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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.'"

17 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.
  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 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.

    2. 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?
    3. 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

  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.

  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.

  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 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
  7. 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?

  8. 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.

  9. 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.

  10. 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.

  11. 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.
  12. 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?