Slashdot Mirror


For Mac Developers, Armageddon Comes Tomorrow

kdawson writes "David Gewirtz's blog post over at ZDNet warns of an imminent price collapse for traditional Mac applications, starting tomorrow when the Mac App Store opens. The larger questions: what will Mac price plunges of 90%-95% mean for the PC software market? For the Mac's market share? Quoting: 'The Mac software market is about as old-school as you get. Developers have been creating, shipping, and selling products through traditional channels and at traditional price points for decades. ... Mac software has historically been priced on a parity with other desktop software. That means small products are about $20. Utilities run in the $50-60 range. Games in the $50 range. Productivity packages and creative tools in the hundreds, and specialty software — well, the sky's the limit. Tomorrow, the sky will fall. Tomorrow, the iOS developers move in and the traditional Mac developers better stick their heads between their legs and kiss those price points goodbye.'"

52 of 429 comments (clear)

  1. Apples to Oranges Plus Fear Mongering by eldavojohn · · Score: 5, Interesting
    One of the key pieces to this argument is fallacious:

    The news for the traditional developers is not good:

    • Chopper 2 — iOS price: $4.99. Mac price: $4.99.
    • Air Hockey — iOS price: $0.99. Mac price: $0.99.
    • ReMovem — iOS price: $2.99. Mac price: $2.99.
    • Compression — iOS price: $2.99. Mac price: $3.99.

    These are all games and one did have a price difference between iOS and Mac, but it was a buck.

    Compare that with Mac games listed on Amazon today. $38.99 $19.99 $27.54 $29.35 $54.99 $24.38. These are traditional PC prices.

    As of tomorrow, games priced at $20-60 will be competing against games priced at 99 cents to $4.99. The most expensive iOS games are around ten bucks. In effect, game pricing will drop by 90-95% -- on average -- overnight.

    Question: Why didn't you list out those titles that you found at $20-$55 like you did with the iPhone titles? Oh, I know, it's because they're so far from similar it would be embarrassing to reveal that the heart of your argument is on shaky ground at best.

    I don't own a Mac. I don't own an iPhone. But I've seen people play games on both. From your suggestion of Amazon's bestselling Mac game titles let's look at the top page without duplicates: The Sims 3, Bejeweled 3, World of Warcraft, Civilization V, Nancy Drew, and Spore. With the exception of Bejeweled (and the other Pop Cap titles), I think you are comparing apples to oranges when you say that World of Warcraft is now going to have to compete with Air Hockey and that Blizzard should tuck its tail between its legs and run because the $40 price point versus $1 price point means they're going to die. And in the only applicable case (Pop Cap Games), they will be the ones moving their apps to the Mac Store. So they should be afraid of themselves?

    Here's how I see it: gaming on Mac has always been sort of unsupported. It's gotten a lot better recently but not all publishers see a value to it. Now, with this Mac Store, you're going to see the same publishers sell at their price point but gaming could explode on the Mac given this opportunity to transcend iOS and target OSX as well. I don't think that the applications and games that exist in the iPhone sphere are going to do much to the revenues of desktop counterparts because they're simply beefier applications. Furthermore, if they do modify those price points to compete, I'm of the opinion that the Steam Effect will take place and instead of selling 10k copies at $20 they're going to sell 100k copies at $4. The bottom line is that this software store will do little to traditional Mac sales and instead expand the subscriptions of the mobile games a bit.

    Your friends are also going to have to figure out how the input on a mac with a single mouse is going to handle those times when they were sensing two or more touch points on the device screen. So even if you're right, Armageddon is not tomorrow.

    Apple wins. Many of their very loyal developers will lose.

    The Rapture is upon us, repent now before it is too late. Steve Jobs is a ruthless and uncaring god! Seriously man, you're blowing this up into something it's not.

    --
    My work here is dung.
    1. Re:Apples to Oranges Plus Fear Mongering by CastrTroy · · Score: 2

      At the end of the day there is still a competition. I've bought way more $5-$15 WiiShop games than I have bought $60 titles that required I buy a physical disk. You are right, it's kind of odd to compare the two, as they are about as different as different gets. However, I have quite a few games for my Wii that only cost $10 that are about 100 times better than a lot of the stuff they used to for $30 or $20 in the bargain bin at Walmart. What it really means is that developers won't be able to charge a premium for crap games as they did in the past. Sure, top rated titles will still demand a high price tag, but games that require very little development and could be done by a couple of good developers in their spare time will no longer be able to sell for $30+. Which is probably a good thing for all gamers in the end.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    2. Re:Apples to Oranges Plus Fear Mongering by MoonBuggy · · Score: 2

      You hit the nail on the head, and it's not just gaming that the article is wrong about - I've been using Macs for a good few years, and I can categorically say that the assertion that "small products are about $20. Utilities run in the $50-60 range" is bullshit.

      Looking along my dock for non-bundled applications, I see Cyberduck (FTP), Skype, Firefox, NeoOffice (Mac-native port of OpenOffice), Adobe CS4, VirtualBox, SketchUp, Aperture, Steam, and Mathematica. Anything in that list that could remotely come under the heading of "small product" or "utility" was free. The games on steam cost exactly the same on either OS, although I do have a Windows partition for those that are unsupported on OSX. The only non-gaming applications that actually cost anything are the "big ticket" items - the Adobe suite, Aperture and Mathematica - and those of us who actually need to pay for them seem to be in the minority anyway, so I don't think any of those have anything to fear from $5 apps encroaching on their market.

      This theoretical market for minor applications, sold independently for $20+, simply does not exist in my experience. Sure, there's the odd thing out there, just like there is for Windows, but as you said, if anything they'll benefit from increased exposure.

    3. Re:Apples to Oranges Plus Fear Mongering by oldspewey · · Score: 2

      If this were Microsoft, or Google, or just about any other company in the world, nobody would be making claims that $SERVICE_LAUNCH is going to change the economics of the entire software industry. It's because it's Apple, and these days people seem to work from the paradigm that Apple is the epicentre of technology - whether we're talking about devices, software, or services.

      --
      If libertarians are so opposed to effective government, why don't they all move to Somalia?
    4. Re:Apples to Oranges Plus Fear Mongering by 0racle · · Score: 3, Informative

      The Mac App store seems to have less restrictions then the iOS store as the Mac is a different platform then the iOS. The App Store is meant to be a place to easily get a hold of many Mac Apps. The Mac is a full desktop, this isn't supposed to be some nefarious scheme to change that. Demos aren't allowed, Apple recommends devs continue to use their own site to distribute them. Apps that shit all over the file system aren't allowed. It must use XCode tools and installer (WoW won't be in the store) and what not. I believe in app purchases aren't allowed (i.e. Steam is probably not allowed). It doesn't seem as if Apple is interested in making this the only place to get Mac Apps, especially with the recommendation that devs still use their own sites to distribute trials, just an easy place to get many Mac tools and apps.

      MacWorld article on the App Store

      --
      "I use a Mac because I'm just better than you are."
    5. Re:Apples to Oranges Plus Fear Mongering by jm007 · · Score: 2

      How does this guy post such a well thought out, cogent rebuttal -- with good grammar and spelling -- and done quickly enough to get first post?

      He must have an app for that.

    6. Re:Apples to Oranges Plus Fear Mongering by smash · · Score: 3, Insightful

      People buying sub $5 games on the iOS app store are NOT going to suddenly buy $5 games on the app store instead of proper computer-oriented titles at a higher price. Games/apps are cheap on the app store for 3 reasons: 1 - they're simple (and thus less complex to develop); 2 - the market is HUGE, there are over 100 million iOS devices out there; and 3 - the distribution and promotion is all handled through the app store.

      When full computer-based titles come to the app store, prices will drop due to the ease of distribution, but the complexity/development costs will not.

      You'll see a vast range of little utility apps be publicly available for cheap (probably at the expense of FREEWARE/SHAREWARE, but full price titles will not drop more than say 20%, is my bet.

      The market for full OS X software simply isn't big enough to make a killing selling full featured titles are $5 a pop.

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    7. Re:Apples to Oranges Plus Fear Mongering by oldspewey · · Score: 2

      Not sure what country GP is posting from, but many of the "third world" economies have an affluent and growing middle class, with lots of disposable income to toss at "premium" products. Apple ignores these markets at their peril. RIM was able to ride out some product misses and incomplete offerings in '09 and '10 by selling like hell in emerging markets, and ended up actually beating forecasts as a result. This gives them some breathing room while they figure out their R&D moves to compete with Apple and Android.

      --
      If libertarians are so opposed to effective government, why don't they all move to Somalia?
    8. Re:Apples to Oranges Plus Fear Mongering by s73v3r · · Score: 2

      And Reynolds Wrap isn't interested in becoming the only thing you can make tinfoil hats out of. Yet

    9. Re:Apples to Oranges Plus Fear Mongering by BasilBrush · · Score: 2

      He's a paid subscriber, so he get's to see the article 10-20 minutes before the rest of us.

    10. Re:Apples to Oranges Plus Fear Mongering by ScrewMaster · · Score: 2

      Reynolds Wrap is aluminum, not tin. Though you might not understand the difference, it's important for those 'in the know.'

      Correct. Mind-control satellite radiation passes through metallic tin almost unimpeded.

      --
      The higher the technology, the sharper that two-edged sword.
  2. Oranges and...well...Apples by elrous0 · · Score: 5, Insightful

    Comparing some $2 iPhone/iPad game and a full-blown Mac game like The Sims 3 or World or Warcraft, as if there is parity just because they're both "games," is fucking retarded. These are "apps" not "applications."

    Some young hotshit programmer designing a great little mini-game isn't going to drive down the price of Call of Duty 4, for Christ's sake.

    Some start-up's simple photo editor isn't going to drive down the price of Photoshop (anymore than GIMP or any of a hundred other free photo editors did on the PC).

    Serious development still costs money. And the more complex your application, the more you generally have to charge for it. What sells on the iPhone/iPad for a few bucks will probably sell for a few bucks on the Mac too. But no one is going to look at these little apps as replacements for more serious software (the kind that costs $20+). Apple isn't going to look at some iVideoEdit app and say "Well, we'd better lower the price of Final Cut Pro down to $5."

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:Oranges and...well...Apples by jedidiah · · Score: 2

      On the one hand, the cheap mini-apps could drive down demand for "the real thing". On the other hand, the crowd interested in the mini-apps probably would never buy "the real thing" anyways.

      Photoshop is an apt example. That bugger is expensive. Most people will never even see it unless they pirated it.

      Gaming on PCs is a little dire and it's made worse on the Mac by the fact that you can't upgrade your GPU. Mac gaming has that "platform fragmentation" that everyone likes to rag on Android for.

      A good number of Mac users are only capable of running the "cheap little games".

      --
      A Pirate and a Puritan look the same on a balance sheet.
    2. Re:Oranges and...well...Apples by Anonymous Coward · · Score: 2, Informative

      Indeed. Go look at Steam where PC games at price points between $3 and $70 happily co-exist. Even the cheapest "serious" titles are $15-$20 and I expect the same to happen here. Yes, there are small indie games sold at cheap price points and you get what you pay for.

      The only situation where I could see a case for change is with small utilities - PC/Mac utility software is usually sold at between $10-$50 with $20 being often quoted. This may erode for smaller utilities but again, I expect the price to reflect the complexity and usefulness of the software.

    3. Re:Oranges and...well...Apples by wjousts · · Score: 4, Insightful

      But wait, I can play dumb flash games over the web for free. Clearly Call Of Duty 4 should now be free too!

      The real question is how do people manage to charge $0.99 for an iPhone game when they are much closer to the free flash games available on the web or even the free games available on the iPhone.

    4. Re:Oranges and...well...Apples by robthebloke · · Score: 3, Interesting

      Photoshop is targeted quite squarely at the professional, and therefore it really isn't an 'apt' example as you say. I imagine there are many of people out there who use a pirated version at home. I also imagine adobe doesn't lose too much sleep over them. If photoshop was uncrackable, how many of those users would buy a legit license? None of them! They'd all resort to buying adobe elements, using the software bundled with their digital cameras, or resort to free alternatives such as paint.NET or gimp.

      Photoshop with it's £550 price tag is a professional product, aimed at the professional user - a user whom it's assumed will be audited at the end of the year, and therefore can't avoid paying for the product. The app-store will do nothing to change that, and certainly will not harm photoshop sales in the slightest....

    5. Re:Oranges and...well...Apples by Bert64 · · Score: 2

      The problem with photoshop is that its seen as "the thing to have", and is therefore used (usually pirated) by many people who simply have no need for its features and could do what they need with many of the alternatives, most of which are free or very cheap.

      I know someone who use photoshop for resizing and cropping pictures, yes literally just resizing pictures, nothing fancy whatsoever... He won't even consider using any of the many free programs that would do the job, and his reason was "they're not professional", so instead he uses a pirated photoshop.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    6. Re:Oranges and...well...Apples by oldspewey · · Score: 5, Insightful

      the professional user - a user whom it's assumed will be audited at the end of the year, and therefore can't avoid paying for the product

      I've known a few freelancers who didn't buy the full product for fear of an audit - they bought the full product because they didn't want to feel like a smalltime crook every time they turned on their workstation to do some design work for a client. It's a state of mind thing: if my skills and professionalism are solid enough to land me a 5-figure design gig, I'm going to do that work using professional equipment, none of which is stolen.

      --
      If libertarians are so opposed to effective government, why don't they all move to Somalia?
    7. Re:Oranges and...well...Apples by John+Betonschaar · · Score: 4, Insightful

      The real question is how do people manage to charge $0.99 for an iPhone game when they are much closer to the free flash games available on the web or even the free games available on the iPhone.

      1. Because not every iOS game is also available as a Flash game, not even remotely so
      2. Because Flash games are usually made for kb + mouse control, which you don't have on an iPhone
      3. Because the iPhone doesn't support Flash anyway
      4. Because even if the iPhone did support Flash, the gaming experience and battery life playing Flash games on it would be terrible. Android has Flash but I don't think many people use it for gaming.
      5. Because $0.99 is actually dirt cheap???

      You could say the same about buying a hotdog, a carton of milk, or going to a movie theatre. Why pay for that if you can also find someones leftovers in the trash can, you can also drink water from the tap, or you can also watch regular TV at home?

      As a spare-time iOS developer I always get a little sad reading stuff like this. We've come to the point where you can pick up nice games for the ridiculously low price of $0.99, games that took hundreds of hours of development, games that are often a lot better in every way and contain a lot more content than games you used to pay $20 or more (remember NeoGeo? $250 for a some games!) for 10 years ago, and yet, people all still complaining. Now it should all be free... People really have become cheap-ass bastards... :-S

    8. Re:Oranges and...well...Apples by Creepy · · Score: 2

      There is an enormous difference between costs of digital distribution and costs of traditional distribution. With traditional distribution, you have printing costs (e.g. manual), media costs, box art costs, print marketing, physical shipping costs, reclaims costs (damaged media), and pay a cut of profits to the developer, publisher, and point-of-sale. Worst of all is dealing with availability issues where a publisher's goal is to have zero items in a warehouse

      In the end, the publisher typically gets the lion's share of profits, but they also absorb most of those costs. Contracted to an indie developer working for a major publisher in the 1990s, I think heard in the end they took in maybe 10-15% of total profits (not sales...), and the owner of that company's self-published download only software (what was called crippleware back then - you played a 10% of the game for free and paid $15-30 to unlock the rest) made more than the commercial game they were contracted to make ever did. I haven't talked with the owner of that company in years, but they went mobile after that debacle - first to Nintendo DS games and then to iPhone games, both of which are fairly lucrative, but for different reasons (iPhone uses digital distribution and DS uses a cost recoup marketing model with overpriced software and cheaper hardware).

      With digital distribution the model is much simpler - developer and distributor (optimally directly to Steam - if a publisher is involved because of boxed games also being sold, they will likely take a large cut), and marketing (digital). There are minimal warehouse costs (data warehousing), the software is always available, no printing costs, no shipping costs, and far fewer mouths to feed. As long as there are new titles added, the bandwidth costs for distribution should never be an issue. In fact, it would not surprise me if the developer makes more money on a $5 downloadable game than they would on a $30 traditionally published game.

    9. Re:Oranges and...well...Apples by icebraining · · Score: 2

      Zynga bringing in 600mln revenue in 2010 from *Farmville*.

      But that was not accomplished by taking players from the existing AAA games, but by reaching to non-gamers, effectively expanding the games market.
      The average "social player" is a 43-year-old woman, which is a completely different person from the teenager/young-adult male that plays WoW or buys CoD4.

      The "small developers" are not eating into the established developers' market share, they're making their own market.

    10. Re:Oranges and...well...Apples by Bassman59 · · Score: 2

      the professional user - a user whom it's assumed will be audited at the end of the year, and therefore can't avoid paying for the product

      I've known a few freelancers who didn't buy the full product for fear of an audit - they bought the full product because they didn't want to feel like a smalltime crook every time they turned on their workstation to do some design work for a client. It's a state of mind thing: if my skills and professionalism are solid enough to land me a 5-figure design gig, I'm going to do that work using professional equipment, none of which is stolen.

      EXACTLY. The professional who uses Photoshop as part of his/her workflow is creating intellectual property that is ultimately no different from Photoshop itself. "well, I used a cracked version of Photoshop to create the design that I want to sell" would just make that person a hypocrite.

      Not that hypocrites don't exist -- just look at all of the record producers who on one hand complain about pirating and illegal downloads, but on the other hand they use cracked versions of DAW software and plug-ins to make the products they want to sell!

    11. Re:Oranges and...well...Apples by tnk1 · · Score: 3, Interesting

      I also think that pros know on an almost instinctual level that if they don't buy the software that they rely on, it won't be there for them in the future, at least in terms of support and critical improvements. And even if the app that I bought is bug-free and needs no training or support to operate, perhaps I want to know that they are there to add features later on, or at the very least, they will continue to target my profession with tools that make my life easier.

      I think that's a component of the feeling of "rightness" that you get when you see the box on your shelf or have the serial number for the legit copy stored away somewhere.

  3. Optional by gilesjuk · · Score: 5, Insightful

    You don't have to use the App Store to sell software.

    I don't imagine for one minute that large professional applications will ever be sold this way for the time being.

    1. Re:Optional by jo_ham · · Score: 2

      And you seem to have no idea how expensive it is to run a 24/7 (ish) distribution system and micropayment collection system.

      Developers have welcomed it as a pretty reasonable fee to eliminate the hassle of handling all that stuff themselves, leaving them free to work on what actually matters to them: the apps themselves.

  4. Awful by JBMcB · · Score: 5, Interesting

    What a terrible article. Does he interview any actual developers? Does he talk to software resellers? Does he talk to iPhone developers considering the move to the app store? Does he have any statistics at all? No, he did his research by looking at Amazon and MacConnection. He came up with a whole bunch of scary sounding analogies, though - I guess that should drive traffic to his site.

    I think that, in the short term, the App store is going to compete with the traditional shareware market, which has always been pretty active in the Macintosh community. The solution for those developers is simple: make their products available on the app store. It will probably help them in the long run.

    --
    My Other Computer Is A Data General Nova III.
  5. Photoshop Elements by tepples · · Score: 5, Insightful

    Some start-up's simple photo editor isn't going to drive down the price of Photoshop (anymore than GIMP or any of a hundred other free photo editors did on the PC).

    Without NeoPaint, Paint Shop Pro, GIMP, and other second-string image editors, Adobe likely wouldn't have made Photoshop Elements. Likewise, startups trying to compete with Final Cut Pro (to take your example) may encourage Apple to add features to iMovie.

    1. Re:Photoshop Elements by vgerclover · · Score: 2

      Without massive piracy of Adobe's extremely expensive professional software, Adobe likely wouldn't be as successful as it is. The free copies made the pool of professional users larger, making it a must have in any design shop that does pay.

    2. Re:Photoshop Elements by buzzn · · Score: 2

      Some start-up's simple photo editor isn't going to drive down the price of Photoshop (anymore than GIMP or any of a hundred other free photo editors did on the PC).

      Without NeoPaint, Paint Shop Pro, GIMP, and other second-string image editors, Adobe likely wouldn't have made Photoshop Elements. Likewise, startups trying to compete with Final Cut Pro (to take your example) may encourage Apple to add features to iMovie.

      You're speculating. Elements, and now Photoshop Express, are not designed to compete with other products, but to extend the brand to the masses. More brand awareness leads to more sales of Photoshop.

      --
      Join the window installer's union, where prosperity is a brick throw away!
  6. If it means less bloat, then YAY! by zerofoo · · Score: 4, Insightful

    I've noticed something wonderful about the whole "app" phenomenon, something I haven't seen in a decade of working in IT.

    Lightweight apps. Apps that get right to the point, and don't require lots of time to install and configure. After spending an hour installing Adobe's Master Collection and another half hour patching it, I say the desktop app revolution can't come soon enough.

    Yes, I realize that "fat apps" will not be replaced anytime soon by "thin apps", but it could force people to really decide if the fat app is worth the headache and expense.

    Finally, I understand the financial needs of developers - but the app store should allow devs to get more eyeballs on their product, and make distribution of their product easier. Sure the margins may be smaller, but the volume will probably make up for it.

    -ted

    1. Re:If it means less bloat, then YAY! by gstoddart · · Score: 2

      I've noticed something wonderful about the whole "app" phenomenon, something I haven't seen in a decade of working in IT.

      Lightweight apps.

      I couldn't agree with this more -- small, simple apps that do one thing. Do it exceedingly well, and do it quickly is a huge thing. I've got more apps installed on my iPad than I typically do on my Windows machines -- largely because they're small, and I've only been downloading the free ones so there's no real cost to test drive something to see if it might be fun/useful/cool.

      Yes, I realize that "fat apps" will not be replaced anytime soon by "thin apps", but it could force people to really decide if the fat app is worth the headache and expense.

      And, the small apps aren't really a substitute for the fat apps. For me, gaming left me behind years ago. I have neither the patience, nor the manual dexterity to operate a modern game which needs 15+ buttons and all of that. However, on my iPad,I have a fairly large amount of small, easy (and largely goofy) games that keep my attention. I play them for a little bit and put them down. I'm not investing hundreds of hours in them (OK, Pocket Frogs so far might be up into that range), I'm not doing a level grind, and if I stop playing it or give up on it -- I'm not really out anything.

      If instead of needing bleeding-edge hardware, gobs of diskspace, and way too much investment of time and money we are going to get stripped down apps, which focus on simple play/actions/whatever, and getting by with much more basic interfaces ... well, like you, I'm all for it.

      There is always going to be special purpose software, which has big requirements and you simply can't do without. However, there's definitely a parallel (or lower-end) market for these kinds of things.

      --
      Lost at C:>. Found at C.
    2. Re:If it means less bloat, then YAY! by TaoPhoenix · · Score: 4, Insightful

      Thing is, you have seen those apps - but they were called Shareware. Everyone was saying there was real trouble selling them. But now they're called Free and Premium Apps and suddenly they're hotcakes.

      I am starting to think it's the Mall sales experience of the App Stores (plural) making a difference.

      --
      My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
    3. Re:If it means less bloat, then YAY! by harl · · Score: 2

      small, simple apps that do one thing. Do it exceedingly well, and do it quickly is a huge thing.

      This is exactly what UNIX has been doing for the last 40 or so years. It's nice to see some other OS finally pick up on it.

      --
      I find being offended by me offensive.
  7. What about steam and impulse? by vlm · · Score: 3, Interesting

    The author must have worked very hard to avoid examining the history of steam and impulse on the PC, where a wide range of prices happily coexist.
    Either that or hes one of those "I've never used a PC" people.

    --
    "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    1. Re:What about steam and impulse? by SilverJets · · Score: 2

      Steam works on Mac now, with a fair number of games available. But he probably didn't think to look there when writing this crappy article.

  8. Re:Drive down the price by TaoPhoenix · · Score: 2

    Free Call of Duty 4 when you buy Angry Birds!

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
  9. Once Flash is no longer in your cache by tepples · · Score: 4, Interesting

    But wait, I can play dumb flash games over the web for free.

    Not on your MacBook on the bus/train/carpool unless you pay $60/mo for mobile broadband. Locally installed applications are more often designed to work offline. Does Adobe Flash Player even support anything like HTML5's CACHE MANIFEST?

  10. ...are non-smooth parts of the demand curve by tepples · · Score: 2

    Goddamn! Every time I hear someone utter "price point" I want to stab them in the face. Just say "price."

    The Wikipedia article about price points states that "price point" refers to the sharp change in quantity demanded at specific prices. These changes appear as "points" on the demand curve.

  11. Total FUD by X_Bones · · Score: 4, Interesting

    For decades the Mac has had a viable shareware scene where you download apps and, if desired, pay a modest fee to upgrade to a full or non-crippled version. I don't see how anyone could possibly argue that a Mac App Store will be the end of the world unless they're a clueless analyst who thinks the only programs people run on Macs are Photoshop and Office.

    1. Re:Total FUD by greed · · Score: 4, Interesting

      I could see it being the end of the world for Kagi....

      Ahhh, the numerous Kagi e-mail receipts for Mac shareware I've got archived. Dating back to System 7.5.3 on a Performa 6300CDAV. It's amazing I still use Macs after that one.

  12. In other news... by itsdapead · · Score: 3, Informative

    Apple's iWork suite (Pages, KeyNote and Numbers) is rumored to be coming out at $20 per application, c.f. the current version at $80 for the bundle. That's a significant price drop but hardly a collapse (and could be self-compensating if it leads to more sales) - and Apple are probably in a position to price that as a loss leader to promote the store.

    Something like Plants vs. Zombies (excellent casual game) is $3 on the iPhone, $7 on the iPad vs. (currently) $20 for the mac, which is a bit more of a price drop (I think the Mac version has a few extras, but there's an awful lot in the iPad version). Note that there's already a precident for charging more for iPad versions, so there's no expectation that Mac versions will match the iOS price. PvZ for Mac has already been on offer on Steam for less, at times.

    Then there's things like CoPilot and TomTom at (UK) price points like £19.99, £39.99, £59.99 for iPhone - Probably not good candidates for a Mac version, but they give the lie to the idea that everything on the iOS app store costs $0.99. (Apologies for the currency mixing - but this is Apple so $1 and £1 aren't a lot different...)

    --
    In a survey of 100 programmers, 111111 thought that duck-typing was a good idea.
  13. Re:How long will it be optional, though? by Americano · · Score: 2

    Considering Apple has explicitly stated that they have zero plans to force people to use the app store, perhaps the better question would be why you consider it even remotely likely that they will?

    You're right, Apple doesn't have a good track record of providing "open" products, but Apple also doesn't have a track record of *ratcheting down restrictions on what you can do with your device after you've purchased it.*

    Please cite examples of where Apple has "taken away" the ability to do something with a product after it was released that would lead you to conclude that this is not only possible, but likely?

  14. Re:How long will it be optional, though? by BasilBrush · · Score: 5, Insightful

    Apple doesn't have a good track record of providing open systems.

    What precisely do you mean by open systems in this context? If you mean ability to install/run any executable you want, they have a track record of more than 25 years of that on Mac systems. That's certainly a good track record.

    They don't allow it on phones because malware is a far bigger threat on phones than on PCs.

    Now think! If Apple created a version of OSX where you could no longer install software that wasn't available from the App Store, then most of their customers would not upgrade to it, because their existing off the shelf apps would no longer be installable. It'd have an adoption rate even lower than Vista. So why the fuck would Apple do it?

    Apple think things through better than you do.

  15. Re:Good! Apps from Adobe (example) are... by s4m7 · · Score: 2

    Adobe knows damn well that something like 85% of their users are pirates. But the 15% that aren't are mostly corporate users who are part of volume license agreements and therefore won't be using the app store anyway. It works out well for Adobe: amateurs pirate the software, learn to use the app well enough to produce professional work, and end up paying retail when they start making money from it. The piracy essentially locks any significant competition out of the marketplace.

    --
    This comment is fully compliant with RFC 527.
  16. Re:Price points? by BasilBrush · · Score: 4, Funny

    Price points are not the same as prices. Prices are every numerical price from 0.01c to the most expensive thing you can imagine. Price points are attractive numbers that products tend to retail at. 95c, 99c, $1.95, $1.99, $2.95, $2.99 etc.

  17. No MMORPGs in the Mac App Store by tepples · · Score: 2

    In fact I won't be surprised to see WOW and/or MS Office themselves available on the Mac App Store. Why not?

    As I understand it, Apple requires that applications in the Mac App Store MUST NOT "require license keys or implement their own copy protection" or "present a license screen at launch". Furthermore, Apple rejects applications "containing 'rental' content or services that expire after a limited time". This appears to rule out any application designed solely to connect to a proprietary network, such as a Netflix player or any MMORPG client.

    In addition, applications in the Mac App Store MUST adhere to the Macintosh Human Interface Guidelines, MUST "use system provided items, such as buttons and icons", and MUST NOT "change the native user interface elements or behaviors of Mac OS X". A lot of full-screen video games violate this on purpose; instead, they have a set of customized buttons and icons that match the game's setting and tone.

    Furthermore, applications in the Mac App Store MUST NOT use "deprecated or optionally installed technologies" such as Flash, Java, Carbon, X11, or Wine. A lot of ports of applications from other platforms use these. This means that at least the front-end (the "view" in model-view-controller or the "presentation" in three-tier) has to be written from the ground up in Cocoa. And if the back-end isn't written in Objective-C++, that involves a line-by-line rewrite by hand, introducing the complication of manually maintaining two parallel copies of the same program with the same behavior.

    Apple appears not to like common in video games, rejecting applications that contain "realistic images of people or animals being killed or maimed, shot, stabbed, tortured or injured".

    Even an FTP server or web server could be considered to "enable illegal file sharing"; I saw no provision for substantial noninfringing use along the lines of Sony v. Universal.

    1. Re:No MMORPGs in the Mac App Store by Duradin · · Score: 2

      I know. How dare they give us another optional method of getting software! It's the tyranny of choice! Down with tyrants!

  18. You are paid what you charge by SuperKendall · · Score: 3, Interesting

    The thing with both the Mac and the iPhone app store is, you are paid what you charge.

    That is to say, a lot of developers have chosen to charge very little. But some software developers built impressive applications that really were worth more, and charged for it.

    This was reflected in top GROSSING apps usually being on the expensive side.

    Also, another aspect of Mac store pricing is this - most "good" iPad apps are $10. So I'd expect serious mac apps to be at least $15-$20.

    Also the whole story is way to games focused, Games have a whole different ecosystem than just about any other kind of application.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  19. Re:Price vs volume by gstoddart · · Score: 4, Informative

    Software is simply overpriced, vendors have been getting away with charging ridiculous amounts for years because they're greedy. Software sales are 99% profit

    Horseshit. Pure horseshit.

    Having worked as a professional developer for 13 years before my current job, unless you have a stable codebase which nobody is changing, you have expenses for developers, QA, documentation and tech writers, sales, marketing ... plus you have to pay the accountants, lawyers, admin staff, IT staff, office costs, and executive bonuses.

    There is no freaking way that software sales are 99% profit -- nowhere close. Building commercial software is an expensive, and resource intensive task. Anybody saying otherwise has likely never done it.

    Just because some people can afford to/are willing to give away their labors for free (and I'm certainly a fan of free software) doesn't mean there isn't a cost associated with it. These people are either doing it because it's fun, or because they're students. In either case, they still need to pay their bills and couldn't afford to write free software if they weren't getting paid from something else (or had nothing better to do with their time).

    --
    Lost at C:>. Found at C.
  20. Re:Welcome to Capitalism by geekoid · · Score: 2

    Yes, it's just that simple~

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  21. Re:How long will it be optional, though? by John+Betonschaar · · Score: 4, Insightful

    Keep in mind that Apple is a company that dictated what programming languages developers could use to develop software for one of its platforms. Do you realize how absurd that is? Do you realize how absolutely wrong it is?

    No, in fact I don't realize that, maybe you can elaborate? How is this different from about *every freaking other* integrated consumer electronics product on the market? Can I program Java on WP7? Can I program C# on Android? Can I program Java on the Nintendo DS? Can I program Visual Basic on Blackberry?

    Here's the thing: Apple created an operating system, a buttload of frameworks, devices that run them, and a set of development tools, the latter of which you can even get for free. All of this was designed and implemented with a number of technologies in mind that fit the hardware and the platform. In terms of programming languages that's Objective-C, C, C++, Fortran. In terms of application and UI frameworks that's Cocoa, UIKit, etc. In terms of development tools (including packaging, provisioning, code signing, and submission to the application store) that's XCode. It's actually all pretty complex, and probably took a lot of time and millions of investment to get everything together. Because Apple provides both the hardware and the retail channel for applications running on the hardware, it is very important for them that applications use the features the platform offers as much as possible, because a crap user experience will hurt the perception of their own products. Which is why they spent a lot of time on the SDK and the development toolchain. Ask any iOS developer and they will tell you that they did in fact do a pretty good job.

    Now how absurd and wrong is it that they don't allow every idiot who knows some random programming language to distribute their stuff via the iOS app store? If you want to program Haskell on your iPhone, go ahead, nobody is stopping you, but don't expect Apple to put your work in the app store, just like Microsoft will not allow you to publish a GW-BASIC program on the Xbox 360, or Sony will allow you to distribute a Java application through PSN. Other companies also provide SDKs that you have to use to publish on their platforms, there's nothing absurd or wrong about that. Stop seeing a phone platform as some kind of hobbyist playground that should allow you to do everything with it you desire.

    When was the last time you complained you can't reprogram the scaler in your HDTV, or write a Java program for your car ECU?

  22. Re:Price points? by seebs · · Score: 2

    Wrong! This is a real distinction with semantic content.

    People don't experience prices linearly. They experience prices in a somewhat disjoint manner, where crossing a particular arbitrary line makes a large difference in peoples' perception of prices.

    Wikipedia on price points.

    Now, the "factual accuracy of this article is disputed". So it may be false. But even if the theory is wrong, the term "price point" is not just a synonym for "price".

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/