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