the type of experience that would only teach something to a fool, because only a fool would have something to learn from such an unwise venture.

      --
      You just got troll'd!
    11. Re:Textbook Case of Small Business Failure by mmandt · · Score: 2, Insightful

      My point also remains the same. He learned an important lesson about platform and distribution. If he is a fool for having learned the hard way, then so am I.

      I had build a thin client website building tool that was far superior than anything on the market. I spent a tremendous amount of time on it (years) and spent money on resources. I invented an XML Object Request Broker because none existed and a dozen other technologies to make it work right. Only to discover that I couldn't compete with a simple page builder offered by Yahoo which probably didn't cost more than $15,000 for the initial version.

      This guy tried to create a great color matching game where the market was flooded with other lesser (in his opinion) color matching games. I tried to create a great website builder where the market was controlled by other lesser (in my opinion) web building tools.

      We both got fleeced. In hindsight, it seems easy to call. I believe the lesson's learned is more complex than what you are giving credit. The idea that you can simply launch an application, market it, and make money is very complex farce.

      And yes, there is a "if every bar west of the Mississippi" scenario. Of course, I don't do games, but that is very much the game I play today. Its a game of chess and the customer is the king. Take a long hard look at Microsoft Office. Why do people buy that? Rinse, repeat (in a smaller market segment). You don't learn this game in school. $32,000 is cheap.

  43. Apple's Market, Baby by meehawl · · Score: 1

    The apple store is a great example of the free market at work.

    The Apple Store is not a free market... it's Apple's Market. It more closely resembles a centrally planned oligopoly.

    A closer approximation to a "free" market in handheld mobile sales would be Windows Mobile/Symbian/Palm, where ISVs can and do sell their applications at whatever price point they want through as many multiple channels as they want. They have been doing this for over a decade now, with very mixed results. Many sales come through single, large aggregators of products (for example, Handago) whereas other vendors seem to rely almost exclusively on carrier-specific channels or even their own tiny websites.

    Ironically, because of the embrace by the twittering masses of the Apple Market model, many of the ISVs on the non-Apple platforms have been clamouring for their own massive, closed, centrally planned marketplaces. I suspect this is a cyclical development (with temporary dislocations of pricing, information, distribution and user naÃveté creating transient advantages for centrally planned marketplaces), but I wouldn't be surprised to see sites such as Amazon/Facebook/MySpace getting more into multi-platform software sales.

    --

    Da Blog
    1. Re:Apple's Market, Baby by 4D6963 · · Score: 1

      No it's actually a (mostly) closed free market, which means it's hard to enter it, but inside of it it's very much free, i.e. people either buy or don't buy. Free isn't the same thing as open.

      --
      You just got troll'd!
  44. Re:I have two apps on the iPhone store. by mmandt · · Score: 1

    You made me LOL. iSnot was your "Aha" moment?

  45. threshold for piracy - no, there is not by Gary+W.+Longsine · · Score: 1

    By running advertisements, some of the pirate sites are making more money than most of the applications they pirate. Their objective is to pirate *every* application at the app store. It happens so quickly after the release of a new app that one must assume that the process is now automated.

    --
    If you mod me down, I shall become more powerful than you could possibly imagine.
  46. race to the bottom by Gary+W.+Longsine · · Score: 1

    Yes, you nailed it. Nobody should build any apps for iPhone which cost more than $990 to build. Oh, wait ! Even better! The cost should be limited to $500 to build (so they can still make 100% profit, so as not to deprive the wieners at Slashdot who may therefore still whine about the absurd profit margin).

    Whining wieners want wafting wares without waggish wvender wages.

    --
    If you mod me down, I shall become more powerful than you could possibly imagine.
  47. Do you advertise? by wurp · · Score: 1

    We put out Pharce (an app to let you create mocking or cute videos from pictures on your iPhone) a few weeks ago. (Video here). We sent out a press release, and got about 140 downloads a day for several days after the press release went out.

    This slowly dwindled to 40, then to 20, then lower. We expected that people sending the videos to one another would lead to notable growth over time, but that appears not to be the case. (The app lets you email the video or post it on YouTube from the phone).

    I am working on a small update to the app, then we're going to buy some ads. I'm just curious if your app took off on its own, or if not, where you're advertising ;-)

    1. Re:Do you advertise? by Stele · · Score: 1

      We sent out press releases, and mentioned it on a few iPhone Photography blogs - that's about it.

  48. Another iPhone developer - same story - PozBook by Kamerynn · · Score: 1

    I am currently in the same situation but with different perspectives: It took me 4 months to create PozBook all by myself - no investment to lose except time, time and time (and I've never worked so hard). PozBook is one of the few useful and feature packed but beautiful and easy to use applications that could rival what we have on the desktop, and it is universal in purpose: create geographical text audio, text and picture notes, and share them with everyone. You can use it to create guides and publish them to thousands of iPhone users - and any end user can use it for beautiful note taking. Think kml or POI on the iphone, but super easy and beautiful, and with a PozBook Share community website (www.pozbook.com/share) to share your creations. It is a bit more complicated to get than a game, but with so much more value and potential. I will get back to a normal day job now that most of the development is done and will spend my nights advertising and getting the concept out. Sales have been disappointing but it has only started - I have the chance to have a promising platform for content creation and distribution to push as a product, and not a one-time game. Unfortunately good apps don't always get recognized and featured. Apple has to quickly find a way to sort out the applications better- they are at risk of alienating both users who do not find unusual and innovative applications without a long hunt and are stuck with lot of crap applications purchased, and quality developpers who cannot make a decent living making professional applications for the platform. Shameless plug : I am also looking for a developer job in Vancouver - you can contact me through the pozbook.com website.

  49. Developers don't know how to sell. by MikeFM · · Score: 1

    I think most developers suffer from a product that doesn't have a market, is poorly marketed, or is just plain poorly made.

    iFart has a market because it's cheap, universal, and doesn't require any investment of time or effort to use. Call it stupid if you like but the truth is that everyone finds a fart joke funny.

    Most programs are poorly marketed. They aren't advertised online or are advertised poorly. They aren't properly keyworded in App Store so that people can find them easily. They don't have good descriptions, artwork, etc in the App Store. Often there is no free version for people to try before they buy. And the problem for the program from the article, Dapple, is that it isn't priced correctly for the platform. After reading the article I was interested in buying the app and pulled it up. $4.99? I buy quite a few $.99 apps and a couple $1.99 or $2.99 apps but why would I spend $4.99 when so many other options are cheaper and just as good at being throw-away fun? If Dapple was $.99 I'd buy a copy today.

    In my experience most new iPhone developers that I see complain about sales are the root of their own problem. Their apps look and feel unpolished. They need to go that extra mile to make their app desirable.

    Fix these three issues and I think you can make a lot of money on iPhone apps. If at first you don't succeed then try try again.

    --
    At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
  50. Same story with Jiggle Balls by csddavies · · Score: 1

    I released Jiggle Balls on Feb 23rd. My graph looks very similar to Dapple. I've sold 422 units at 99 cents a piece. I've made $275 (enough to pay for the iPod Touch I bought). I've released 1 update and another forth-coming this week. Each update spikes the sales a little bit. I am putting out a lite version next week, so we'll see what that does. However... my expenses are low (just me and my spare time), so anything I make is profit, so I will still find time to do it just for the pleasure of it and the experience. doug funkyvisions.com

  51. Troll, mod down. by Anonymous Coward · · Score: 0

    n/t

  52. Do they teach economics to programmers? by jotaeleemeese · · Score: 1

    They should.

    Anybody selling mangoes, apples or oranges knows that if the damn things are not selling you have to cut the price.

    To be musing about this like if discovering something ultra insightful is frankly pathetic...

    --
    IANAL but write like a drunk one.
  53. Bullshit. by jotaeleemeese · · Score: 1

    In the real world you actually sit and think about how you are going to throw 35000 away...

    --
    IANAL but write like a drunk one.
  54. Six months ago that was the case. by jotaeleemeese · · Score: 1

    At least in the UK in certain accounts.

    --
    IANAL but write like a drunk one.
  55. Laissez Failed by meehawl · · Score: 1

    Free isn't the same thing as open.

    Where did I say "Open"?

    --

    Da Blog
    1. Re:Laissez Failed by 4D6963 · · Score: 1

      Excellent observation Sergeant Thicky. You didn't say "open", you just acted like "free" meant "open". Yes you did.

      --
      You just got troll'd!
  56. Thicky Thump by meehawl · · Score: 1

    You are indeed a delightfully special little character, aren't you now? I feel that aside from your bizarrely schoolyardish taunts, we may not be using concordant meanings for the words we are exchanging. If you don't know how I define "open", how can you possibly impute its projection to my unwritten intention? How do you define "open". And how do you define "free". I suggest we use the Proudhon definitions. How about you?

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    Da Blog
  57. Re:I have two apps on the iPhone store. by lamapper · · Score: 1

    ... and 99$ for applying to the app store as a developer. ...

    I always find it interesting that people will spend hundreds, even thousands for the device, but insist on the apps being no more than .99 cents, because obviously $5.00 is just too expensive. That is funny and sad. If you truly have a superior product, market and advertise it as such and you will be surprised at what you can sell it for, perhaps $9.99, lol, ($50 would be better for something truly superior) just make sure the reality lives up to the marketing hype if you want your company to have a future in the marketplace.

    In addition to them taking 30% of each sale, what a non surprise. At .99 per copy you would need to sell how many copies just to recover the $99.00 application fee,

    .99 - .29 = .70; (app store taking 30% of each sale)

    $99 / .70 = 142 copies to recover the $99 app store fee.

    I would rather go out on my own, put up a website and advertise my product for sale....

    Oh thats right, Apple will not let you do that will they. Guess that is the price you pay.

    I had a problem with paying royalties to a larger company to develop software for their platform. If you were lucky to become remotely successful, they simply come out with their own product to replace yours effectively putting you out of business. And they do NOT have to innovate, just steal your idea, admittedly changing a couple of things so that they can call it their own original work...

    The very thing that made the PC platform so successful was that it was open and anyone with a little knowledge could develop products for it. Not so with closed source or proprietary platforms. You think they would learn, but they do not, just look at all the cellular companies still locking down their proprietary hand held platforms...pathetic. Fortunately for those willing to raise their heads up and look around there are plenty of options, here is one.

    With Apple, you had no choice but to pay whatever Royalty they required in order to release a product for their platform. Of course that is after purchasing development tools from them in order to develop for their platform.

    Way back in the day with the first Apple computer I decided that I did NOT want to go down that road. Loved the computers, but would not consider developing for them. Even if you can muster the fees for the tools and the Royalties, you still have to get your product to market and that can be tough as some friends of mine found out when they created a MacIntosh Works package, back in the day...best of breed with 9 full blown modules (no limitations like you find in Microsoft Works, that require you to pay another fee to upgrade your Spreadsheet and another fee to upgrade your Wordprocessor, and another fee for PowerPoint,(granted those are all in Office today, but not back in the day) etc...; 9 full blown modules: WordProcessor, Spreadsheet, Graphics, Draw, Modem connection; Slideshow; Database; and two others that escape me at the moment. But try to get the distributor to ignore pressure from Microsoft and carry your product when over 40% of their profit is from Microsoft. Yea, good luck with that. The developers of Great Works simply did not have the cash to push it to market around the already established distribution channels who were unwilling to carry them for fear of offending the 800 lb gorilla; thus they sold out to a bigger company. Granted they sold for multi-millions, but would have made so much more if they would have been able to get their product to the market where it was very much in demand based on the buzz in all the Mac publications.

    So many companies develop something that is truly revolutionary and unique, however fail miserably in their

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  58. The New Gold Rush... by Anonymous Coward · · Score: 0

    just like in all previous gold rushes, the people making the most money are the shopkeepers...