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Is the Apple App Store a Casino?

An anonymous reader writes "Fast Company takes a look at the Apple App Store and concludes that it's a casino where most developers are making tragic losses and a tiny few are striking it filthy rich. The article discusses a new book exposing the App Store millionaires, called 'Appillionaires,' which compares the psychological effects of a hit app on a programmer to a gambler's high. One millionaire programmer explains the intense feeling of being in the top-ten: 'The App Store had established some kind of intravenous connection to my body and was pumping me full of Apple-branded heroin.' But, the piece warns, the majority of developers fail to make any return on their app."

542 comments

  1. Welcome to real world by SharkLaser · · Score: 5, Insightful

    This is how it works. Tiny few become really rich, most barely make a living. Some better, some worse. It's not a casino, and it's not limited to app store.

    1. Re:Welcome to real world by ArrowBay · · Score: 4, Insightful

      Exactly so. If I remember my economics properly...

      • The average new small business closes shop in two years or less. Most of the rest close up within the first five years. Anything after that is likely to be a success.
      • There are thousands of new products introduced every month in stores across America. Better than 80% of them are failures. Most of the rest might achieve niche success.

      OMG! The free market is a casino!

      --
      Domains, shared and dedicated hosting, SSL certs, and more: ArrowBay.net
    2. Re:Welcome to real world by errandum · · Score: 1, Interesting

      Do not compare this to other software distributors. The 99$ tag that you HAVE to pay per year to have your app in the appstore make it extremely hard for anyone to be able to make a profit (especially when apple will take 30% of anything they sell). I won't go into the top-app lists that are most likelly rigged or anything like that, but if I make a software, host it on github and publicize it on facebook, I won't be loosing anything other than my time...

      In this case people loose actual money. And the "filthy rich" also raised the bar on what has to be done in order to sell, requiring each time bigger teams to do an acceptable game or application, while the price tag is still expected to be low.

      The whole ecosystem is flawed, and the only way to fix it would be for Apple (or any other distributor) to publicize good unknown apps. For Apple it'll be really easy, if they have to review every app, then they use every app. Having a ranking of the best apps they reviewed daily (or weekly) would give those with talent but without money a fighting chance. Steam tries to do this, but unfortunately Valve seems to be the exception and not the rule. :\

    3. Re:Welcome to real world by geekmux · · Score: 1

      This is how it works. Tiny few become really rich, most barely make a living. Some better, some worse. It's not a casino, and it's not limited to app store.

      Exactly. Equating this to a casino is rather stupid, although given the complete and utter breakdown of regulation within the financial sector, I can see why people of all ages and investment risks would consider Wall Street nothing but a huge gamble these days.

    4. Re:Welcome to real world by grub · · Score: 5, Insightful

      If you sell your app for 99 cents, you only need sell ~144 copies in the year to break even on the $99 developers' program cost.

      That's small peanuts. Even moderately cheap webhosting would cost you that much for a year.

      --
      Trolling is a art,
    5. Re:Welcome to real world by 0123456 · · Score: 1

      Do not compare this to other software distributors. The 99$ tag that you HAVE to pay per year to have your app in the appstore make it extremely hard for anyone to be able to make a profit (especially when apple will take 30% of anything they sell).

      So if you're selling your app at $0.99 you need to sell about 130 copies a year to break even on the fees. That's a little more than two per week.

      That doesn't sound too rough to me.

    6. Re:Welcome to real world by NatasRevol · · Score: 1

      I'll give you the $99 if you stop your whining. Then what will you lose?

      And you're complaining that others have done a good job on their app, so you have to do a better job on your app? Oh, the humanity!

      And why is it Apple's job to market your app? They already host it, deliver it, take care of all billing.
      It's not like there aren't app review sites all over the web already.

      --
      There are two types of people in the world: Those who crave closure
    7. Re:Welcome to real world by Anonymous Coward · · Score: 1

      You have a misunderstanding that Apple wants a lot of small time developers--they do not. They want professional looking software, not a bunch of hobbyist junk. F the little guy, basically. You know who are the only people complaining? The little guys--most iNerds don't want hobbyist looking stuff anyway.

    8. Re:Welcome to real world by rwv · · Score: 1

      But if you think of Apple as "The House" and the Apple Application Developers as "The Gamblers" the saying that "The House always wins" resonates. As opposed to Windows Application Developers who don't directly add to the bottom lines of the controllers of their Operating System vendors or Linux Application Developers who don't have typical OS vendors.

    9. Re:Welcome to real world by xaxa · · Score: 5, Insightful

      Do not compare this to other software distributors. The 99$ tag that you HAVE to pay per year to have your app in the appstore make it extremely hard for anyone to be able to make a profit

      If $99 is the difference between profit and loss, was it really worth trying to make any money anyway? That's 0.5-1-2 days work at minimum wage in most developed countries.

      Better to put your time into a free app, and feel good about it, rather than stressing about your $99.

    10. Re:Welcome to real world by PIBM · · Score: 2

      After a week you won't be selling any more copies, BTW, unless you are in the top 50. One of the game I published with some friends even got some awards, which pushed us some more people. We had both a pay for it game, and a trial with an upgrade path release. We made some money over the 99$, but then you have extra fees that are added by apple to move the money out and such, and, in the end, we only lost our time and money. It was only a 1 week project for the fun of it, but still the quality was on par with the other products, and all the feedback we got from our friends and family was overwhelming. Had we decided to pay for advertisement, I guess we would have fared better. I guess that's where the most need to be invested.

    11. Re:Welcome to real world by ThorGod · · Score: 1

      But if you think of Apple as "The House" and the Apple Application Developers as "The Gamblers" the saying that "The House always wins" resonates.

      The correct term would be "the market creator always wins", which isn't necessarily true. If no one wants the devices your app store is available on then you're definitely not winning by any measure. (I suspect the Kobo bookstore will go this route eventually, even though I love my kobo.)

      This "it's a casino!" rhetoric is entertaining, but it is only rhetoric.

      --
      PS: I don't reply to ACs.
    12. Re:Welcome to real world by 0123456 · · Score: 1

      After a week you won't be selling any more copies, BTW, unless you are in the top 50.

      Then the $99 is irrelevant.

      People start a business without a business plan and most of them don't make money. Full story at 11.

    13. Re:Welcome to real world by romanval · · Score: 1

      If your business or hobby can't shell out $99 a year... then you don't have a serious business/hobby.

      Heck, there are people that spend many thousands of dollars on things that have a very low chance of a return; such as being a successful artist/musician, sports, or auto racer.

    14. Re:Welcome to real world by VGPowerlord · · Score: 0

      If you sell your app for 99 cents, you only need sell ~144 copies in the year to break even on the $99 developers' program cost.

      If you ignore development costs, yes.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    15. Re:Welcome to real world by BasilBrush · · Score: 3, Insightful

      The 99$ tag that you HAVE to pay per year to have your app in the appstore make it extremely hard for anyone to be able to make a profit

      Good grief! The only way that charge would stop you making a profit, is if your profit was going to be less than $99 a year. Which would already be a failure, unless you're a schoolkid wanting to buy the occasional candy bar.

      It amounts to 143 apps at 99c. Per year. If you can't sell that, then you're wasting everyone's time with your shitty app.

      $99 per year isn't any barrier to anyone who is selling an app. It's only a barrier to people that want to do free apps. And of them only the subset who don't have any other financial incentive for the app.

      I make a software, host it on github and publicize it on facebook, I won't be loosing anything other than my time...

      Which apparently is worth less than $99 per annum.

      Meanwhile back in the land of reality, outside school kids bedrooms, real for profit developers consider $99+30% take to be a bargain. Anyone who's actually had any experience of the old ways: credit cards, chargebacks, hosting, programming reg-code systems, issuing reg-codes, reminding people of reg-codes. It's all a bore, and distracts from development. With the App Store, once you've sent it to Apple and got it approved, you just wait for the money to come in. And fix any bugs that come along.

      Final point: If you're taking it seriously, $99 will be far less than you pay for a designer for an icon and other app and website graphic assets.

    16. Re:Welcome to real world by SharkLaser · · Score: 1

      Which again has nothing to do with the $99. Development costs are much larger than the fee you have to pay to Apple.

    17. Re:Welcome to real world by grub · · Score: 1

      That's why I specified "developers' program cost"; it seems to be the nit the GP wanted to pick.

      --
      Trolling is a art,
    18. Re:Welcome to real world by Anonymous Coward · · Score: 0

      Aren't we forgetting something? A mac and a couple of iOS devices?

    19. Re:Welcome to real world by nine-times · · Score: 2

      That's pretty much what I was going to point out. This happens all the time: someone makes some money doing something, a mass of people get the idea that they've discovered a sure-fire way to make a fortune, lots of people try to get into the market, and in the end only a few really succeed. That's the formula for events like the tech bubble, and the housing bubble. What's funny is that the article headline says "It's More Casino Than Gold Mine". Well IIRC the gold rush was about the same deal: lots of hype, a few people got rich, and the rest broke even or lost money.

      It's possible to make a lot of money selling iPhone apps, but that doesn't mean that creating a crappy puzzle game guarantees you millions of dollars. Creating a prosperous and sustainable income requires a good idea, hard work, smart marketing, and luck. Always, not just in the App Store.

    20. Re:Welcome to real world by DaveV1.0 · · Score: 0

      So, you are saying one's time has no value, that there is not opportunity cost involved?

      --
      There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    21. Re:Welcome to real world by coinreturn · · Score: 3, Informative

      Perhaps that is true if your app is a flaming piece of shit. My apps continue to have sales after nine months despite never breaking into the top 200 in Games/Word subcategory. $99 is a pittance considering that the development software is FREE. Extra fees to move the money out? Ridiculous. I get my straight 70% auto-deposited every quarter.

    22. Re:Welcome to real world by jopsen · · Score: 1

      This is how it works. Tiny few become really rich, most barely make a living. Some better, some worse. It's not a casino, and it's not limited to app store.

      This is probably true for most software mainstream software companies... But for other industries, where sales is bounded by a finite supply, the free marked is less of a casino. So you might wonder if pay-per-download is the right licensing model (maybe there should be an upper bound on how much you can make).
      If you want a healthy app ecology you might need competing apps...

    23. Re:Welcome to real world by coinreturn · · Score: 1

      But if you think of Apple as "The House" and the Apple Application Developers as "The Gamblers" the saying that "The House always wins" resonates. As opposed to Windows Application Developers who don't directly add to the bottom lines of the controllers of their Operating System vendors or Linux Application Developers who don't have typical OS vendors.

      Wow, I didn't know that Microsoft was giving out copies of their development system, aka Microsoft Visual C++ (or whatever). The $99 includes the dev environment. The 30% more than covers what would have been distribution, hosting, billing, credit card, etc costs.

    24. Re:Welcome to real world by Space+cowboy · · Score: 1

      No. He's saying you can't read.

      If you sell your app for 99 cents, you only need sell ~144 copies in the year to break even on the $99 developers' program cost.

      emphasis mine...

      Simon.

      --
      Physicists get Hadrons!
    25. Re:Welcome to real world by Archangel+Michael · · Score: 2, Funny

      OMG OWS needs to know about this, and Occupy Apple Store.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    26. Re:Welcome to real world by Carik · · Score: 1

      Do not compare this to other software distributors. The 99$ tag that you HAVE to pay per year to have your app in the appstore make it extremely hard for anyone to be able to make a profit (especially when apple will take 30% of anything they sell).

      And if you sell through a tradition channel, how much does it cost to package and ship your product?

      And if you produce a physical product and try to sell it in stores, how much does that cost?

      Any time you produce a product and market it, you're taking the risk that you won't break even. The Apple store isn't really any different. It perhaps shows a little faster whether your product will succeed or fail, and it's perhaps a little less obvious when you start out that there's that risk, but the risk is pretty much the same. You've got to develop the product and market it. Only then will you know whether it will actually succeed.

    27. Re:Welcome to real world by 0123456 · · Score: 3, Insightful

      So, you are saying one's time has no value, that there is not opportunity cost involved?

      Sigh.

      The earlier poster was whinging about how Apple is just so horrible because they charge developers $99 a year and therefore no-one can make a profit. In response, people have been pointing out that if you can't make $99 a year to pay Apple's fees then you can't make enough to cover your development costs.

      No-one who's paying developers even $5 an hour would be worried about paying Apple $99 a year.

    28. Re:Welcome to real world by PIBM · · Score: 1

      Perhaps the fees applies when you are no residing in the USA ? Our ratings have mostly been between 4 and 5 stars with a few 3s., for both the free and paid version. I guess it also depend on how crowded is the category.

    29. Re:Welcome to real world by Marc+Madness · · Score: 1

      They already host it, deliver it, take care of all billing. It's not like there aren't app review sites all over the web already.

      Charging $99 for this service might seem less problematic if it wasn't the only channel by which you could distribute apps. Not to say that it's not a valid model, but it surprises me that hard core capitalists aren't ripping on this as a circumvention of the mechanisms that make the free market work. Having to pay the $99 dollars to distribute the app is not the problem. Being required to do so is.

    30. Re:Welcome to real world by Archangel+Michael · · Score: 3, Interesting

      In the gold rush, the merchants got rich, because they had things people actually needed and used, as opposed to some metal ore which has limited use.

      People taking Bit coins for transactions of REAL products and services are going to be the ones that end up rich That is, if bitcoins ever take off.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    31. Re:Welcome to real world by thejaq · · Score: 5, Interesting

      I hear variations on this claim quite frequently.
      Here are several links that dispute your recollection.
      http://smallbiztrends.com/2008/04/startup-failure-rates.html
      http://www.businessweek.com/smallbiz/news/coladvice/ask/sa990930.htm
      http://blog.globalbx.com/2008/10/06/small-business-statistics-and-failure-rates/
      A collection of results that span from your estimation to the inverse, http://www.moyak.com/papers/small-business-statistics.html
      There also seems to be many discussions on the myth of high failure rates. for example, http://www.bnet.com/blog/business-myths/why-the-small-business-failure-rate-is-90-percent-smoke-and-mirrors/117

      This certainly isn't rigorous, but my 3 minute Internet estimation is that you are broadly incorrect. Apparently, the notion of failure is complicated. Failures appear to be inversely proportional to seed capital. It varies substantially with race and industry. And the definition of failure may include businesses that close for reasons other than financial inviability.

    32. Re:Welcome to real world by trwww · · Score: 1

      There are vmware images of OSX in the wild and the XCode emulators are the best emulators I've ever seen. So you could pull it off... though if you're serious about it you do need a device.

      But I'm not sure who all those people that are buying iOS devices are if you don't have one already.

    33. Re:Welcome to real world by thejaq · · Score: 1

      If a tiny few become rich by luck it is like a casino. On the other hand, if the tiny few become rich by hard work, its the American Dream. A reasonable person might conclude that both hard work and luck are required, thus the app store or reality exhibit some qualities of a casino. I don't think that recognizing reality's casino-like properties is a bad thing unless you have a vested interest in deluding people into believing hard work is the exclusive path to becoming rich.

    34. Re:Welcome to real world by Jonathan · · Score: 1

      You do realize that people can find apps by searching, right? Yes, I wish there were better search tools as part of the app store, but other than popular games in the top 50, pretty much everything I purchased I discovered through searching -- I realized I wanted an app to do X, and then searched for some keywords to find it. There are plenty of very niche apps (dictionaries of ancient Greek and Latin, for example) in the app store. These may not be getting anyone rich, but I'm sure they break even and give the developers (probably hobbyists) some pocket money.

    35. Re:Welcome to real world by Anonymous Coward · · Score: 0

      I would say that at least in the Windows case, purchasing Visual Studio contributes to Microsoft's bottom line. The difference with Apple is that they are providing the distribution channel, which nicks you 30%. I'm not exactly sure how that compares to costs associated with distributing software through other means, but I don't think it would be that far off of say, pressing a disc, boxing, shrink-wrapping and giving a retailer a reasonable markup.

    36. Re:Welcome to real world by gauauu · · Score: 1

      Wow, I didn't know that Microsoft was giving out copies of their development system, aka Microsoft Visual C++ (or whatever).

      Actually they do:
      Visual C++ Express
      There are also free editions for c#, vb.net, etc.

      Discussing the price of developer tools isn't really a useful argument -- where do you stop? Do you compare prices of the computer? What about electricity and internet access? Office space? Clearly those aren't relevant.

      Although your overall point is accurate -- for commercial development, overhead of $99 + 30% is quite reasonable. Like many other posters have said, if that fee is breaking you, you have already failed.

      (That being said, as a hobbyist, it bothers me that I have to pay a yearly fee of $100 to run my hobby code on my device)

    37. Re:Welcome to real world by Shadow99_1 · · Score: 1

      $99 is 13.6 hours in the US at minimum wage and without taxes FYI.

      --
      we are all invisible unless we choose otherwise
    38. Re:Welcome to real world by 0123456 · · Score: 1

      Failures appear to be inversely proportional to seed capital.

      Business goes bust due to running out of money. Full story at 11!

    39. Re:Welcome to real world by bell.colin · · Score: 1

      Don't forget Apple's 30% cut.

    40. Re:Welcome to real world by errandum · · Score: 1

      Oh, but you miss my point entirely.

      I develop things on my spare time. I currently am working for example, on a voice dialer that will allow people to circumvent the language barrier (if you don't speak english/french/german/chinese or spanish voice dialing is really hard, especially because local names have strange pronunciations). The Android version is almost complete, and I actually program on a Mac, it'd cost me nothing to port it to iPhone (maybe a week or less in my spare time) since all the logic has been worked out. But I won't. Those 99$ are a hard nut to crack to even try it on an actual phone, so it's no deal for me. But I see people that do try and never even break even (at least it was a learning experience)

      I do think my idea has merit, and it is at least as good as the solutions currently on the market, but I'll never risk the app store.

      Yes, to a lot of people, the 99$ matter. Even google's one time fee of 25$ matters, but at least I get to try the apps on a phone without having to pay anything.

    41. Re:Welcome to real world by errandum · · Score: 2

      what % of the apps on the market do you think sells anything near that? Most don't ever come close to that and not everyone works for a company that can spend the 99$ or is even trying to make a living out of the app. I'd say the majority would be students and hobbyists spreading their work and trying not to be on a loosing side...

    42. Re:Welcome to real world by errandum · · Score: 1

      If I'm not a company and I'm someone trying to distribute something I done on my free time, the 99$, especially in these hard times, are hard to come by.

      If you want to pay me for a license I'll love you forever and promise to make good use of it! (:

    43. Re:Welcome to real world by coinreturn · · Score: 1

      I notice that the Visual C++ "free edition" is not the same as the "professional edition." Amazon lists the full version at $499. Apple makes no such distinction, the entire environment is free, except running on the device costs $99 per year. The reason I say the tool price is relevant is that all the crybabies over $99 intentionally ignore the fact that the tools come with that price. And no, don't go down the slippery slope of cost of computer, electricity, etc. I was only showing that you get something for the $99 - it's not just some ripoff fee. Apple has to develop those tools and that's how they pay for them.

    44. Re:Welcome to real world by coinreturn · · Score: 1

      Perhaps the fees are currency conversion of the like. I notice the weakness of the dollar keeps my overseas sales profits pretty low. The Games/Word Games category is huge. My apps are typically between 400th and 800th in that category and still get sales. Having a good description and good search keywords helps.

    45. Re:Welcome to real world by errandum · · Score: 1

      Because everyone is a company with 10 employees, not a student working on its free time, for example.

    46. Re:Welcome to real world by Anonymous Coward · · Score: 2, Funny

      you can take that "30% take" and shove it up your ass. there shouldn't be a walled garden to begin with and all you clowns went along and got in bed with apple anyway. way to ruin computing.

    47. Re:Welcome to real world by Ultra64 · · Score: 1

      Oh, wow. 99 whole dollars. That sure is a lot of money, you might have to work almost a whole day to make that.

    48. Re:Welcome to real world by pkinetics · · Score: 1

      The 99% want their share of the 1%...

    49. Re:Welcome to real world by errandum · · Score: 1

      it's not only the 99$ (which is hard for someone that isn't a company), it's the whole ecosystem that makes it extremely hard to release anything

    50. Re:Welcome to real world by Dog-Cow · · Score: 1

      I have 2 apps (one of which is just a better version of the other) on the app store, and I've made a profit every year since 2009 (when the first went up). Of course, this is a hobby for me, so the only cost is the $99 for the developers program. I already owned a Macbook and an iPod Touch before the first iPhoneOS SDK was released.

    51. Re:Welcome to real world by jellomizer · · Score: 1

      Becoming rich take a lot of work. You can get lucky and make a simple app that will make you millions. But for the most part you need to do all the same work that you need for any business. Make sure the users need what you are wanting to make, Make it, Make it work well, Make sure the customers can use it, Advertise to let people know it is out there. This hasn't changed in a hundred years.

      The problem is people don't realize how much work. So they work hard and they fail and say well hard work doesn't lead you anywhere. But the truth it while they worked hard they didn't work hard enough or hard enough in the right areas.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    52. Re:Welcome to real world by Bemopolis · · Score: 5, Insightful

      No, this is *actual* capitalism at work. Now, if these developers were to fail due to their greed and rank incompetence and receive an 800 billion dollar taxpayer-funded bailout...

      --
      "I guess the moral of the story is, don't paint your airship with rocket fuel." -- Addison Bain
    53. Re:Welcome to real world by Anonymous Coward · · Score: 0

      But remember that XCode is FREE. Let's see you get a commercial developer's IDE on any other platform for $99--most cost several hundred and into the thousands.

    54. Re:Welcome to real world by jellomizer · · Score: 1

      " all the feedback we got from our friends and family was overwhelming. "
      My Mom Liked it why didn't I make millions from it.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    55. Re:Welcome to real world by Dog-Cow · · Score: 2

      You don't know what a "Free Market" is. It's not about telling companies how to support their own products. Apple is not violating some mythical "Free Market Principle" by limiting installation options.

      According to you, it's a Free Market violation when a movie theater charges admission. It's the only way to get in!!!111oneoneoneeleven!

    56. Re:Welcome to real world by UnknowingFool · · Score: 2

      Of course you have a choice, you don't have to be an iOS developer; you can be an Android developer. Free market means you have choices; it does not mean you get to dictate all the circumstances of that choice. To use a car analogy, if you want a car that has traction control and all wheel drive and Toyota doesn't have one, should we force Toyota to make one? Free market says that if enough people wanted that option and Toyota refuses to comply, it's their lost sales.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    57. Re:Welcome to real world by errandum · · Score: 1

      To be honest, I'd rather have no entrance fee and pay a higher cut (that could go down if you sell a lot) than having to pay upfront for anything. those 99$ are what keeps me away from iOS right now.

    58. Re:Welcome to real world by pkinetics · · Score: 1

      and all the feedback we got from our friends and family was overwhelming

      I'm assuming your focus group extended beyond your friends and family to include independent reviewers.

      I cook in my spare time, and almost everyone always tells me how great my dishes are. And yet when I taste my dishes from a critical perspective, I can tell when it is right or wrong. I have a very limited group who will tell me the cold hard truth.

    59. Re:Welcome to real world by Dog-Cow · · Score: 1

      Then don't develop for i-Devices. It's not that hard.

      And for the record, I'm not a company, and I've published 2 apps that have brought me about a 3-fold return over the cost of 3 years in the development program. In other words, I've managed to bring significantly more than I've spent, and that's with a niche app that has had no advertising.

    60. Re:Welcome to real world by DaveV1.0 · · Score: 1

      The developers' program fee is only part of the cost of development. One only breaks even if one ignores the other costs of development, including the time spent developing the application. The margin on each app sale is split between all costs and is not solely put towards the program cost. It will take a lot longer to break even because of that.

      --
      There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    61. Re:Welcome to real world by Dog-Cow · · Score: 1

      If you are earning minimum wage, you aren't paying (Federal) taxes.

    62. Re:Welcome to real world by errandum · · Score: 1

      Do you really think every app that doesn't break the 143 sells (the majority) is a crap app? I'm just saying that every app should have a chance at the spotlight, not just the already big apps, and the review process gives them a way to do it.

      And did you read the article? The majority FAILS with the $99+30%, only a very very limited number of developers breaks even.

      I'm not saying they should do everything for free, but I'd say that the 30% cut should be enough to sustain anything. And you don't pay 99$ for the app store access, you have to pay that to even try your app in a phone. There is a lot of things that could be changed, in my opinion.

    63. Re:Welcome to real world by Eponymous+Hero · · Score: 0

      OMG! The free market is a casino!

      ... well, the stock exchange is....

      besides that, we all know life itself is one big gamble. to that effect, existence is a casino.

      --
      insensitive clod overlords obligatory xkcd car analogy russian reversals whoosh pedant fanbois ftfy in 3...2...1..PROFIT
    64. Re:Welcome to real world by Dog-Cow · · Score: 1

      If you can't sell enough to make back the $99, your app is either uninteresting or the zillionth copy of some other app.

      If you want to bypass the requirement for testing on a phone, just jailbreak and test that way.

    65. Re:Welcome to real world by UnknowingFool · · Score: 1

      I thought they changed the terms of the license. If you are distributing to your own device, you don't need the yearly fee. You just need to be a registered developer. Now if you wanted to distribute to anyone else (even free), the yearly license applies.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    66. Re:Welcome to real world by errandum · · Score: 1

      I don't. I wish I could, but without, at least, not having the feeling that i'll be sending the 99$ out the window, I'll never do it.

    67. Re:Welcome to real world by Anonymous Coward · · Score: 0

      That means that to make de cent living on your app you need to sell 18000 copies a year. That's a whole different matter.

      (I just counted a "decent living" as 1500 USD a year, which is not very much IMHO. anyway it would take 12000 copies a year for just something below 1000 USD a uear, which makes for a very poor salary)

    68. Re:Welcome to real world by errandum · · Score: 1

      it's 1/4 of the minimum wage (that's a week's work) in my country.

    69. Re:Welcome to real world by Dog-Cow · · Score: 1

      No, it's called reality. Reaganomics is the idea that the rich will allow more wealth than absolutely necessary to trickle down to the non-rich. This is, of course, totally absurd to any rational individual.

    70. Re:Welcome to real world by Anonymous Coward · · Score: 0

      I've had a couple of apps in the app store for about 18 months now. If I'm honest with myself, they're unremarkable but at least they're not spam apps or sound boards. They do what they're designed to do but there are others that are flashier, have more features, or just simply do it better. Still, I have absolutely no trouble whatsoever making back my $99 developer fee. My profits don't equate to a full time job, or likely even a single pay check this year, but they don't make the $99 price of entry look particularly burdensome. Bash Apple on lack of openness, etc. but if you can't sell an app at a greater profit than $99 per year, you shouldn't have entered the market in the first place.

    71. Re:Welcome to real world by FaxeTheCat · · Score: 1

      >Visual C++ Express [microsoft.com]
      >There are also free editions for c#, vb.et, etc

      You are not permitted to use those editions to create commercial applications. They are for personal use/education only. It is in the license agreements.

    72. Re:Welcome to real world by Relayman · · Score: 2

      I don't have time to check your links, but I want to add that many businesses labeled "failures" were actually bought by other companies. Some naive researchers assumed that every startup no longer in business was a failure. They didn't even look for businesses that moved to another state. '

      --
      If I used a sig over again, would anyone notice?
    73. Re:Welcome to real world by Anonymous Coward · · Score: 1

      If you sell your app for 99 cents on the android market you only need 26 sales to recoup the $25 one-time paid-app developer fee.

    74. Re:Welcome to real world by John_Booty · · Score: 1

      If you ignore development costs, yes.

      And if you don't ignore development costs, that $99 becomes trivial; less than a rounding error. It's less than the cost of a padded office chair from Staples that your developer is probably sitting on... or the sneakers she's wearing, if it's a standing desk.

      --

      OtakuBooty.com: Smart, funny, sexy nerds.
    75. Re:Welcome to real world by Anonymous Coward · · Score: 0

      Are you the goatse guy 'cause you're sure pulling a lot of things out of your ass. If you don't plan to recoup your $99 with the revenue from the app then don't do it, but don't act like it's some universal insurmountable barrier.

    76. Re:Welcome to real world by Anonymous Coward · · Score: 0

      Where are you getting YOUR hosting? I pay 4 bucks a year. And that's for 10 times that data and 100 times the space I could possibly ever use.

      And I don't have a tiny site... I have a webcomic of moderate (a small moderate, but still a few thousand hits a day) popularity that's been running almost 10 years now.

      And no ads, because I hate ads. I hate seeing them, so I don't subject others to them.

    77. Re:Welcome to real world by Relayman · · Score: 1

      You're thinking federal income tax. There's also state income tax, city income tax, school district income tax, Social Security tax and Medicare tax. Other than state income tax, these taxes start with the very first dollar of wages. Then the employer has to match Social Security and Medicare and also pay federal and state unemployment tax plus workers' compensation insurance, again, starting with the first dollar of wages. That's why poor people pay more as a percentage than rich people do.

      I am part of the 99%; how about you?

      --
      If I used a sig over again, would anyone notice?
    78. Re:Welcome to real world by gstrickler · · Score: 1

      Already accounted for. $0.99 * 144 = $142.56 * .7 (100%-30%) = $99.79.

      The point is that the whole premise of "it's a casino" or that the developers program cost "make it extremely hard for anyone to be able to make a profit" is complete BS. If your $0.99 app sells 12 copies a month, you cover the developer program fee. If your app doesn't sell 144 copies in a year, maybe you should rethink being a developer.

      That's not to say that a developers time isn't worth money, but that's a risk you take when developing a new product/business. If you don't develop a product/service people want/need at a price they're able/willing to pay, or can't sell enough volume to cover your development, marketing, production, and distribution costs, you shouldn't be in that business. Intro to capitalism 101.

      --
      make imaginary.friends COUNT=100 VISIBLE=false
    79. Re:Welcome to real world by John_Booty · · Score: 1

      Discussing the price of developer tools isn't really a useful argument -- where do you stop? Do you compare prices of the computer? What about electricity and internet access? Office space? Clearly those aren't relevant.

      I don't understand why those things wouldn't be useful and relevant if our goal is to discuss the costs of development, and not to just cherrypick numbers here and there.

      --

      OtakuBooty.com: Smart, funny, sexy nerds.
    80. Re:Welcome to real world by Tharsman · · Score: 0

      There are thousands of new products introduced every month in stores across America. Better than 80% of them are failures. Most of the rest might achieve niche success.

      OMG! The free market is a casino!

      That explains why Walmart seems to be most often visit by the same type of people that spend their vacations in the 5c slot machines!

    81. Re:Welcome to real world by Abrisene · · Score: 3

      And being acquired by another business is a legitimate exit. You'd be hard pressed to find any entrepreneur that wouldn't consider an acquisition at least a moderate success.

    82. Re:Welcome to real world by CapuchinSeven · · Score: 1

      The whole ecosystem is flawed

      ffs Slashdot is becoming intolerable lately.

    83. Re:Welcome to real world by heehoss · · Score: 1

      Amen!

    84. Re:Welcome to real world by Space+cowboy · · Score: 1

      Which is totally valid, and totally irrelevant. The OP wasn't claiming anything other than that the sales needed to recuperate the developer-tools cost was small. It is. Sure, there are other costs, but nothing was said about those.

      Simon

      --
      Physicists get Hadrons!
    85. Re:Welcome to real world by TheCouchPotatoFamine · · Score: 1

      ...and the 4$ a year hosting site with no ads is? (want!)

      --
      CS majors know the time/space tradeoff, but they never get taught the 3rd, crucial, tradeoff of the set: comprehension!
    86. Re:Welcome to real world by Latinhypercube · · Score: 0

      HOWEVER, it also happens at ANOTHER APPLE OWNED franchise, iTUNES !!!!!!!!!!!!!!
      How much did Apple and Steve Jobs make off ripped off mp3's ??? TOO MUCH !!!!
      Corporate whores.Complaining about Napster, but making billions of their itunes only rip off machines.
      All the time treating artists like shit.

    87. Re:Welcome to real world by Anonymous Coward · · Score: 0

      What's the opportunity cost of the developer's time in developing and supporting the app? I think your simplistic $99 + 30% calculation for ROI break-even point is childishly simplistic...

    88. Re:Welcome to real world by guruevi · · Score: 1

      You don't have to pay the $99 to develop an app for your own phone. You see, there is this thing in the developer tools that tells you all this, it's called DOCUMENTATION. Read it for a change.

      1) You don't have to have a phone, there's a perfectly good simulator in the development tools
      2) You don't have to pay the $99 unless you want to publish it to the world, there is a thing in the development tools to set your phone in developer mode and you can then add your own compiled apps and keep them there up to a year.
      3) If you don't want to buy a phone with a plan, buy an iPad or iPod Touch and they work all the same as the phone except for the dialing of course.

      The above also works if you just want to open source your application. Everyone can get the development tools and set their phone in dev mode for your application, compile and upload it. Depending on your licensing of choice, you can both sell the app and give the source code away for free.

      Off course, selling anything (making a business) is going to involve some risk. There is no doubt that anything you do you'll have to invest in. If you want to start a real-world business, you need to rent space, ads etc. Online you can do all of that (rent space, ads) on your own but you'll still have to set up a website ($299/month for hosting), ads (1-25 cents per click through + 10% of sales made through the ad). I don't know any space online that lets you host a commercial website with the capacity to take on hundreds of visitors per day and also handles your advertisments in a public space etc. for $99/year.

      --
      Custom electronics and digital signage for your business: www.evcircuits.com
    89. Re:Welcome to real world by Abrisene · · Score: 1

      It's actually not as much of a gamble as the article makes it out to be. I couldn't say how it is outside of the games space, but if you have connections to the right distributors, and a reasonably decent business model, you can be relatively confident that you're going to make a profit.
      The problem really comes with developers that don't consider things like monetization or marketing. If your entire product strategy consists of Programming, Motherfucker, then it's likely that you won't succeed because apps don't usually market themselves, and if you want to have a successful app, you need people who are focused on making money and user acquisition.

    90. Re:Welcome to real world by cayenne8 · · Score: 1

      I have 2 apps (one of which is just a better version of the other) on the app store, and I've made a profit every year since 2009 (when the first went up). Of course, this is a hobby for me, so the only cost is the $99 for the developers program.

      Can you give a ballpark figure on how much income your app brings in annually? I'm very interested to know what a person could make with an app that sold decently on iTunes. Is it for iPhone, iPad or all things Apple?

      --
      Light travels faster than sound. This is why some people appear bright until you hear them speak.........
    91. Re:Welcome to real world by Anonymous Coward · · Score: 0

      Sorry, I'm calling BS on you. $99 is a hard nut to crack to try it on an actual phone? Dude, if you have an actual phone to try it on, you either paid something like $600 for an unlocked iPhone, or you signed up for a 2-year contract which has you paying $70+ per month to a cellular service provider. I simply don't believe people who claim they can't afford $99 to test on a real HW device when it's a tiny sum next to the total cost of owning a cellphone and a computer to do the development on.

      Furthermore, for most apps, the iOS simulator included with the development tools lets you do a ton of testing. Last time I checked you could download the complete toolchain & SDK & simulator package with just the free Apple developer account. I don't know whether the simulator is useful for your app (dunno if it supports sound input), but for probably 95% of the apps out there, there's no need to pony up $99 until you think you have a solid app and it's time to start testing it for real.

      To me, everyone who makes this argument is really saying they have no confidence in the merit of their work. And I have two things to say to that: one, straighten up your spine and stop slouching, and two, $99 ain't a hell of a lot to pay even for a quasi-hobby activity, so stop using that as an excuse.

    92. Re:Welcome to real world by bjourne · · Score: 1

      Heh, and here you could have put a link to your app and gotten some free publicity while at the same time giving readers a chance to verify that the quality of your game is as good as you're saying. Since you didn't, I guess poor marketing was just as much to blame for your lack of success as Apples fees. :)

    93. Re:Welcome to real world by Ares · · Score: 1

      A year and a half here and I'm in the same boat. Yes, a year ago I was selling a lot more of one of my apps. $60-70 a week or so. These days i averages 2 copies a day and its bringing me about 10 bucks a week. Not a lot, no, but it definitely pays for the data plan AT&T makes me have to go along with my iPhone. I haven't spent a dime on advertising and marketing, relying solely on search results for sales. If I ever have a need to update it, then perhaps I'll shell out for some targeted ads, but for now, its paying its own bills, so to speak, and I'm perfectly OK with that because this particular app was more of a teaching exercise for myself than anything. Now, I've got other apps that are much better sellers because they have a larger audience than a calculator for quilters but hey every $0.70 commission I pick up from it still makes me smile.

    94. Re:Welcome to real world by toriver · · Score: 1

      ... and the replied-to post talking about the $99 fee did ignore just that.

      Anyway, selling on the the Android Market ditches those $99, but throws in a 90% piracy rate among the user base instead.

    95. Re:Welcome to real world by toriver · · Score: 1

      Which is the same cut Google takes in the Android Marketplace. But that is often forgotten...

    96. Re:Welcome to real world by toriver · · Score: 1

      Do you also tell Google that when THEY take their 30% on the Marketplace? If you do not like Apple's terms, develop for another platform. Noone is forcing anyone to develop iOS apps. There is plenty of choice out there. You start to sound like some entitlement whore who wants companies to give you services for free while letting you dictate the terms.

    97. Re:Welcome to real world by toriver · · Score: 1

      In fact, the WP7 SDK extension will not even install in Visual Studio Express. You need one of the paid versions.

    98. Re:Welcome to real world by toriver · · Score: 1

      Yup, it forms part of the calculations for "is my business model sound?" just as in any trade you want to go into. But there are very few trades where the expenses are so low that a yearly $99 expense is going to be significant.

    99. Re:Welcome to real world by joggle · · Score: 1

      Even a student's time is worth something. Nobody can write a program for truly 'free'. There is always an opportunity cost.

    100. Re:Welcome to real world by toriver · · Score: 1

      Not to mention that Google and Microsoft copied that 30% "fee" for their respective app stores. Amazon lets you off with 10% but then they get the privilege of setting the price as they see fit.

      Note that Apple get $0 if you have a free app, unless that app uses iAds.

    101. Re:Welcome to real world by toriver · · Score: 1

      Yes: The rich are rich because the DON'T spend their money. This is why you give payouts and tax reductions to the poor, since they are more likely to spend and thus bring money into the economy instead of harding it.

    102. Re:Welcome to real world by lgw · · Score: 1

      Could be worse - I bought the NextStep dev kit, and that was way more than $99.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    103. Re:Welcome to real world by lgw · · Score: 1

      Nah, people with high income definitely pay a higher percentage of taxes. It's only really long-term capital gains that you'll pay less taxes on. And the social benefit of encouraging long-term investing (e.g., job creation) exceeds the social benefit of allowing a bunch of brats with an over-exaggerated sense of entitlement to soak the rich.

      I'm not part of the 1%, but I will be. That's what America is all about.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    104. Re:Welcome to real world by Anonymous Coward · · Score: 0

      > You are not permitted to use those editions to create commercial applications

      Complete and total lie, you fud-spewing greasy slashtard.

      Admittedly, Visual C++ Express is so limited nobody would use it for a commercial Win32 application. But the other Express editions are pretty well-suited for general purpose development.

    105. Re:Welcome to real world by BasilBrush · · Score: 0

      Do you really think every app that doesn't break the 143 sells... is a crap app?

      Yes.

      (the majority)

      You seem to be adding two and two and getting 22. As I pointed out elsewhere $99+30% is only the tip of the ice-berg of investment in apps. Even the lone developer with design skills is investing a lot of his time. But those who are seriously trying for mass market games for example are investing a lot of money on design assets. Then there's advertising...

      Anyone who'd making "a tragic loss" is not talking about $99 dev prog membership.

    106. Re:Welcome to real world by lgw · · Score: 1

      It used to be the case that that restriction applied only to the IDE - maybe that's still true? You could get a free SDK (and/or DDK) with the compiler and system libraries (with no editor) with no such restritions. And I think you can get the editor for free (with no compiler) with no such restrictions. Some assembly required.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    107. Re:Welcome to real world by Solandri · · Score: 1

      I'd argue the App Store is worse than Wall Street. The finance industry accounts for 21% of GDP, only a small fraction of which is excess profit siphoned off by greedy WS executives to line their pockets. With the App Store, 30% of all transactions are siphoned off by Apple to line their pockets.

      Whatever it is, it's not capitalism.

    108. Re:Welcome to real world by Penguinisto · · Score: 1

      Agreed...

      I've blown nearly $1000 this year on CG hobbyist software and low-end tools, and just over $1000 on a new laptop to play with it all on.

      I don't expect to become the next Pixar or Dreamworks anytime soon, as I just have fun with it.

      I figure the same would apply to writing code (which is occasionally fun to do, especially if it fills a need that I would stumble across in my own little hobby). $99 is a pittance compared to what most folks spend for things they find to be fun.

      Don't believe me? Ask a hunter how much his firearms, tags/licenses, RV, quad-runner, etc cost him. Ask some soccer mom who is into scrapbooking(!?) how much dosh she can throw out on her little hobby. Hell, I watched friends toss obscene amounts of money into all the 'ghost hunting' BS (night vision video cameras, "EMF" detectors, and the like), then go traipse around cemeteries and old houses at night - yet I don't see any of them going on the SyFy or Travel channels anytime soon.*

      * me, I just walk around with 'em and have fun debunking all the little bumps in the night. The funniest one was the EMF meters going nuts near a wall on an upper floor of an old Mason Lodge; a quick peek out the window revealed 4.8kV neighborhood feeder lines on poles, running along that side of the building. I almost didn't have the heart to show 'em that... :)

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    109. Re:Welcome to real world by sjames · · Score: 1

      Exactly. Equating this to a casino is rather stupid,

      Other than "we'd sure like to think it's something other than luck", in what way is it not casino like?

      It's not slot machine like because it does appear that skill and style of play can have some effect, but that ;eaves a lot of casino games.

    110. Re:Welcome to real world by UnknowingFool · · Score: 1

      The problem you are complaining about isn't that it's hard. The problem I see is that it seems you expected everything to be easy including success. The real world does not work that way.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    111. Re:Welcome to real world by Relayman · · Score: 1

      sarcasm I sell my app for free and I sold way more than 143 copies but I'm not even making enough to cover the $99. /sarcasm

      --
      If I used a sig over again, would anyone notice?
    112. Re:Welcome to real world by betterunixthanunix · · Score: 1

      The point was about the psychological effect of the app store. Do people see the success of Walmart and think that they will be equally successful by opening a supermarket? I know someone who literally threw his life away because he wanted to make millions writing iPhone apps; he did not take a close look at the risks, and his apps didn't even sell enough enough copies to cover the $99/year charge. The mentality surrounding the App store is very similar to a casino: people see a big jackpot and think that they are going to be the ones who win it.

      --
      Palm trees and 8
    113. Re:Welcome to real world by Penguinisto · · Score: 1

      Doing that would crowd the store with a metric ton of garbage apps.

      In the 3D/CG hobbyist realm, I see it all the time. Let me explain...
      --
      There are 'stores' where the site takes 50% (yes, you read that right) of a given CG product's sales. "Exclusive" (that is, sold at that site only) may get you the "merchant" 60% of the take. Most sites have at least a rudimentary form of product testing.

      The problem? You have to wade through a whole lot of sheer garbage items, useless items, items with obvious defects (where the testing is either nonexistent or done by volunteers), and 50 bajillion varieties (of varying quality) of whatever the latest, hottest-selling item happens to be that week.
      --

      I consider Apple's $99 fee to be at least one way of keeping the worst of the absolute crap out of the App Store. I wish the CG hobbyist realm would do that - it would force folks to really stop and think before they upload, at the very least.

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    114. Re:Welcome to real world by UnknowingFool · · Score: 1

      You can use VSE for commercial development however I understand the it lacks many features that would make it harder to use as a commercial platform. I also understand certain SDKs from MS require paid versions. But the terms of VSE doesn't forbid commercial development.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    115. Re:Welcome to real world by jo_ham · · Score: 1

      Yes, because running servers, bandwidth and processing small transactions on credit cards are all free, right?

      That 30% is just "siphoned off to line pockets". Mmmmm.

      The App Store barely makes a blip on the "profit" line of Apple's sheets compared the vast, vast torrent from their hardware sales. They're almost the reverse model to the razor blade model (give the handle away free, charge for blades). In their case the profit comes from selling the handle. The blades are just to entice you to do so.

      That's not to say it can't be profitable for the third party devs though.

    116. Re:Welcome to real world by Relayman · · Score: 1

      At first I though you were saying it's a long time at minimum wage in your country but then I did the math. If I understand you correctly, $10 per hour minimum wage * 40 hours/week * 1/4 = $100. A bit higher than the minimum wage ($7.25 per hour but may be higher in some states) in the U.S. which would require about 1/3 of the minimum wage (with a week's work).

      --
      If I used a sig over again, would anyone notice?
    117. Re:Welcome to real world by jo_ham · · Score: 1

      Which is already included in the maths.

      It's also not a bad cut for handling all of the updates, hosting, payment processing (the real reason it's worth the cut on its own really) and so on.

      It's a pretty sweet deal for what you get as a developer.

    118. Re:Welcome to real world by jo_ham · · Score: 1

      That also supposes that you make a single $0.99 app per year.

      If you make two apps (assuming you're doing it full time) then it starts to look a little better. (Not counting income taxes or anything).

      Ideally if you're depending on the App Store solely for your income then you need to make more than 2 or 3 apps per year, or charge more than $0.99 per app (assuming a higher price won't affect volume of sales too much).

    119. Re:Welcome to real world by Chuckstar · · Score: 1

      Depends on the acquisition price.

    120. Re:Welcome to real world by ArsonSmith · · Score: 1
      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    121. Re:Welcome to real world by epine · · Score: 1

      The Firefox makelink plugin is great for pasting links with actual link text. It will use the page title by default, or a text selection as the link text if you make one. You can customize it for any forum or BB syntax in under 60 seconds.

      At a casino, no one considers a call of the big pot to be a failure if got your chips in with 70% odds and then got burned on the river. Likewise, if it costs you $100 to participate in a $1000 pot and you got in at well better than 10% odds, how does that count as a failure? Real failures are small companies that burn through a ton on money on an idea that never could have worked. True failure is when people foolishly misallocate capital on blind hope or to bilk the investment base. Far from failure is when you come out on the wrong side of a well-judged risk.

      At the same time, it's becoming a very common business model to create a forum for ambitious aspirants and profit from the vast majority who go away empty handed.

      We're making data science a sport

      So they admit it.

      The 100 Greatest Hockey Arguments by Bob McCown and David Naylor

      Repeating their own excerpt:

      Of those 30,000 [Ontario players], just 232 were eventually drafted by an OHL team in their mid-teens, the first major cutoff for players hoping to stream towards the NHL. Less than half of those players, 105, actually played in an OHL game. Another 42 played in the top tier of U.S. college, which is another viable route to the NHL.

      Overall, just 47 wound up with NHL contracts after being drafted in 1993 or 1994, or signing later as a free agent.

      They then continue to summarize in their own words:

      Ultimately, the sum total of players with more than one NHL season ends up being just 15, and only six had played 400 NHL games nine years later. Jason Allison and Todd Bertuzzi were the only names of note among the 30,000.

      And this was considered to be a particularly strong crop.

    122. Re:Welcome to real world by jo_ham · · Score: 1

      "In the event of a gold rush, open a shovel store"

    123. Re:Welcome to real world by ArsonSmith · · Score: 1
      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    124. Re:Welcome to real world by errandum · · Score: 1

      Ok, this is my last reply to you.

      If you don't pay 99$ or jailbreak your phone you WON'T be able to send anything to the iPhone (unless it changed in iOS 5). If you never tried it before (I did), please say nothing. You can get your phone into that mode if, and only if you have a developer account. Full stop.

      I have access to an iPhone and an iPad. I want you to try and test any application in a simulator. No matter how good it is (and I admit, it's stupidly better than the android counterpart), you can never get a feel for your app without trying it on the device. But that's just me, I'm sure you can, same way you can send apps to the phone without paying the 99$.

    125. Re:Welcome to real world by Miseph · · Score: 1

      The post you started bitching about was in response to somebody claiming that the $99 developer fee *SPECIFICALLY* made it nearly impossible to turn a profit, and pointed out that an app need only sell ~144 copies to recoup that fee *SPECIFICALLY* in order to cast doubt on the original claim.

      Your insistence that development costs are in any way relevant to the specific argument made is largely inane.

      On a semi-related note, if this exchange is typical of your posts, I suspect that your "mod-stalker" is, in fact, a delusion you indulge in to conceal the terrifying notion that you're just being modded down on your own (de)merits.

      --
      Try not to take me more seriously than I take myself.
    126. Re:Welcome to real world by Miseph · · Score: 1

      Because everyone is a company with 10 employees, not a student working on its free time, for example.

      If such an individual retained 100% of their gross sales on 144 pieces of $.99 software, they likely would have made more money working part time at a fast food restaurant.

      If such an individual retained 70% less $99 of their gross sales on 1404 pieces of $.99 software, the $99 is a good chunk of the money, but likely a worthwhile investment.

      If such an individual retained 70% less $99 of their gross sales on 14004 pieces of $.99 software, the $99 was clearly a good idea to spend.

      If such an individual retained 70% less $99 of their gross sales on 140004 pieces of $.99 software, the $99 was barely worth taking as a tax writeoff.

      If such an individual retained 70% less $99 of their gross sales on 1400004 pieces of $.99 software, the $99 might as well be monopoly money.

      You see where this is headed?

      --
      Try not to take me more seriously than I take myself.
    127. Re:Welcome to real world by errandum · · Score: 1

      The problem I'm complaining about is that quality isn't rewarded when it should, and they already have the means to do it (the approval process). Having an app that deserves recognition is not easy, but I do believe extraordinary developers should not have to suffer because they don't have hundreds of dollars to invest in marketing and whatnot...

    128. Re:Welcome to real world by errandum · · Score: 1

      Ok, I see your point, but it'd still work if it was a one time fee and not a recurring yearly one...

    129. Re:Welcome to real world by errandum · · Score: 1

      no... you said "you might have to work almost a whole day to make that".

      I said, no, you have a work an entire week in a full time job to make that

    130. Re:Welcome to real world by Anonymous Coward · · Score: 0

      I'm not part of the 1%, but I will be. That's what America is all about.

      LOL!

      Sure you will, sport.

      Send me a note to my gmail account (elephantium) when you make it, and I'll buy you a beer to celebrate.

      Captcha: absurd

    131. Re:Welcome to real world by Miseph · · Score: 1

      I think you're missing some orders of magnitude... 18000 copies of a $1 piece of software (rounding up for easier math), after the 30% cut and $99 license, brings home $12501. Way more than $1500, though I would agree it is not such a great living unto itself.

      How many $1 apps do you think a person could write in a given year, though? Unless I am mistaken, it's still just the one $99 dev kit, and selling 50000 combined copies of a dozen small apps (one per month) seems entirely doable for a halfway competent programmer doing nothing else. That's still not huge money ($34901), but easily enough to modestly live on.

      --
      Try not to take me more seriously than I take myself.
    132. Re:Welcome to real world by muon-catalyzed · · Score: 1

      Interesting, we made money in the top 100, once the app dropped out of the top 100 it virtually stopped selling. You must be doing some web advertising or something that brings people in.

    133. Re:Welcome to real world by errandum · · Score: 1

      I want you to tell me the number of developers that sell more that 144 pieces (if you read the article - not many);

      I want you to tell me why shouldn't I be able to offer my app for free in my own website (that's already payed for).

      I want you to tell me why do the result of my hobby needs to be sold and tied to a profit margin and even compared to working at a fast food restaurant. And I don't completely disagree with the 30%, but I do hate with a passion the 99$ fee and the 30% in the in-app purchases.

    134. Re:Welcome to real world by Miseph · · Score: 1

      I don't think using movie theaters as your basis for a Free Market is exactly the best idea...

      --
      Try not to take me more seriously than I take myself.
    135. Re:Welcome to real world by Miseph · · Score: 1

      So because of your angst and lack of confidence, Apple is mean because they charge $99 to have apps in their market?

      --
      Try not to take me more seriously than I take myself.
    136. Re:Welcome to real world by errandum · · Score: 1

      More lack of money than confidence, believe me :)

    137. Re:Welcome to real world by Miseph · · Score: 1

      Honestly? Yes. Most apps are a steaming pile of crap. If they can't sell more than 143 copies, then they are also an unsuccessful pile of steaming crap. I suppose that it is possible a really great app just won't sell, but I have trouble believing that is some sort of epidemic... if anything the epidemic is the number of really crappy apps that sell just fine and have inexplicably high ratings due to users being twats.

      --
      Try not to take me more seriously than I take myself.
    138. Re:Welcome to real world by Telvin_3d · · Score: 1

      It would cost a student working on their free time more than $99 to replicate the hosting and distribution that comes along with the developer license.

    139. Re:Welcome to real world by Kjella · · Score: 1

      That someone is willing to give a little for the burned out husk of a company may be little comfort when you've worked years tor low or no pay to make it work. Your business is failing but right now someone is willing to pay a little to take over your customers, soon it's worth nothing. That kind of fire sale happens, I don't think any consider it a success.

      --
      Live today, because you never know what tomorrow brings
    140. Re:Welcome to real world by iamhassi · · Score: 1

      The 99$ tag that you HAVE to pay per year to have your app in the appstore make it extremely hard for anyone to be able to make a profit (especially when apple will take 30% of anything they sell). I won't go into the top-app lists that are most likelly rigged or anything like that, but if I make a software, host it on github and publicize it on facebook, I won't be loosing anything other than my time...

      $99... a YEAR?? That's your complaint? That's $8.25 a month, about the price of ONE Starbucks venti coffee. You're putting your app in front of millions of paying customers for the price of ONE cup of coffee a month, and you're complaining? I pay more for HOSTING that I hardly use!

      Top-app lists rigged? What else is new? It's the internet, nearly everything is rigged. These jerks charge over $4,000 so you can give your app away for free and very few developers recoup their losses

      --
      my karma will be here long after I'm gone
    141. Re:Welcome to real world by Archangel+Michael · · Score: 1

      Wooosh

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    142. Re:Welcome to real world by errandum · · Score: 0

      No, it wouldn't. No one simply hosting something would pay 100$ per year, but

      I get hosting for free, and so does almost everyone in CS. It might not be enough, but more than enough to distribute an application.

      My ISP gives me free hosting.

      Github? Sourceforge?

      And most of all, I've been part of an online store (we sold via bank transfer within our country) and the site operating costs were around 30$ per year.

      Saying 99$ is good is completely ridiculous.

    143. Re:Welcome to real world by errandum · · Score: 1

      I was under the impression that a venti was under 3$, you're getting ripped off.

      Anyways, a 99$ price tag is enough to keep some developers (me) away. And you're not putting your app in front of everyone - you're jumping to the bottom of the pile hoping for the best. And that's the problem. You have better chances of recouping your money in a lottery.

      And the biggest problem, in my opinion, is not that you have to pay, is that paying only gives you access for a year - and you can't even test your app in a phone without doing it.

      Apple could put a stop to the rigging, just by removing the top app list and / or featuring the new and cool stuff instead of the same old crap over and over again.

    144. Re:Welcome to real world by Kalriath · · Score: 1

      They charge a fairly hefty amount for wire transfer outside the US. This isn't unusual though, Google and Microsoft also do this. It's usually about $15 USD per transfer, which is (I'm told) about the cost of the transfer for them.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    145. Re:Welcome to real world by Kalriath · · Score: 1

      Bullshit. WP7 SDK actually includes Visual Studio Express (unless you have Visual Studio Professional or higher). Where do you people get these things?

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    146. Re:Welcome to real world by recharged95 · · Score: 1

      But Apple makes $99-$299 per developer, per year.

      So, it's not a casino business, but the law business.

      Cause in the end, both sides can easily lose, but just like lawyers, Apple always wins.

    147. Re:Welcome to real world by Anonymous Coward · · Score: 0

      FYI, LIRC, Apple only pays out when you've made >$150. So break even is not really, break even.

    148. Re:Welcome to real world by Anonymous Coward · · Score: 0

      I lease two dedicated machines, not VPS/VMs. 2 TB space and 6 TB month of traffic allowance between them.

    149. Re:Welcome to real world by mgblst · · Score: 1

      Your a fool. Before the 30% apple world, there was the 80% publishing world, and that was a much worse walled garden than Apple. They only released 100s of apps a year, not millions.

    150. Re:Welcome to real world by sincewhen · · Score: 1

      Final point: If you're taking it seriously, $99 will be far less than you pay for a designer for an icon and other app and website graphic assets.

      That's what I was going to say. If $99 is a major portion of your development budget, your app is crap and the rest of us can live without it, thanks.

      --
      -- Braden's law of data: All data spends some of its lifetime in an excel spreadsheet.
    151. Re:Welcome to real world by internettoughguy · · Score: 2

      development software is FREE.

      Wow, Apple charges you $99 a year subscription, and then gives you the access to their API's, the free software GCC toolchain and an IDE for free. Then they only take a 30 percent cut of everything you sell on top of that. How generous.

    152. Re:Welcome to real world by 5865 · · Score: 1

      This makes sense only if you're making fuck all from your apps.

      The $99 entrance fee also serves as a barrier to entry to keep amateur fart apps developers from shitting up the appstore.

    153. Re:Welcome to real world by Keen+Anthony · · Score: 1

      Seriously, I really don't see the problem here. I used to buy my software on floppy disc in simple paper cardboard envelopes on a carousel, and then later in boxes on a retail shelf. Even then, there were barriers to getting a consumer's eyes on your software. When it was the '90s and I was getting much of my apps through public FTP and then later windows95.com, CNET downloads, etc, I often filtered my searches specifically so that I would only see apps that were highly rated or which had a try before you buy model. I relied heavily on word of mouth and CNET tech writer reviews. I do the same with iPhone apps. Maybe the real issue is that App Store users aren't always going past the first page to view more apps for a given search, but there's a lot that a developer can do to increase their profitability just by getting more eyes on the product. It doesn't matter that you can only sell your apps through this single channel. Market! Market! Market! If that's too hard, you're not cut out to be an independent businessman.

    154. Re:Welcome to real world by goose-incarnated · · Score: 1

      Since you asked, see my sig for a link to an application[1] that:

      1. Is of high quality, and
      2. Has a strict "respect privacy" policy that is enforced, and
      3. Does something that no other app in its category does, and
      4. Theme-able (and customisable).

      Yeah, I sold a record 7 copies in 2 months. The crappy competitors to this app all, without exception, require you to give up the possibility of enforcing privacy, are not theme-able, and leave out the main functionality of my application. They are standing at +50k downloads.

      At this point, I'm considering selling out, and simply stealing the users data like all the other applications are doing - it's more profitable that way it seems.

      [1] Well, it is Android, but the principle of 99% purchases going to 1% of devs still applies.

      --
      I'm a minority race. Save your vitriol for white people.
    155. Re:Welcome to real world by Xest · · Score: 1

      That's also assuming you have a Mac in the first place. You can develop for Android and most other platforms on any mainstream OS on any hardware capable of running it. If you want to develop for iOS and use the proper toolchain rather than some backwards 3rd party hacked together PoS then you'll need to add $1000 or whatever to the bill to buy Apple hardware.

    156. Re:Welcome to real world by PIBM · · Score: 1

      Definitely, but since it wasn't a proper focus group per say, I didn't want to imply we did the full thing for this one specific game I was talking about.

    157. Re:Welcome to real world by errandum · · Score: 1

      And having those 99$ be recurring and a barrier to test apps on the phone, is that also to avoid fart apps?

    158. Re:Welcome to real world by tehcyder · · Score: 1

      OMG! The free market is a casino!

      The free market is an amusing theoretical concept that has little relatin to the reality of consumer capitalism.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    159. Re:Welcome to real world by coinreturn · · Score: 1

      development software is FREE.

      Wow, Apple charges you $99 a year subscription, and then gives you the access to their API's, the free software GCC toolchain and an IDE for free. Then they only take a 30 percent cut of everything you sell on top of that. How generous.

      And a gigantic class library that makes app development a breeze, hater. And Microsoft Visual C++ is a $499 cash outlay.

    160. Re:Welcome to real world by coinreturn · · Score: 1

      That's also assuming you have a Mac in the first place. You can develop for Android and most other platforms on any mainstream OS on any hardware capable of running it. If you want to develop for iOS and use the proper toolchain rather than some backwards 3rd party hacked together PoS then you'll need to add $1000 or whatever to the bill to buy Apple hardware.

      No matter what you are developing for, you need hardware. Why should Apple port their environment to some other platform and (as you obviously want) give it away for free. If you can't afford hardware, get out of the game. It is not a barrier for the developers of the hundreds of thousands of apps in the app store.

    161. Re:Welcome to real world by tehcyder · · Score: 1

      Failures appear to be inversely proportional to seed capital.

      Business goes bust due to running out of money. Full story at 11!

      If a business doesn't start generating profits fairly quickly, no sensible amount of seed capital will help it. Unless, of course, it's a business ON THE INTERNET, in which case it will be pumped up like a bubble filled with cash for no reason whatsoever.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    162. Re:Welcome to real world by tehcyder · · Score: 1

      The 99$ tag that you HAVE to pay per year to have your app in the appstore make it extremely hard for anyone to be able to make a profit /quote? If you're not generating enough sales to cover $99 a year, it's a hobby, not a business.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    163. Re:Welcome to real world by tehcyder · · Score: 1

      If I'm not a company and I'm someone trying to distribute something I done on my free time, the 99$, especially in these hard times, are hard to come by.

      If you want to pay me for a license I'll love you forever and promise to make good use of it! (:

      But why do you have to have your something as an app on Apple's store? Why not Android, or a Linux program or something? If it's because you want to actually make money out of it, you need a business plan that can accomodate a trivial $99 cost.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    164. Re:Welcome to real world by tehcyder · · Score: 1

      If you can afford a Mac you can afford $99 a year. You sound like someone complaining that they have invented a brilliant new mousetrap, but can't afford to rent a workshop for $99 to make a prototype.

      Well, tough luck, your mousetrap has no independent right to exist and make money.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    165. Re:Welcome to real world by tehcyder · · Score: 1

      it's not only the 99$ (which is hard for someone that isn't a company), it's the whole ecosystem that makes it extremely hard to release anything

      You have the choice not to live in that ecosystem.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    166. Re:Welcome to real world by Anonymous Coward · · Score: 0

      I'm not a hater, good on them for gouging you, I'm sure their stockholders will be grateful.

    167. Re:Welcome to real world by Relayman · · Score: 1

      Still, in my world, $99 isn't a barrier to entry.

      --
      If I used a sig over again, would anyone notice?
    168. Re:Welcome to real world by Xest · · Score: 1

      Right so in other words, despite going off on a tangent you completely agree with the point I made then?

      My point was simply that for most people (it's still a 90% PC dominated world remember) the cost of hardware is a real consideration if you want to develop for Apple too.

      But don't let that disrupt your fanboy off on a tangent rant about how financially superior Apple users are, and how anyone who can't afford a Mac shouldn't be developing anyway. Keep telling yourself that, the reality is all that it means is a lot of developers just wont bother developing for Apple when the likes of Google do offer a cross platform development environment for their mobile OS for free - something which judging by your comment you seem aghast at the thought of a company deciding to do.

      But hey, that's why most analysts are predicting Apple will drop further behind Android and within a few years even behind Windows Phone - because Apple is just plain too hostile to developers. The more developers you turn away, the more you risk losing those one or two killer apps to the competition without them being willing to port to your platform, whilst any killer apps on your platform will be ported, because the competition make it trivial to do so and the imbalance between marketshare with the competition provides more and more incentive to develop for them, and less and less for you.

      But hey, Apple should know this, it's the same mistake they made with desktops in the 80s.

    169. Re:Welcome to real world by BasilBrush · · Score: 1

      And so if you sold as many of your app on Android as you do on iPhone, you'd make more profit on Android. But you won't sell nearly as many on Android. So it still makes more sense to have iPhone as your primary or only platform.

    170. Re:Welcome to real world by Anonymous Coward · · Score: 0

      It's not a casino, it's capitalism, silly. That's how it works.

      Interestingly, I had a thought when I was at the gym: What if fitness worked like entrepreneurship? If it did, you could start with 1,000 people all toiling away on the treadmills, the stair-masters, the weights. Then, after a certain amount of time, one or two of those people (seemingly chosen at random) would have the bodies of Greek gods and they'd never have to step into a gym again and they'd look that good forever. Some of the others would show some very modest gains. Some others would show no gain. And, still some others would have gotten smaller and weaker for their effort.

      But that's not how it works. And I think that's why I like personal fitness more than entrepreneurship: It truly rewards hard work. You get back exactly what you put in.

    171. Re:Welcome to real world by Builder · · Score: 1

      > those 99$ are what keeps me away from iOS right now.

      Excellent !

    172. Re:Welcome to real world by coinreturn · · Score: 1

      Oh my god what a hater rant! I did NOT agree with your point, but your twisted brain thinks I did. You are retarded.

    173. Re:Welcome to real world by ImprovOmega · · Score: 1

      it's not only the 99$ (which is hard for someone that isn't a company)

      Wait, wait. $99 per year is hard? That's like $8.25 a month. What are you paying for your internet connection? Cable TV? Mortgage/rent? Car? It's the price of a freaking Netflix subscription. I mean, come on.

    174. Re:Welcome to real world by Kamiza+Ikioi · · Score: 1

      Awww, did I hurt some wittle wepubwican feewings?

      Take a joke, bitches, not like you're ever gonna hurt my karma.

      --
      I8-D
    175. Re:Welcome to real world by Anonymous Coward · · Score: 0

      According to you, it's a Free Market violation when a movie theater charges admission. It's the only way to get in!!!111oneoneoneeleven!

      That analogy conflates the consumer with the producer.

    176. Re:Welcome to real world by Anonymous Coward · · Score: 0

      You loost me at loose.

    177. Re:Welcome to real world by JasterBobaMereel · · Score: 1

      Apple make almost nothing from the app store ...but they need it to sell iPhones/iPads ....

      Apple are a hardware company that also sells software, Microsoft are a software company that also sells hardware - This is why they never really competed and Windows had a monopoly ... and why when Apple broke into a new arena they sidestepped MS ...

      --
      Puteulanus fenestra mortis
    178. Re:Welcome to real world by Xest · · Score: 1

      My point was that the cost exists.

      You stated that if someone can't afford the cost they shouldn't be developing. That implies you recognise the cost exists, hence, you agreed with my point - that the additional cost exists. The addition of your opinion was merely that you think the cost is not a problem, not that it doesn't exist.

      Are you now saying the majority of developers (bare in mind Mac marketshare) don't in fact have to buy a Mac to develop for iOS with Apple's 1st party tools?

      Let's be honest, in your rage to ensure no one dare post something without response that could be even slightly construed as bad about Apple you rushed to disagree with me and state how the cost of Apple hardware was no big deal, even though that wasn't really my point.

      This is really the problem with being a fanboy, you can't look rationally at anything that's said, you have to jump off the wagon and lunge for the jugular if there's even a hint of negativity to your pet brand.

      Still, it provides good amusement for people like me watching you make a fool of yourself completely contradicting your own point because you failed to miss the original point in the first place in your bout of defensive fanboyist rage.

    179. Re:Welcome to real world by JasterBobaMereel · · Score: 1

      Some people did well, just look at all the companies bought by Microsoft and Apple ... they would be failures on this criteria but the bosses and some of the staff are doing nicely

      --
      Puteulanus fenestra mortis
    180. Re:Welcome to real world by coinreturn · · Score: 1
      I never said costs don't exist. No matter what you are developing for, costs exist. My point was that $99 is not a steep amount unless you are still living in your mom's basement. My other point was that for that $99 dollars, at least you get the full dev environment, instead of paing $499 for the full Visual C++ environ (microsoft).

      You are the one who started a rant; if you look back at the posts YOU started the vitriol, not me. Your hater attitude is typical of those who feel they must hate Apple no matter what they do. So you are the the fool, not me. No matter how much you lie to yourself.

    181. Re:Welcome to real world by errandum · · Score: 1

      Yes, I'm paying for all that. I could also be sending money out the window, doesn't mean I will.

      And it is hard to shell out 99$. It doesn't come in 12 easy payments, it's 99$ now just to be able to send the app to a phone or iPad.

    182. Re:Welcome to real world by toriver · · Score: 1

      What does a blog post have to do with actual reality? The terms still state 30% as of right now:

      http://www.google.com/support/androidmarket/developer/bin/answer.py?&&answer=112622

    183. Re:Welcome to real world by toriver · · Score: 1

      Yes, that is "bull". Why did you not post to info from Google? Like this?

      http://www.google.com/support/androidmarket/developer/bin/answer.py?&&answer=112622

      Oh, because it still says 30%, that's why.

    184. Re:Welcome to real world by toriver · · Score: 1

      I misinterpreted that the WP7 SDK extension would not install in my VS Express for Web, I guess they have umpteen different Express releases.

      No problem for us since we will be splashing out on VS 2010 Pro anyway. :)

    185. Re:Welcome to real world by CheerfulMacFanboy · · Score: 1

      Exactly - Hobbyists should stick to writing apps for Android, that way they only waste their time and not $99 per year.

      --
      Fandroids hate facts.
    186. Re:Welcome to real world by Xest · · Score: 1

      You've still completely missed my point despite me stating it 3 times now.

      Someone pointed out that there are further costs to developing for iOS. I pointed out that it's also worth factoring in the cost of hardware as it'll be relevant for many developers too, nothing more, nothing less. I don't disagree it's not a steep amount, but the hardware investment is enough to put some people off if not because of cost but because they're not interested in getting used to a new language on a new OS on a new piece of hardware that they have to integrate into their existing setup. I wasn't originally making any comment as to whether it's a big deal or not, just adding to the discussion the point of hardware costs. You're going on about the $99 fee now however, and I'm not sure why, I've never made any dispute about that - you seem to be carrying your discussion of that to this thread from other defensive posts you've made about it in other threads. I think you're right, $99 by itself is no big deal if you already have a Mac. I've spent more on individual pieces of content for applications before.

      FWIW, you don't really need full Visual C# (Windows Phone doesn't use C++) to develop for Windows phone, the free express version does the job and is still a fuller featured IDE than most other offerings it competes with. The more expensive versions contain tools that are more suited to large team environments and large enterprise projects than anything else.

      I don't hate Apple either, I'm a lead developer at a firm that develops for many platforms and the iPad is a prominent platform for us right now and we've developed some very succesful applications for the military amongst other clients, but I also think their developer support is the least promising and they show no sign of boosting developer support, they by and large have the weakest longer term outlook right now and have no one to blame but themselves because they've had such a strong position to continue to push forward from. Windows Phone is much nicer and friendlier to develop for than the other two platforms, whilst Google do an excellent job of making sure you can use their tools and deploy to their platform for little cost and with no hassle, you've got a lot of freedom too when working with their platform to do some pretty innovative things that Microsoft and Apple's walled gardens prevent.

      But hey, call everyone who dare suggest Apple isn't perfect a hater if it makes you feel better. I'm sure it'll get you far and will help resolve all of Apple's problems.

    187. Re:Welcome to real world by Jaxoreth · · Score: 1

      ...and the 4$ a year hosting site with no ads is? (want!)

      I don't know what service the GP was referring to, but I suggest looking at NearlyFreeSpeech.net. You deposit money upfront, and they charge you as you go, usually in units of cents per day (but even finer than that for bandwidth and storage). It's a great deal for sites that don't get much traffic but need to be up reliably. On the down side, you don't get HTTPS or persistent processes.

      --
      In general, it is safe and legal to kill your children. -- POSIX Programmer's Guide
    188. Re:Welcome to real world by coinreturn · · Score: 1

      If you look back to the top of this comment thread, you will see that the OP was complaining about the $99. That is why I "keep returning to the $99" as you say. Why you see this as a diversion from the topic I'll never understand - as that WAS the topic brought up.

      You brought up the cost of the Mac. Okay, yes you have to buy a Mac, if you don't have one. I never denied that. I'm sure you understand that Apple developed everything on the Mac and don't see a business strategy for the cost it would require to port it all to some other platform (such as Windows), when iOS development is going gangbusters as it is. For example, Microsoft never ported their Windows development environment to the Mac, did they? I am not "aghast" at giving away dev environments, but I'm also a realist about business and free doesn't support it. I suspect that if Android started out in the power position in which Apple finds itself, perhaps Google would be charging for development (or having it be ad-supported).

      Portraying me as some sort of crazy fanboy ranter who supports Apple no matter what is your method of "poisoning the well" (a logic fallacy in case you are unfamiliar). It was pretty easy for me to jump to the conclusion that you were a haterboy because of the tirade you went off into because I disagreed with you. FYI, I spend 90% of my time working on Windows machines. I am quite comfortable with them and develop on them. On which dev environment is better, I disagree with you. I find the Apple one light-years ahead of Windows. I can't comment on Android, as that is unfamiliar ground to me.

    189. Re:Welcome to real world by bell.colin · · Score: 1

      Only for paid apps, which is why the android market has more free apps than IOS.

      You are charged either way with apple, but google only makes a cut if you do.

  2. Like everything else by 0racle · · Score: 2

    Sounds like the results of putting an App for sale in the App store is like putting an App for sale anywhere.

    --
    "I use a Mac because I'm just better than you are."
    1. Re:Like everything else by errandum · · Score: 0

      This is not unique to Apple's app store, but with the entrance fee (99$/year) and the high margin apple charges (30%) allied to the fact that new apps get almost no visibility, the app store is worse than, lets say, steam (for example).

    2. Re:Like everything else by Anonymous Coward · · Score: 0

      Most games on Steam also get almost no visibility, unless they agree to a massive price cut for a sale, and Steam also takes roughly 30%. Microsoft and the Xbox Live Marketplace is no different.

    3. Re:Like everything else by mr1911 · · Score: 3, Interesting

      Yes, it is ridiculous for Apple to charge anything. They are taking care of the distribution system, payment collection system, and maintaining the "store" (that little "walled garden" many on /. bemoan but users seem to be just fine with), and all the little headaches that come from maintaining all these things. That should be something they provide you for free since you are gracing them with your app to sell. Do you think you could provide all these things for yourself for $99?

      If you want visibility, market your product. It isn't Apple's job to give every new app top billing in the store.

      Of course, for the unsuccessful developers the story is clear. They had a technically superior product that the market would have rushed to if somehow Apple hadn't screwed them.

      The idea here isn't to be an Apple fan. The goal is to ask for a bit of honesty. Quit focusing on all that Apple doesn't give you. Your $99 is not without return.

      --
      This post comes with a double-your-money-back guarantee!
      Any offense taken to this post is at your sole discretion.
    4. Re:Like everything else by BasilBrush · · Score: 1

      30% is not at all high. Previous to the Apple App Store, the biggest mobile app store was Handango. And back then they charged 40%. And they didn't offer the easy installation system that Apple does, just payment, and web-download of a zip file or a reg code. And that was still worth it for developers to do, even though they cold do it all from their own web-site of they chose.

      Even that was a bargain compared to developers who get shrink-wrapped software in brick-and-mortar stores. With so many levels of cuts being taken, a developer will be getting =5% from the retail price.

      Why the hell do you think there are so many developers developing for the Apple App Store? Because they know $99+30% is a good deal. If you think it's not, then you're clearly not a professional developer, because you don't understand the issues.

    5. Re:Like everything else by Anonymous Coward · · Score: 0

      Do you think you could provide all these things for yourself for $99?

      Maybe, but I'll never know. Apple has removed this option for me, haven't they?

    6. Re:Like everything else by errandum · · Score: 1

      No one's saying that all failure stories are apple's fault (even though some might be, for example, the cut on in-app purchases that ruins any book business), but they could also be responsible for more success stories if they simply allowed for more things to reach the front page and not only the apps that already sell like cupcakes and the ones they sponsor.

    7. Re:Like everything else by errandum · · Score: 1

      You're right, I'm not a professional developer. But I'm a developer that thinks the gate is too hard to pull open.

      And did you read the article? The majority of the developers don't get jack shit in return. They are comparing it to winning in a casino FFS :x

    8. Re:Like everything else by Dog-Cow · · Score: 1

      It would be welcome change to the world if you were to leave it. Voluntarily or not, doesn't matter to me.

    9. Re:Like everything else by MachineShedFred · · Score: 1

      I was driving home from work yesterday and saw a billboard for an app, with the "Available in the App Store" logo in the bottom right corner. This is the first time I've seen a billboard for an iOS app, and I thought to myself that this guy / company was going to get thousands of eyeballs looking at his outdoor advertisement, and many of those will have the ability to go look on the app store *right now* to see what that app is about, if not buy it right then.

      Hopefully, they are passengers in the car, and not driving it.

      It's just shocking that it's taken this long for someone to do that. I just looked up the exact billboard that I saw it on, and they get their 14' x 48' ad on a well-travelled freeway (the Norwood lateral connector between I-75 and I-71 in Cincinnati, OH) which is illuminated 18 hours a day for $4000 a month; and the price goes down if you buy multiple months.

      If that app is even halfway worth two shits, he'll make his $99 and probably the $4000 for that billboard in a couple days. And people cry about $99 a year.

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    10. Re:Like everything else by BasilBrush · · Score: 0

      The majority of App Store developers aren't professional.

      See also: http://slashdot.org/comments.pl?sid=2505894&cid=37923792

    11. Re:Like everything else by toriver · · Score: 1

      The 30% margin is the same that Google and Microsoft charge; sounds more like an "industry standard" than "high". And if you want visibility, do some marketing yourself you lazy sod.

    12. Re:Like everything else by R3d+M3rcury · · Score: 1

      They are taking care of the distribution system, payment collection system, and maintaining the "store" (that little "walled garden" many on /. bemoan but users seem to be just fine with), and all the little headaches that come from maintaining all these things. That should be something they provide you for free since you are gracing them with your app to sell. Do you think you could provide all these things for yourself for $99?

      You had me...right until the end.

      Apple gets $99 for each product in the store, if I remember correctly. But I may be wrong--it's possible. So let's say it $99 for each developer. If Apple has 100,000 developers, that's 9.9 million dollars. Each year.

      So it's $99 per year PLUS 30% of each sale. That seems a like a lot of money to run the distribution, payment collection, etc. Especially when you figure that, for the most part, it's piggy-backed on the existing iTunes infrastructure that sells movies, music, so there's revenue from that as well.

      As I've said before, my issue with Apple's App Store isn't that it exists--it's that it's the sole way of getting applications to users. There may be other ways to market and deliver applications to people that are better than the App Store.

      Consider a fun example: The "Digital Whoopie Cushion" (a/k/a "fart app"). A great place to sell whoopie cushions are in Joke Shops, when you figure that the people who visit joke shops are more inclined to buy your app while they're picking up fake dog poop. You might have better sales if you could actually distribute your Digital Whoopie Cushion via Joke Shops. Y'know, stick a CD next to the check-out stand with your app on it for $2.99.

      Of course, Apple won't let you do that. No, it must go through Apple's App Store.

      So, basically, Apple creates the situation and then complains that they're in the situation.

    13. Re:Like everything else by errandum · · Score: 1

      And that's why the 99$ are to much. For the casual guy 99$ for a hobby will be a lot.

    14. Re:Like everything else by jo_ham · · Score: 1

      That developer fee is a tiny drop in the bucket in terms of the cost of developing an app.

      That "high margin" of 30% for each sale is actually a bargain (especially if your app is cheap) to remove the burdens of hosting, delivery, payment processing etc. (especially the payment processing for small transactions).

      That 30% is also exactly what Google charges for the Marketplace. But that's not "high margin" I guess, since it's for Android.

    15. Re:Like everything else by mr1911 · · Score: 1

      Apple gets $99 for each product in the store, if I remember correctly. But I may be wrong--it's possible. So let's say it $99 for each developer. If Apple has 100,000 developers, that's 9.9 million dollars. Each year.

      So your problem is not that Apple delivers something which is of reasonable value at $99, but because they are delivering it to multiple parties for the same price, thus enabling themselves to profit in the process, they are bad? Do you believe that organizations should price their goods at cost rather than on the value they deliver?

      You also fail to consider that Apple's infrastructure cost is not fixed and requires expenditure to maintain as well as additional investment to scale as content delivers increases.

      But don't stop. Carry your thought forward to the developers. If it only costs them $x to develop their app, once they reach sales of of some percentage over $x they should give their app away for free? The knife cuts both ways.

      With respect to the apps store, there may indeed be better ways to deliver apps to users from a technical standpoint, but that is unlikely true from a user standpoint, given that most users are far less technical than folks here. Apple has been good about making things easy for the user, which has, in large part, led to their success. I wouldn't count on them changing that anytime soon.

      --
      This post comes with a double-your-money-back guarantee!
      Any offense taken to this post is at your sole discretion.
    16. Re:Like everything else by errandum · · Score: 1

      Death threats over the internet? This is madness, I tell you, madness!

    17. Re:Like everything else by errandum · · Score: 1

      What I meant for visibility is not giving so much airtime for the same apps over and over again and start showing the world good apps that deserve to be recognized, but are buried in the billionth submission to the app store. They are supposed to test the apps, it'd cost them nothing and make the system more developer friendly.

      And yes, 30% is standard, but 30% for in-app purchases is not... And the 99$ per year is actually an extra 10% if you sell around 1000 copies of your app.

    18. Re:Like everything else by errandum · · Score: 1

      Where did I say I thought google's approach was better? What I say about the app store and not existing enough support for great apps that get buried in the clutter is there just the same (but a one time fee of 25$ for access do seems more reasonable).

      But since you mention android, the main difference is that you don't HAVE to use the android's app store to sell anything, but you do on the iPhone.

    19. Re:Like everything else by BasilBrush · · Score: 1

      Why would Apple want more hobbyist developers? Why would other developers want more hobbyist developers? Why would iOS users want more hobbyist developers?

      I see no downside to stopping a few people who can't afford $99 putting their crap on the App Store.

    20. Re:Like everything else by errandum · · Score: 2

      Why? Because sometimes that 15 year old is a genious and you don't want to keep them out of your store (i'd say).

      Because a very talented google or microsoft emplyee might do a side project that's worth your money?

      Your conclusion that hobbyist = crap is ridiculous.

    21. Re:Like everything else by jo_ham · · Score: 1

      You said that Apple's margin was "high" when in reality it's right in line with other retail systems (and a lot lower than many traditional channels) - and as such, noted that Google does the same if you want the same sort of service.

      If you want to just go it alone (do all the hosting, payment processing, web presence etc) yourself with android, you're of course free to do so, but I will wager that it will cost more in terms of hassle (and I'll bet financially too) than just going with the "high" margin 30%.

      Developers are *snapping Apple's (and Google's) hand off* for the 35/70 split that their respective app stores provide.

      You can do it yourself, but why would you want to, unless you're someone like Amazon? We're talking about small developers here, often just one dev, or a small team etc - you're trying to paint the $99 dev fee and the 30% gross cut to take all the hassle out of it as a downside of these stores when it's really the exact opposite.

    22. Re:Like everything else by errandum · · Score: 1

      As I said before, it's not the 30% (that I think it's high, but it's acceptable), it's the high price tag just to get the app on the phone and the 30% on all in-app purchases (making sure that no one can compete with iTunes).

      And I already said I don't believe google is any better on their market, but at least they do give you the option to avoid it - and that's something.

    23. Re:Like everything else by BasilBrush · · Score: 1

      Why? Because sometimes that 15 year old is a genious and you don't want to keep them out of your store (i'd say).

      With 500,000 app titles already on the store, why should they care about this hypothetical one? Particularly as it'd be far outnumbered by non-genious 15 year olds fart apps.

      Because a very talented google or microsoft emplyee might do a side project that's worth your money?

      A Google or Microsoft employee that can't afford $99. Not very convincing.

      Your conclusion that hobbyist = crap is ridiculous.

      It's realistic.

    24. Re:Like everything else by errandum · · Score: 1

      Oh, right, because only those who have money to pay will make good apps. No flaw in that theory...

      And anyone with a salary might just not want to pay 99$ just to share what he does. But I'll rephrase that, that guy working on this Phd that aced every course so far will get +- 1800$ a month as a scolarship. That needs to pay for a home, food, car, etc. To that guy, 99$ is a big deal.

      And hobbyists = crap is still ridiculous.

    25. Re:Like everything else by BasilBrush · · Score: 1

      Oh, right, because only those who have money to pay will make good apps. No flaw in that theory...
      But I'll rephrase that, that guy working on this Phd that aced every course so far will get +- 1800$ a month as a scolarship. That needs to pay for a home, food, car, etc. To that guy, 99$ is a big deal.

      The flaws in the theory are all yours. If this student that you are now proposing car really make such a good app, then of course he can make far more than $99 by selling it on the App Store.

      And anyone with a salary might just not want to pay 99$ just to share what he does.

      What makes you think it's Apple's duty to subsidise people so they don't have to pay for their own hobby? The App Store is not a charity. As it is the $99 is a very low bar for entry. There has to be some bar for entry, or the app reviewers time would be taken up with time wasters. And when I say time wasters, yes, I'm talking about the kind of people you want to encourage. If you're not committed enough to put $99 up front, you're a time waster.

    26. Re:Like everything else by Anonymous Coward · · Score: 0

      Apple gets $99 for each product in the store, if I remember correctly. But I may be wrong--it's possible.

      You are wrong. It's $99 to enable an Apple developer account to submit applications to the store for 1 year. That account can submit zero apps, or it can submit hundreds, the price is $99 either way. (Although I think there were a few cases where Apple revoked accounts for abusing it, e.g. by submitting thousands of virtually identical crappy apps in some kind of attempt to flood the listings and get lots of accidental $1 sales.)

      So let's say it $99 for each developer. If Apple has 100,000 developers, that's 9.9 million dollars. Each year.

      So it's $99 per year PLUS 30% of each sale. That seems a like a lot of money to run the distribution, payment collection, etc.

      Only to someone who doesn't do it. Don't forget, in Apple's case it's not merely distribution and collection, it's also reviewing every app submission, even the free ones where Apple gets 30% of $0, which is $0. If an app takes as little as 2 hours of labor to review, that's probably most of the $99 gone right there unless Apple has outsourced that job.

      As I've said before, my issue with Apple's App Store isn't that it exists--it's that it's the sole way of getting applications to users. There may be other ways to market and deliver applications to people that are better than the App Store.

      There may be, and people are free to try them on Android and find out. Oddly enough, Apple's model seems to be working out better than any of the distribution methods tried on Android to date. Perhaps because there is immense value to the user in having a single, trusted source of applications, so long as that trust is not violated.

      You might have better sales if you could actually distribute your Digital Whoopie Cushion via Joke Shops. Y'know, stick a CD next to the check-out stand with your app on it for $2.99.

      Of course, Apple won't let you do that. No, it must go through Apple's App Store.

      So, basically, Apple creates the situation and then complains that they're in the situation.

      Uh, what? Apple created the situation, yes, but where exactly is Apple complaining about it? Certainly not in TFA which is the topic of this slashdot story; it's a bit of stupid linkbaiting journalism of the "Say something dumb about Apple to get tons of pagehits" variety, not anything which Apple said or did. I think you've created a complaint which you think would be annoying if Apple were making, and then proceeded to complain about Apple making the complaint when they never did.

      Also, your thinking is a bit muddled. Where were you supposed to put a CD into an iPhone, again? Or an iPad? The only possible alternative to Apple's App Store for iOS would be another online distribution system.

      Also #2, another poster elsewhere related the story of seeing an "Available in the App Store" logo on a billboard. If you saw a placed ad in a joke shop you could, if you were so inclined, whip out your iPhone and buy that fart app from the App Store right then and there, in the middle of the real store. You'd probably make more money than you would from a CD, even after accounting for whatever you'd have to pay to place ads in stores, since the developer's cut on selling software on a disc through retail is tiny.

    27. Re:Like everything else by romanval · · Score: 1

      Most serious hobbies require some capital investment. Wanna be a pro musician? Athlete? or race cars? All of these require some investment that's way more then $99/year.

    28. Re:Like everything else by R3d+M3rcury · · Score: 1

      it's also reviewing every app submission, even the free ones where Apple gets 30% of $0, which is $0. If an app takes as little as 2 hours of labor to review, that's probably most of the $99 gone right there unless Apple has outsourced that job.

      I really doubt Apple is paying someone $49.50 an hour to review apps.

      But lets break this down. $9.9 million. You could pay 50 people $60,000 a year and have $3.6 million. What the heck, add in health care and other perks and we'll make it an even $4.5 million. We've got reviews down and we're still up $5.4 million. And we haven't even factored in the 30%.

      Uh, what? Apple created the situation, yes, but where exactly is Apple complaining about it?

      Fair enough. Probably a bad choice of words.

      Let me put it this way: Apple creates the situation where they are the sole distributor of applications. Then they say that they have to charge developers $99 a year and they have to take 30% off the top in order to pay for this. Whereas if they let developers distribute their own applications, they wouldn't need all that infrastructure.

      Where were you supposed to put a CD into an iPhone, again? Or an iPad?

      Probably in that computer that sits on your desk. How did you get all that music off your CDs onto your iPhone?

      The only possible alternative to Apple's App Store for iOS would be another online distribution system.

      And this is a bad thing...why? As a developer, I could actually choose the best deal for distributing my application. Apple might actually have to compete with someone. That would be a good thing, right? We all seem to think competition is good, isn't it?

      If you saw a placed ad in a joke shop you could, if you were so inclined, whip out your iPhone and buy that fart app from the App Store right then and there, in the middle of the real store. You'd probably make more money than you would from a CD, even after accounting for whatever you'd have to pay to place ads in stores, since the developer's cut on selling software on a disc through retail is tiny.

      Here's a difference. If I sell through a store, I actually make money. Buying an ad in a store costs me money--assuming I can find someone who's willing to do it to begin with. Remember that retail space is limited. The owner of a store wants to fill that space with something that will make him money. So advertising in a store may end up costing me as much as putting a product in the physical store.

      Don't get me wrong--I'm not saying this is a great idea. What if it doesn't sell in stores? What if my packaging costs are higher or distributors want a bigger cut? Heck, maybe I'm wrong about the whole thing and buying software on a CD is just way too 2002. The point is that I can actually try things and see what works and what doesn't. If I feel my app is getting buried in the App Store, I can remove it and try something else. Maybe I can package it with an analog whoopie cushion!

    29. Re:Like everything else by errandum · · Score: 1

      you mean, like a 500$ tablet and a 1300$ computer?

      why should I need to "invest" 99$ to test things on my phone?

    30. Re:Like everything else by errandum · · Score: 1

      Apple won't subsidize anything. They get a 30% cut of everything you make!

      If that student does such a good app he still might not risk the appstore or even iOS because he can't even use his app in his phone.

      The flaw is the 99$ just to be able to send the thing to the phone and nothing more. I don't want apple to subsidize me anything, nor do I want charity, I just want to use what I payed for (at the very least).

      You like having to pay 99$ per year to get things on your phone (not even the store), good for you. But its still as ridiculous as saying that having big pockets makes you a great developer that won't put out crap.

    31. Re:Like everything else by BasilBrush · · Score: 1

      Apple won't subsidize anything. They get a 30% cut of everything you make!

      So if you ARE selling the app, and Apple is making it's 30%, then you don't need to worry about the $99. 143 app sales at 99c. Less at higher price points.

      The flaw is the 99$ just to be able to send the thing to the phone and nothing more. I don't want apple to subsidize me anything, nor do I want charity, I just want to use what I payed for (at the very least).

      ""Just". OK, now we're talking about the different situation of you not distributing the app. OK, how many man hours do you imagine went into creating XCode? How much did you pay for it?

      Back to the general case:
      There are a lot of steps that Apple need to enable for App Store developers. Amongst them:
      1) Create an SDK suitable for public consumption.
      2) Document it in a way suitable for public consumption.
      3) Create development tools (Xcode etc.)
      4) Run a developer web site.
      5) Issue a certificate per app and per development device to enable DRM.
      6) Run developer forums.
      7) Process and review developer app submisssion.
      8) Publish apps on the web site.
      9) Take money, and pay credit card charges, deal with tax issues.
      10) Provide the mechanism and bandwidth for installing the apps.

      The first 4 are fixed overheads. They don't scale according to the number of developers and sales. The remaining 6 are variable costs. They scale according to the number of developers and the number of app installs.

      Apple make the perfectly reasonable choice to put the token fee that separates the actual developers from the curious time-wasters at the point at which it changes from fixed overheads to variable costs.

      You like having to pay 99$ per year to get things on your phone (not even the store), good for you.

      Like? My niece would like a pink unicorn. I'd like to get free beer. What has like got to do with what's reasonable?

      Look, anyone who can even have a go at developing has already found the money for a Mac and an iOS device. They've then already found out whether they are capable of developing, and whether their app idea has promise because they can have a go with XCode and the simulator. $99 is neither here nor there if you are going to sell it. And if you aren't going to sell it, and Apple didn't charge $99 then Apple would indeed be subsidising you with XCode, the SDK etc.

      If you want something from a company, even if you just want it for a hobby, then expect to pay for it. Anything else is an expectation that people should help you to be a freeloader.

    32. Re:Like everything else by errandum · · Score: 1

      Well, then I can choose to use the alternatives that don't charge me anything to get stuff into my phone, while not forcing me to use the IDE they developed. Apple would make shitloads of money without having to charge the 99$ anyways, they just do that because people like you pay for it (or think it is ok to be charged money to develop for something you bought).

      Google also provide you with tools for everything and won't even force you to use their market. And, clearly, they are losing money on android (irony). Poor google.

    33. Re:Like everything else by BasilBrush · · Score: 1

      The flood of wannabe developers that can't afford $99 to the Android platform may well explain the poor standard of Android apps.
      As I say, hobbyists who think $99 is even a significant part of the investment in making an app inevitably make crap apps.
      Google is welcome to them.

      And if Google is making money on Android then good for them. I doubt that they are though.

    34. Re:Like everything else by errandum · · Score: 1

      don't doubt. Last year, when the activations were on the 200000's and not 500000's they were already making money ( http://articles.businessinsider.com/2010-08-05/tech/30018597_1_google-s-android-android-based-phones-search-revenue ).

      They don't make as much as apple, in the end they don't sell the devices themselves, but they are making a lot of money ( and have been posting record quarters, even in a world in crisis )

    35. Re:Like everything else by BasilBrush · · Score: 1

      The question is if there were no Androids, what mobile phone would those people be using instead. If for example it were iPhone, Google would still be making the exact same money out of search.

      Google only gains from those phones that replace what would otherwise be a phone using Bing or some hypothetical other search engine. And I can't see them making money out of that small subset.

    36. Re:Like everything else by errandum · · Score: 1

      Yes, because every single phone would have an integrated google experience like Android does (pulling you to their services), or sell adds via google services (like 90% of the applications do - imagine every mobile phone using iAd, how much money would google make from that?).

      Android gives google a boatload of money every day. If you can't see that, then you're either very very blind or haven't lived in this world for long.

  3. This is different from any other market how? by MachineShedFred · · Score: 4, Insightful

    If John Q. Wallet invents some must-have widget which is easy to manufacture, cheap, and available everywhere; and suddenly sells millions of them, I'll bet he's feeling pretty good about that too. However, if he invents something that is a piece of crap that no one buys, he's going to have just as much of a loss.

    This phenomenon is hardly new, and certainly not localized to the iTunes App Store.

    --
    Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    1. Re:This is different from any other market how? by errandum · · Score: 1

      The problem is not mediocre apps that get no sells, it's the extremely good apps that cost a lot of money to make and get no visibility anywhere (its really really hard to make it to a top list), making it a big gamble. Unless your app is exceptional and word of mouth makes you rise, you have a very little chance of getting anywhere near a profit. Not all low-selling apps are crap...

    2. Re:This is different from any other market how? by ColdWetDog · · Score: 1

      The problem is not mediocre apps that get no sells, it's the extremely good apps that cost a lot of money to make and get no visibility anywhere (its really really hard to make it to a top list), making it a big gamble. Unless your app is exceptional and word of mouth makes you rise, you have a very little chance of getting anywhere near a profit. Not all low-selling apps are crap...

      So? How is this different from a non-app store program? You are certainly allowed to advertise your app, market it in any way desired.

      There are plenty of excellent programs that have never achieved commercial success. There are no guarantees. You plops your money down and takes your chances.

      And don't go whining about the $99 dollars. That's less than you pay for Mountain Dew and Cheetos.

      --
      Faster! Faster! Faster would be better!
    3. Re:This is different from any other market how? by NatasRevol · · Score: 1, Insightful

      So, you have to make a good product, price it well, and market it well?

      Why, that's almost like ANY FUCKING PRODUCT.

      --
      There are two types of people in the world: Those who crave closure
    4. Re:This is different from any other market how? by Kamiza+Ikioi · · Score: 1

      If John Q. Wallet invents some must-have widget which is easy to manufacture, cheap, and available everywhere; and suddenly sells millions of them, I'll bet he's feeling pretty good about that too. However, if he invents something that is a piece of crap that no one buys, he's going to have just as much of a loss.

      This phenomenon is hardly new, and certainly not localized to the iTunes App Store.

      "Just as much of a loss" is a bit of an overstatement. I doubt John Q. Wallet invested millions into an app. At most, John Q. Wallet's real loss was a couple Saturday morning cartoons making his piece of crap.

      Also, "is easy to manufacture, cheap, and available everywhere" doesn't apply to a digital store.

      On the other hand, there are game companies that make excellent games for thousands of dollars, but can't make it to any front page because there are thousands of companies just like them pouring in thousands of dollars. Still, the chance that $50,000 could turn into $5,000,000 is hard to pass up. Just look at the crap that is making money. Angry birds, Fruit Ninja, and Plants vs. Zombies are just cartoons based on old flash games. I happen to like all three, but I don't consider them "must-have". It's not like they are brilliant innovations. They simply have the appeal of cheap, simple cartoon violence.

      --
      I8-D
    5. Re:This is different from any other market how? by itsdapead · · Score: 1

      This is different from any other market how?

      Its different in that the App store apparently attracts developers who think they should be able to start a business without risking the eye-wateringly large sum of $99/year, believe that they can get in, even on the bottom rung, of a big-brand retail channel without the retailer wanting a substantial cut, think that they can get away without doing any of their own publicity, and who, generally, have never heard the term "cost of sales".

      Sorry guys, even for a "Mom'n'Pop" business, $99/year doesn't even count as "serious callers only" - and go ask your bank how much it will cost you to set up as a credit card merchant.

      --
      In a survey of 100 programmers, 111111 thought that duck-typing was a good idea.
    6. Re:This is different from any other market how? by m50d · · Score: 1

      It's no different, but it bears remembering given all this hype around apps. Two or three years ago you were an idiot if you wasted your time developing a native program for a specific computer platform, you should be making something that runs on the web where everyone can use it. As far as I'm concerned that's still true, and a few high-profile folks making millions off their apps doesn't change it.

      --
      I am trolling
    7. Re:This is different from any other market how? by errandum · · Score: 1

      I don't drink Mountain Dew nor do I eat Cheetos.

      You think it is ok to overexpose the top selling apps (that sometimes, all they did, was be made by a big company and/or be bumped upp by people stealing iTunes accounts) and not expose new and good apps?

      You should be advertising the novelties, not the tried and tested. That's my opinion. A new app has zero to no chances to make it anywhere unless you're a company with enough money to support it (So any hobbyist is fked).

    8. Re:This is different from any other market how? by errandum · · Score: 1

      Define "market it well". The top spot is almost next to impossible to get to, no matter what you do. and that's where the real money is, the rest is peanuts unless you're an app that doesn't rely on its sells to make a profit.

    9. Re:This is different from any other market how? by NatasRevol · · Score: 1

      Being in the top spot isn't marketing, but it is partly the result of marketing.

      Go ask actual developers if being in the top 500 is peanuts. Seriously. Several have posted here, stating they're making a living wage not being on anyone's top ten list.

      --
      There are two types of people in the world: Those who crave closure
    10. Re:This is different from any other market how? by Anonymous Coward · · Score: 0

      It's pretty easy and cheap to setup a facebook fan page and then use facebook ads to market the fan page. I'm doing this now for a site I'm about to launch and the fan page is becoming popular in my niche. Will I make a million dollars? No, probably not. Will I make something? Yes, I will because not only am I a programmer I actually understand basic marketing.

    11. Re:This is different from any other market how? by toriver · · Score: 1

      Why do you thing the app store front page and/or lists is the only way to market your app? Ever hear about this thing called "Facebook"? Or Google for that matter?

    12. Re:This is different from any other market how? by iluvcapra · · Score: 1

      The problem is not mediocre apps that get no sells, it's the extremely good apps that cost a lot of money to make and get no visibility anywhere (its really really hard to make it to a top list), making it a big gamble.

      If it cost a lot of money to make, you'd better protect your investment with marketing, ad buys, banners and good placement. Simply making the best thing isn't sufficient when you're selling to consumers -- they don't have the time to evaluate their options, conduct searches and exhaustively research, apps are impulse buys and move on emotional gratification. Take a page from the entertainment industry: half your budget has to be dedicated to telling people why they need your app.

      --
      Don't blame me, I voted for Baltar.
    13. Re:This is different from any other market how? by errandum · · Score: 1

      Yes, but that's two different things. I don't apple to sponsor my app, I want more visibility to unknown good apps (they do test them all, right?). That same app can do any kind of marketing they want, I was talking about ways of apple changing it from a "lottery" ecosystem to a rewarding system for good developers.

    14. Re:This is different from any other market how? by shutdown+-p+now · · Score: 1

      I think the point is that you can make a good product, price it well, and market it to the best of your ability - and still fail. In fact, if you look at the numbers, more people fail that way than succeed. It's just that everyone believes that they will succeed for sure.

      But, yes, this isn't any different from any other market.

    15. Re:This is different from any other market how? by R3d+M3rcury · · Score: 1

      While I agree, part of the complaint has to do with the "advantages" of the App Store, as sold to developers.

      In theory, the beauty of Apple's model is that they do "all the work." They handle the money and distribution which means you have more time to make your app really great without having to worry about a web store, returns, and all that stuff.

      Of course, the only promotion that Apple is guaranteed to give you is a few weeks in the "Just Added" section. If you do a really good job, you may get rewarded with some time in the "Staff Favorites." That's it. Everything else is up to you. And, as much as I like to believe that if you build a better mousetrap, the mice will beat a path to your door, letting the world know that you built the better mousetrap is your responsibility. And that's a lot of work that Apple doesn't do for you--probably far more work than running a web store.

    16. Re:This is different from any other market how? by Kalriath · · Score: 1

      Sorry guys, even for a "Mom'n'Pop" business, $99/year doesn't even count as "serious callers only" - and go ask your bank how much it will cost you to set up as a credit card merchant.

      $300. I realise that may actually be reinforcing your point (which is fine) but I'm just sayin' it isn't actually that expensive.

      Now, the $40 a month and 3 year minimum term might make it add up...

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    17. Re:This is different from any other market how? by tehcyder · · Score: 1

      The problem is not mediocre apps that get no sells, it's the extremely good apps that cost a lot of money to make and get no visibility anywhere (its really really hard to make it to a top list), making it a big gamble.

      If it cost a lot of money to make, you'd better protect your investment with marketing, ad buys, banners and good placement. Simply making the best thing isn't sufficient when you're selling to consumers -- they don't have the time to evaluate their options, conduct searches and exhaustively research, apps are impulse buys and move on emotional gratification. Take a page from the entertainment industry: half your budget has to be dedicated to telling people why they need your app.

      Most software developers have a disdain for marketing, sales, business plans and in fact anything that isn't software development.. They still stick to the "build a better mousetrap and the world will beat a path to your door" folk myth and this, combined with the general sense of entitlement shown by many developers ("I have a degree in Computer Science and know three programming languages, so the world should respect my genius") means they sell nothing and can just whine about it afterwards.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
  4. Dupe by tepples · · Score: 0

    "Very few people are making it big from a platform whose curator charges $99 per year to run your own programs on your own hardware plus 30 percent of the price for all purchases from the only available app store."

    Where have I heard that one before?

    1. Re:Dupe by sauge · · Score: 1

      Gives new meaning to plantation worker. There was an open source tome about working on a plantation (aka commercial software environment) v an open source one. Does anyone remember it?

  5. Tragic losses? by AdrianKemp · · Score: 1

    it costs $99 a year to be an iOS developer. Assuming you also had to buy a mac, let's add $1000 (that'll get you a nice mac mini).

    I hardly call that tragic losses.

    *Note: those are the only two app store specific costs. Yeah people spend money making shitty software all the time, that's not unique to Apple or iOS

    1. Re:Tragic losses? by vlm · · Score: 2

      I would assume they are factoring in the usual overhead that non-indie development houses have:
      - Multi-million dollar per year executive compensation team
      - A-grade star voice acting
      - 3-d art department
      - product licenses (the official scooby doo ifart app as opposed to just another ifart app, etc)
      - RIAA licensed music instead of magnatune or none
      - release parties
      - marketing

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    2. Re:Tragic losses? by BenJury · · Score: 1

      Now factor in the cost of your time vs working in a 'normal' job, time spent in both learning the new technology, writing the app and then supporting it.

      --
      Blatant Advert: Android Apps!
    3. Re:Tragic losses? by Anonymous Coward · · Score: 1

      it costs $99 a year to be an iOS developer. Assuming you also had to buy a mac, let's add $1000 (that'll get you a nice mac mini).

      I hardly call that tragic losses.

      Spending lots of time on a project that no one uses can be pretty tragic to a developer. Especially if you had other people in mind as your users, which is generally the case.

    4. Re:Tragic losses? by Surt · · Score: 1

      If your app isn't a success, your support costs should be quite low.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    5. Re:Tragic losses? by wmbetts · · Score: 1

      Spending lots of time learning a new platform or programming something fun isn't exactly a tragic loss in my book. Yeah, if you just sit there an think about how no one uses the app you think is cool and worked hard on it can be a little depressing. Trying to find something positive in a bad situation can make life a lot happy and easier for you.

      --
      "Ubuntu" -- an African word, meaning "Slackware is too hard for me". - stolen from Dan C alt.os.linux.slackware
    6. Re:Tragic losses? by AdrianKemp · · Score: 1

      And those have nothing in particular to do with iOS or Apple, as I said in my post.

      You should learn to read, it's a great skill to have.

    7. Re:Tragic losses? by errandum · · Score: 1

      Do you really think every app is done by a single person stuck in their basement? If you want quality you need at least 2 or 3 people (I'd say a good programmers and a good artist AT LEAST, nevermind sounds and whatnot). Most apps will require a bit more than that. Then, if you're a team, you need a place to be. A place costs money, so does electricity and maintenance. (etc etc)

      Then you get your shiny app to the store, where you get no visibility whatsoever and where getting to a top list is almost impossible (and where the same apps and developers seem to be a recurring theme). And there you have to give 30% of every sale to apple.

      Do you really think it's easy to get a profit like that? Yes, it's hard to make a profit anywhere, but the appstore is a a harder place to do it. Not impossible, just extremely hard.

    8. Re:Tragic losses? by Cyberllama · · Score: 1

      There can be significant costs in acquiring/licensing art/music assets for games for a start. But perhaps even more insidious is that all of the most useful apps I can think of have some sort of cloud component--which means that someone, somewhere, has to have a server to support to the app. That means monthly bandwidth/hosting cost obligations into the foreseeable future. If your app sells, great. If not . . . you're kinda screwed. And then, of course, there's the fact that you're only allowed to develop on a Mac, so your start-up costs might not be insignificant either.

    9. Re:Tragic losses? by AdrianKemp · · Score: 1

      As with the other reply, this has nothing to do with iOS or Apple.

      What you're saying is that creating a new business is risky? STOP THE PRESSES!

      Try reading, and thinking... It does the mind good.

    10. Re:Tragic losses? by Cyberllama · · Score: 2

      Like any other gold rush, the first people in make a ton and everyone who follows them goes broke trying to match it. Unless you just have an amazing idea that hasn't been done before by anyone and doesn't require you to run a server to make the app work--I'd think twice about diving in with both feet this late in the game.

    11. Re:Tragic losses? by Anonymous Coward · · Score: 0

      Unless you just have an amazing idea that hasn't been done before by anyone and doesn't require you to run a server to make the app work and if you do, apple puts it in the OS and cuts you out.

    12. Re:Tragic losses? by mr1911 · · Score: 1

      Options:
      1. become a better developer and make something someone wants to buy
      2. learn to pour concrete - there is no satisfaction like seeing people use the sidewalk you made

      --
      This post comes with a double-your-money-back guarantee!
      Any offense taken to this post is at your sole discretion.
    13. Re:Tragic losses? by BasilBrush · · Score: 1

      Hey, if it turns out you're unable to make a profit yourself, then those new skills will be excellent for getting you a job programming iOS (or OS X) Apps for someone else.

    14. Re:Tragic losses? by hercubus · · Score: 1

      apologies for this but: whoosh

      --
      -- How I want a drink, alcoholic of course, after the heavy lectures involving quantum mechanics.
    15. Re:Tragic losses? by lordholm · · Score: 1

      I submitted an app to the Mac App Store (a three-pane address book app for Lion named Addresses). Honestly, talking from my experience here, I already had a computer which will be the case for most people who actually can program. Essentially, the only investment was a bit time, the dev program fees of 99 $ plus 60 EUR for a web hotel (you need some place to provide support).

      Unlike others, I had no expectations of this (I actually wrote the program for myself), only hoped that I would get a return on investment and that is not a very difficult task to accomplish considering the very small investments and the potential market involved. It is not like I am getting rich from the app, but I am at least making some little money from it, and it is a pure hobby project at present.

      I am sure there are diluted people who put one app online and expect to earn loads of money immediately, but I would not be surprised if most apps are written by hobbyists who just see it as a fun way of earning a few extra bucks.

      --
      "Civis Europaeus sum!"
    16. Re:Tragic losses? by Anonymous Coward · · Score: 0

      you forget about the time and often money invested in the production of an app.

      they don't just pop into thin air

    17. Re:Tragic losses? by hal2814 · · Score: 1

      That's my take on it. I never really paid much attention to OS X until I installed it on my laptop just for fun. I kind of liked it and I got a kick out of the idea that it's really just an updated NextStep machine. That got me looking at XCode and iOS development. I'm developing a very simple card game now. I doubt it will sell well if at all but I'll fork over the $100 for the license and the $200 for an iPod Touch to test on once I get to that point. At worst case, I picked up a new and interesting language on the descendant of a platform I've always had a soft-spot for. At best case, I also make some cash on the side.

    18. Re:Tragic losses? by frosty_tsm · · Score: 1

      Now factor in the cost of your time vs working in a 'normal' job, time spent in both learning the new technology, writing the app and then supporting it.

      This trade-off only applies if the developer quit their day job (not already unemployed) or are hourly with the opportunity to work lots of overtime (which is relatively rare). If nothing else, hopefully they learn new skills to incorporate in their current or future projects.

    19. Re:Tragic losses? by BenJury · · Score: 1

      Fair enough if you're unemployed, but I'd certainly not cost my free time at zero!

      --
      Blatant Advert: Android Apps!
    20. Re:Tragic losses? by frosty_tsm · · Score: 1

      Fair enough if you're unemployed, but I'd certainly not cost my free time at zero!

      I suspect most people don't. I see my free time as having an opportunity cost; I must chose where to put my productive energy to (since I can't do everything). However, I know that I can try things without it actually costing me much.

    21. Re:Tragic losses? by betterunixthanunix · · Score: 1

      I think the point of the study was that people were seeing a few millionaires emerge from the app store, and completely forgetting about the risks associated with quitting their day jobs and spending all of their time developing for the iPhone. Business is risky, but usually people who enter a business take the time to think through the risks; people who go to a casino often ignore the risks when the see the size of the jackpot.

      I still agree that people should have more sense than to pour their resources into such a venture (they are practically guaranteed to see no profits whatsoever), but that is equally true of casinos.

      --
      Palm trees and 8
    22. Re:Tragic losses? by Anonymous Coward · · Score: 0

      Correction. If it's a trivial idea to implement and it's something which has extremely wide appeal, Apple might implement it on its own and thus cut you out. (This is an eternal truth in software. If your software is easily duplicated from scratch, and is very important, it won't be long before it's duplicated.)

      However, if it's difficult to duplicate, they'll offer a buyout if they want to integrate it into the OS. See: Siri.

      Finally, you're acting like every app is at risk of this. That's simply not true, most apps don't fit into the kind of category which Apple would be interested in integrating. For example, if your app would only appeal to maybe 1 in 5 iOS customers (true of most apps), Apple probably isn't all that interested in integrating it. If your app is a game, Apple is never going to touch it, they have no interest in writing games. So on and so forth.

    23. Re:Tragic losses? by muon-catalyzed · · Score: 1

      Yes, tragic losses or maybe comic ones.. the appstore is full of apps and games that had about 2-5 fulltime employees at one time with $30000/year rate. Then the app went on sale and was making like 1 sale per week on $2 app and then the biz went bellyup. Loses could be in thousands of dollars in paid wages, paid Apple crap, paid biz overhead etc.

  6. Tragic losses? by hansamurai · · Score: 2

    Isn't the developer fee like $100 a year? That seems incredibly removed from tragic. Yes, a developer or team might spend some of their own money to develop an app or advertise it, but that money is going elsewhere, and not Apple (except for buying the required Macs to actually develop). So it doesn't seem like a casino to me, just inexperience or bad reading of the market.

  7. yes/no by astrokid · · Score: 2

    Some people make apps for the same purpose of going to a Casino.
    "Fun" :)

    --

    Chewie does not get a medal. Come on, George. Can a Wookie get a medal?
  8. More like a mining boom by istartedi · · Score: 1

    I see it more like a mining boom. Apple sells the picks and shovels. In 10 years their platform might be a ghost town. Let's see, how much more can we beat this dead horse of an Old West analogy...

    --
    For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
    1. Re:More like a mining boom by GameboyRMH · · Score: 1

      Will this spur an interesting discussion, or will it just be tumbleweeds?

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    2. Re:More like a mining boom by Anonymous Coward · · Score: 0

      you can lead the readers of slashdot to water, but you can't make them drink...

    3. Re:More like a mining boom by BasilBrush · · Score: 1

      I see it more like the record industry when it was 45 singles.

      A few songs are hits and a lot are misses.
      Successes rely on getting in the charts.
      Getting in the charts relies on being a success.
      Some successes are because of quality, some are because of novelty.
      The chart/success Catch 22 is beaten with good marketing.
      Some singer/songwriters create the whole thing themselves in their bedrooms, some songs are factory produced by a team.

    4. Re:More like a mining boom by tehcyder · · Score: 1

      A coyote howls in the distance. Someone is playing on a harmonica, very slowly. A clock ticks quietly on a dusty mantlepiece.

      And in the deserted last chance saloon a Mac fanboy draws his revolver with trembling fingers and shoots himself in the head. (Unfortunately he misses, and wings the piano player instead).

      He breaks down and sobs "how can iLlive now that Apple has quit town?".

      --
      To have a right to do a thing is not at all the same as to be right in doing it
  9. Welcome to the free market economy. by Anonymous Coward · · Score: 0

    I suspect this will look like a lot of other comments to follow, but hey, if you publish something, and it hits home with people, you'll succeed. How to "hit home with people" is the key, and it's what most programmer types don't know -- they know code, they know algorithms, they know UI... but they don't (typically) know marketing... how to target a need, how to target a niche. That's why one or two guy development shops fail, but 5-10 guy development shops (with at least one or two marketing people) in them can succeed.

    This is not science. This is understanding human behavior.

  10. Just like XBLIG by Anonymous Coward · · Score: 0

    Same thing with the Xbox live indie games channel

  11. Occupy the App Store by murphyje · · Score: 0, Troll

    We demand people fairly buy all of the apps on the App Store! Any app that is not bought fairly is being discriminated against!

  12. Capitalism by rjejr · · Score: 1

    It's called capitalism.

  13. ehhhh.. by pwolf · · Score: 0

    I'll be happy if my app will just make it past app review limbo.

  14. Come on by Anonymous Coward · · Score: 0

    First Apple was like a cult, then it was like a religion, now it's like a casino. Seriously how stupid do you have to be to believe this crap?

    1. Re:Come on by Anonymous Coward · · Score: 0

      Sounds like the Catholic Church, although they prefer Bingo to roulette.

  15. Yah Huh by MobileTatsu-NJG · · Score: 2

    'The App Store had established some kind of intravenous connection to my body and was pumping me full of Apple-branded heroin.

    Gee, you think this is the sentence that got this story approved for Slashdot?

    --

    "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  16. We illustrated that years ago! (comic) by Snaggy · · Score: 1
  17. Chance, not merit by tepples · · Score: 1

    "Must-have widget" vs. "piece of crap" isn't perfectly correlated to "sells millions" vs. "no one buys". As I understood the article, what people end up discovering to buy is a matter of chance, not merit.

    1. Re:Chance, not merit by phantomfive · · Score: 3, Insightful

      Just because you don't understand why one app succeeds and another fails doesn't mean there is no reason. It is a complicated equation, and usefulness is only one variable.

      --
      "First they came for the slanderers and i said nothing."
    2. Re:Chance, not merit by Fred+Ferrigno · · Score: 1

      Neither does that mean that the reason is meaningful or useful for predicting future success. The signs seem to point to taste as being chaotic; as soon as you identify a trend and try to exploit it, that trend falls out of fashion because everyone is trying to exploit it. To be a success, you have to invest in a trend before anyone could possibly know that it will be a success, which is nothing less than gambling.

    3. Re:Chance, not merit by Anonymous Coward · · Score: 0

      "Must-have widget" vs. "piece of crap" isn't perfectly correlated to "sells millions" vs. "no one buys". As I understood the article, what people end up discovering to buy is a matter of chance, not merit.

      Just because you don't understand why one app succeeds and another fails doesn't mean there is no reason. It is a complicated equation, and usefulness is only one variable.

      WTF??? If it's that "complicated" then people might as well not waste their time, and leave the million$$!!!$$$ to someone else. Either way, the characterization that the article makes about the AppStore is accurate. The fear, though, that all the Apple fans have is that if developers figure this out, they won't have all the fart apps they can buy.

    4. Re:Chance, not merit by MachineShedFred · · Score: 1

      Which isn't that far removed for building your widget, and then placing it in a SuperMegaWalCoMart by working deals with their merchandizers where they screw you big time for better product placement on their plan-o-grams; and then someone would have to walk down aisle 73B and pick it out of the 8-foot shelves amongst the 43 other knockoff versions. Except you need that person to drive to the SuperMegaWalCoMart to begin with, to say nothing of manufacturing, packing, shipping, and marketing your widget.

      There's just as much chance of failure in making and selling physical goods as there are in digital. This is why everyone doesn't just start their own business - there's risk involved, and some people don't want to stomach it.

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    5. Re:Chance, not merit by sjames · · Score: 1

      How close to the average human the fart sounds are?

  18. It's not a Casino, because it's not about lack. by master_p · · Score: 2

    Success in a Casino is about lack.

    Making a successful application is about ability.

    Make a good and fun game, and you will profit from it.

    Make an exceptional game over an original idea, and win a fortune.

    Make a mediocre ripoff of an idea already implemented a thousand times, have a loss.

    It is nothing like a Casino.

    1. Re:It's not a Casino, because it's not about lack. by pablodiazgutierrez · · Score: 1

      Yes, lack of luck is what we're all talking about here.

    2. Re:It's not a Casino, because it's not about lack. by Anonymous Coward · · Score: 0

      You've got some work to do before that's a proper haiku.

    3. Re:It's not a Casino, because it's not about lack. by Jonner · · Score: 1

      Success in a Casino is about lack.

      What exactly must I lack to win big in a casino? Seriously, the only way to consistently make money at a casino is by using skill. That's why casinos are always looking for the skillful players to kick them out. TFA is saying that luck plays a large role in the chance of success of an iApp, not that luck is the only thing that matters. Also similar to a casino is the fact that the house (Apple) always wins regardless of which app developers do.

    4. Re:It's not a Casino, because it's not about lack. by Anonymous Coward · · Score: 0

      Make an exceptional game over an original idea, and win a fortune.

      Make a mediocre ripoff of an idea already implemented a thousand times, have a loss.

      WRONG! and WRONG! Angry Bird is not original but a rip off of MS DOS Gorilla

    5. Re:It's not a Casino, because it's not about lack. by Anonymous Coward · · Score: 1

      Marketing.

      Remember the marketing too.

      Good app + good marketing = good money. OK app + great marketing = great money for a short time. Great app + no marketing = no money. Great app + great marketing = obscene money.

      As programmers we focus on the making and forget the selling, however it's annoying but true that the marketers and salesmen are actually more important than good engineers.

      Coke sells bad tasting water with added sugar to billions of people (including me), because they have awesome marketing.

      If you're writing an app, find a marketing student and get them on-board, the 2 of you will do much better together.

    6. Re:It's not a Casino, because it's not about lack. by Anonymous Coward · · Score: 0

      "Success in a Casino is about lack.'

      And success in a Slashdot is about tipying skillz.

    7. Re:It's not a Casino, because it's not about lack. by mjwx · · Score: 1

      Success in a Casino is about lack.

      Nope.

      The casino analogy is accurate because the overwhelming majority of people lose money on the app store whilst Apple makes money off every developer regardless of whether they make any money themselves.

      Hence the old saying, the only way to win at a casino is to own one. It's the same with the app store, over 90% of developers walk away with less then what they came with, just like 90% of casino punters.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    8. Re:It's not a Casino, because it's not about lack. by Anonymous Coward · · Score: 0

      Success in a Casino is about owning the Casino

      There, fixed that for you.

  19. Article is shit by Anonymous Coward · · Score: 0

    Dumbass contrasts the ET debacle with the inability to see all these hobbyists not making money today... Whatever fuckwit. ET was published by a huge established company. There is absolutely no comparison to the "embarrassment" of ET and a hobbyist programmer producing bargin bin shit no one wants, either today or back then.. Go fuck yourself, "journalists"

  20. If your Mac is too old by tepples · · Score: 1

    I've read comments in past stories about the iOS developer program from people who own a Mac but still can't develop because the Mac is too old to run recent Xcode. So you end up having to depreciate the Mac and the iPod touch on which to test as annual expenses just like the developer fee.

    1. Re:If your Mac is too old by Anonymous Coward · · Score: 0

      Any Mac more recent than 2006-2007 (x86-64 architecture Macs) should be good enough to run the iOS dev tools.

    2. Re:If your Mac is too old by NatasRevol · · Score: 1

      Only Macs that are more than half a decade old (PowerPC) can't run the iOS version of Xcode. But, yeah, that's not already depreciated?

      --
      There are two types of people in the world: Those who crave closure
    3. Re:If your Mac is too old by Ster · · Score: 1

      I've read comments in past stories about the iOS developer program from people who own a Mac but still can't develop because the Mac is too old to run recent Xcode. So you end up having to depreciate the Mac and the iPod touch on which to test as annual expenses just like the developer fee.

      Apple generally supports the current OS and developer tools on hardware going back three years, for both Macs and iPods/iPhones.

    4. Re:If your Mac is too old by tehcyder · · Score: 1

      I've read comments in past stories about the iOS developer program from people who own a Mac but still can't develop because the Mac is too old to run recent Xcode. So you end up having to depreciate the Mac and the iPod touch on which to test as annual expenses just like the developer fee.

      Boo fucking hoo there is no royal road to riches.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
  21. It's not a Casino, because it's not about luck. by master_p · · Score: 1

    Success in a Casino is about luck.

    Making a successful application is about ability.

    Make a good and fun game, and you will profit from it.

    Make an exceptional game over an original idea, and win a fortune.

    Make a mediocre ripoff of an idea already implemented a thousand times, have a loss.

    It is nothing like a Casino.

    (repost in order to correct silly grammatical error that resulted in a different meaning)

    1. Re:It's not a Casino, because it's not about luck. by aarku · · Score: 2

      I can only speak as a game developer, but I have yet to be pointed to a game on the App Store that didn't make any money but had all the pieces together to be a commercially successful game.

    2. Re:It's not a Casino, because it's not about luck. by brainzach · · Score: 1

      A quality app alone does not make it profitable. The biggest challenge is marketing your app so that people know about it.

    3. Re:It's not a Casino, because it's not about luck. by Anonymous Coward · · Score: 0

      mod parent redundant for repost

    4. Re:It's not a Casino, because it's not about luck. by Anonymous Coward · · Score: 0

      I can only speak as a game developer, but I have yet to be pointed to a game on the App Store that didn't make any money but had all the pieces together to be a commercially successful game.

      That's sort of the point. The luck is involved in getting someone to point at your app in the first place. If I made an awesome program, how would you find out about it? You're not googling "awesome app" and trusting all the results as really being awesome, are you? So how do you tell which really is? You don't have time to try them all, so you look at the top ten lists and getting on those is often a matter of luck.
      It'a ap priorri (sp?) reasoning.

    5. Re:It's not a Casino, because it's not about luck. by mjwx · · Score: 1

      I can only speak as a game developer, but I have yet to be pointed to a game on the App Store that didn't make any money but had all the pieces together to be a commercially successful game.

      http://www.gamepolitics.com/2009/06/08/iphone-dev-appstore-games-not-selling

      This is the norm, he's in the top 1000 and not making any money.

      Enjoy.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    6. Re:It's not a Casino, because it's not about luck. by scdeimos · · Score: 1

      I was with you right up until this "You don't have time to try them all, so you look at the top ten lists and getting on those is often a matter of luck." Unless things have changed recently, I thought that you had to pay for front page placements in the Amazon/Android/Apple stores.

    7. Re:It's not a Casino, because it's not about luck. by aarku · · Score: 1

      So where is the game that's really good but not making a lot of money here?

  22. the casino metaphor's fundamental flaw by Surt · · Score: 1

    The winner in the casino is fundamentally deterministic, whereas with the app store, it's mostly a matter of luck.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    1. Re:the casino metaphor's fundamental flaw by Greyfox · · Score: 1

      Oh it's deterministic in the app store too. No matter who wins and who loses, Apple wins.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    2. Re:the casino metaphor's fundamental flaw by Anonymous Coward · · Score: 0

      The winner in the casino is fundamentally deterministic, whereas with the app store, it's mostly a matter of luck.

      Funny you should mention that, because the house always wins.

    3. Re:the casino metaphor's fundamental flaw by BasilBrush · · Score: 1

      It's not often I enjoy a troll. But that was a good one! :-)

    4. Re:the casino metaphor's fundamental flaw by UBfusion · · Score: 1

      In both the casino and the app store, the winner is The House with probability p = 1. Determinism/Chance has nothing to do with it.

  23. Quality is not perfectly correlated to sales. by tepples · · Score: 2

    Make a good and fun game, and you will profit from it.

    Not if next to nobody finds your good and fun game, or even your exceptional game over an original idea, because all the median user is looking for is a specific Rovio product.

    1. Re:Quality is not perfectly correlated to sales. by lgarner · · Score: 1

      If nobody knows about your app, that's your failure, not Apple's. It's called "marketing," and it's usually a precursor to "sales."

    2. Re:Quality is not perfectly correlated to sales. by Anonymous Coward · · Score: 0

      Background on tepples -- he has been posting here for years how BIG BUSINESS has been conspiring against him becoming the world's greatest video game developer. He's clearly a basement-dwelling autist looking to blame others for his failures.

      Meanwhile, back in reality, iOS is the cheapest, most accessible viable platform for the independent game developer ever. Even Rovio pushed out a huge number of no-name games before stumbling on that "specific product".

    3. Re:Quality is not perfectly correlated to sales. by BasilBrush · · Score: 2

      The people who make quality apps and aren't a success: their mistake is thinking that they don't need to market it. They think word of mouth will market it for them. Word of mouth is great, but it needs a kick start.

      But most apps that fail aren't quality apps. They make the more fundamental mistakes of:
      1) Not realising that UI design is a specialism, and that programmers usually aren't good at it.
      2) Not realising that they have to hire a graphic artist to design icons and other graphic assets.

    4. Re:Quality is not perfectly correlated to sales. by Cutting_Crew · · Score: 1

      If nobody knows about your app, that's your failure, not Apple's. It's called "marketing," and it's usually a precursor to "sales."

      I would argue that it is not as hard to market as perhaps it has been in the past, and i mean by past.. like 5 or 6 years ago. One of the easiest things you can do is make sure EVERYONE on your facebook, google+ etc friends list knows about it and in the case of facebook, set up a facebook profile of your game. Link the game on linkedin, monster, whatever. That part of the marketing is merely a freebie. Anything beyond that i am not sure about. Maybe someone else can add to this list.

    5. Re:Quality is not perfectly correlated to sales. by Em+Adespoton · · Score: 1

      Indeed... if you found the cure for cancer, and sold it out a small shop surrounded by other shops selling snake oil, you probably aren't going to get many takers.

      Marketing is key, as Apple knows. If you have a good app and some capital, figure out where you can generate buzz about it so that people "need to have" it.

      Otherwise, someone else will see your wonderful app and say "hey! I know how to make money off of that!" make a knockoff product with a few changes to encourage micropayments, put it in the App store too, and market it properly. End result? THEY get the big bucks, not you.

      Why else do you think that FarmVille outsells Harvest Moon?

  24. As opposed to ...? by Brannon · · Score: 1

    brick and mortar resellers charge far more than 30%.

    1. Re:As opposed to ...? by Anonymous Coward · · Score: 1

      Yes! Standard wholesale discount is 40% off MSRP... and this is for regular goods.. not software, which I imagine gets an even larger discount (since the cost to manufacture each copy is less).

      And in that 30% apple gets, don't forget they have to process the credit card payment.. which is going to be (for a company of apples size) $0.10-$0.20 on that 99 cent app.

  25. Definition of a Casino by Anonymous Coward · · Score: 0

    I'm pretty sure that's not the working definition of a Casino but yes like most businesses apps fail most of the time. Nothing to see here, move along.

  26. So how does one find a marketing guy? by tepples · · Score: 1
    Anonymous Coward wrote:

    they don't (typically) know marketing... how to target a need, how to target a niche. That's why one or two guy development shops fail, but 5-10 guy development shops (with at least one or two marketing people) in them can succeed.

    So what's a reliable formula from expanding from two guys to 5-10? Or must one first move to Seattle and learn the video game business at an established video game developer?

    1. Re:So how does one find a marketing guy? by Anonymous Coward · · Score: 0

      As much as people hate it around here online advertising is really powerful. You might not need 5 to 10 people to succeed, but you'll need someone comfortable with online marketing. If you have a solid product check out clickbank.com. Yeah, it's not the best place in the world to go, but you can attract several people that can actually promote your software effectively. There are also plenty of other places as well to attract people that will sell your software for you. Any place you go though will require some sort of decent commission so make sure you've thought the pricing structure through.

      For example if you want a target price of $29.95. Pay a commission of $15 per sale and put the customer on an auto responder sequence of up sales a small prices to make up the difference. You won't hit the desired price every time, but will occasionally. Another way is to not ship a full featured product out of the gate. Leave a few features out you know people will want. Then sale them an upgrade 6 months down the for a 50% discount making up the commission you paid out.

      Neither of those examples are suppose to be marketing strategies you follow to a T (duh, but I figured I'd mention it anyway). They're just a couple examples you could expand upon to fit your situation. I fully expect people here to hate that advice, because everyone hates what I mentioned, but they are ways to make a dollar.

  27. Natural by Anonymous Coward · · Score: 0

    It's a natural effect to accomplishment. You take a shot and build an app, succeeding is the rush you get. Same thing with betting and any other site you are on. Hell, the same could be said about making it to the front page of Digg or Reddit.

  28. The depreciation schedule by tepples · · Score: 2

    So if you need a 2007 Mac to run the iOS developer tools, then you need a new Mac every four or five years (to depreciate at $150 per year for a Mac mini or $250 per year for a MacBook Air). Combine this with a new iPod touch every two years (to depreciate at $150 per year), and we can estimate the total cost of hardware plus certificate at $400 to $500 per year.

    1. Re:The depreciation schedule by PCM2 · · Score: 1

      If the only reason you buy a new Mac every few years is to put it to use in a business, you ought to be able to write off the full amount as a Section 179 expense instead of depreciating.

      --
      Breakfast served all day!
    2. Re:The depreciation schedule by NatasRevol · · Score: 1

      Explain how this is different than any other development environment. Developers always want/need the fastest machines. They probably upgrade Windows machines faster than every 4-5 years.

      --
      There are two types of people in the world: Those who crave closure
    3. Re:The depreciation schedule by sootman · · Score: 1

      I'm not overly concerned with how depreciation works w.r.t properly taxing a business, but a Mac Mini bought today for $700 will probably sell in 4 years for $200-300. A MacBook Air, probably $500. Plus, you can do other things with the computer. It's not just an app-developing appliance. You probably own a computer already, and if you can replace whatever you have with your app-developing Mac, cut that number even further.

      In any case, the investment needed to become an iOS app developer is trivial when compared to just about anything other than a lemonade stand.

      --
      Dear Slashdot: next time you want to mess with the site, add a rich-text editor for comments.
    4. Re:The depreciation schedule by BasilBrush · · Score: 4, Insightful

      1) 2007 (2006) is about the switch from PowerPC to X86 processor. That's a one off switch, not one that will happen "every 4 or 5 years".

      2) That being said, eventually all developers will want to move on to a new computer because their old one is too slow for recent tools. Whether their development environment is Mac or PC. It's pretty dumb to single Mac out as anything different.

      Combine this with a new iPod touch every two years (to depreciate at $150 per year), and we can estimate the total cost of hardware plus certificate at $400 to $500 per year.

      Whatever mobile development you develop for you're going to have to buy devices to test on. You're going to have to buy more of them if you're developing for Android as there are far more variants, and the turnover of models is more rapid.

  29. You've all missed the point - RTFA by Anonymous Coward · · Score: 0

    It's the "buzz" and feedback effect your app gets once it's in the top 10 / top 50 that causes such a disparity.

    Ironically by adding an element of random selection to the top 10, perhaps selecting 10 at random from the top 50... or instead, selecting the top 50 from the top 500 (all of which are quality apps) you could probably spread the money a bit better, and Apple could probably sell more apps overall!

    1. Re:You've all missed the point - RTFA by NatasRevol · · Score: 1

      This is actually the first good idea I've seen in this post.

      Randomize the last slot in top x category from x*10 apps. More diversity, more apps, more profits for everyone.

      --
      There are two types of people in the world: Those who crave closure
    2. Re:You've all missed the point - RTFA by MachineShedFred · · Score: 1

      Just like in Q4 of the calendar year, when the Today show does a 4 minute piece on Tickle Me Elmo or whatever, and it becomes impossible to find one because world + dog went out and bought every single one available.

      It's no different, except that supply isn't constrained on digital products.

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    3. Re:You've all missed the point - RTFA by Anonymous Coward · · Score: 0

      I'm glad someone noticed and appreciated my idea. And I think you're right, even just the last slot would be better the current model! But I'd definitely add more randomness rather than less, as I do think the top 500 paid apps are all 'good enough'.

      I had to press 'see more comments' a lot of times to find my comment again :(

  30. Look where others aren't by pablodiazgutierrez · · Score: 4, Interesting

    If you develop yet another puzzle game, you're up to compete with the Zingas of the world, and chances are you'll hit the wall. On the other hand, if you focus on solving real problems and using the advantages of the platform to improve your customer's life, you might be onto something. Case in point, Appfluence (disclaimer: I co-founded it). We make Priority Matrix, a productivity app for a niche market that highly values time savings and clarity of mind. We're nowhere near top 10 (although we've been close at times), but it's consistent income with a lot of potential.

    1. Re:Look where others aren't by fermion · · Score: 1
      This is where I believe many business pundits really don't get business. It is like just because they don't succeed or a product they like doesn't succeed, they attribute failure to regulations or random luck. Random events do play a part is some cases, and lack of sophistication concerning the regulatory, demographics, and other vaguaries of a market will certainly lead to definite failure, but neither of these need to be the defining role in product development.

      I know many business people and they have a solid product with solid customer support. I see other businesses that just are trying random things to make a buck, and of course then random things happen. The gold rush was a good example. Some people got rich, some didn't. There was certainly some skill, but most people were just trying to make easy money. I think many treat the App store in this way, and that any business rag would consider these firms as legitimate businesses is beyond me.

      --
      "She's a scientist and a lesbian. She's not going to let it slide." Orphan Black
    2. Re:Look where others aren't by Anonymous Coward · · Score: 0

      How is going up against Zinga or Angry Birds any different than you going up against Omnifocus? I only need ONE productivity app but people buy new games all the time even if they already have a bunch.

    3. Re:Look where others aren't by Anonymous Coward · · Score: 0

      Yes, the OP doesn't give a sweet fuck about logic. It was all just about advertising his shitty product.

    4. Re:Look where others aren't by Anonymous Coward · · Score: 0

      ...On the other hand, if you focus on solving real problems and using the advantages of the platform to improve your customer's life, you might be onto something....

      I'll give potential developers an idea that I and I'm sure others would pay for.

      A slashdot app - current only option is via the web browser. This can be a real pain with some strange frame width issues, making some stories unreadable.

      Just make it easy to read stories, remember your place, maybe look for new updates to stories, text and font selections. iPhone not just iPad.

    5. Re:Look where others aren't by pablodiazgutierrez · · Score: 1

      Good point, but the market is immensely more skewed toward the winners in the game arena. I'm not saying that we're going to break the bank, but we have a far better chance than a random game developer.

    6. Re:Look where others aren't by pablodiazgutierrez · · Score: 1

      The lure of the quick money is too strong to ignore, and that's what the media wants to cover, thus backfeeding the frenzy when others join the search for the overnight hit. The thing is, even overnight hits take a long time and lots of work these days. It sure must have been nice to be an app developer back in the times of iFart.

  31. This is what a free market looks like by Eggplant62 · · Score: 2

    I don't know what anyone's crying about. This is how it works. You put your product out there and hope someone sees it and likes it. If it's good enough it will succeed. If not, oh well.

    1. Re:This is what a free market looks like by Anonymous Coward · · Score: 0

      They are crying about not being one of the one percent
      and
      that it is unfair to be one of the ninety nine percent.

  32. Awful analogy by brusk · · Score: 2

    The reason this is such a bad analogy has nothing to do with whether an app succeeds because of luck, or how much the annual fees are. It has to do with where the money comes from. The money a developer gets comes, ultimately, from customers buying the app. Yes, the middleman takes a lot (but perhaps not more than more middlemen), but that doesn't make it a casino. In a casino, all the money coming in is from the gamblers, and all the money you win is from other gamblers (minus the house's cut). The same is true in a lottery. But an app store is completely different. Sure, it's unpredictable whether you will make big, medium, or no money, but the source of that money is not your fellow developers' entry fees.

    --
    .sig withheld by request
    1. Re:Awful analogy by ThorGod · · Score: 1

      Yep, all life's a set of games, and the rules, parameters, and players change from game to game. Any 'random' game can be approximated with a flip of a die or some other game a casino might host, but that doesn't make every game a casino game.

      --
      PS: I don't reply to ACs.
  33. ...Android Market by tepples · · Score: 1

    As opposed to Android, which doesn't charge $99 per year and allows distribution of APKs outside Android Market.

    My point is that a lot of people appear to forget that Apple copied the iOS developer program's pricing structure directly from that of Xbox Live Indie Games, just as I had originally predicted when Apple first announced the iOS 2 developer program.

    1. Re:...Android Market by codepunk · · Score: 1, Informative

      99 bucks is a small price to pay to play in a market that actually produces revenue, unlike the android market.

      --


      Got Code?
    2. Re:...Android Market by tepples · · Score: 4, Insightful
      Android is friendlier to the (admittedly extreme) niche of people who make applications for their own use or for use by only close friends.
      • Android: You pay $0 if you make only applications that you use and do not distribute to the public.
      • iOS: You pay $99 per year, or you lose the right to run programs that you made all by yourself.
    3. Re:...Android Market by CharlyFoxtrot · · Score: 0

      As opposed to Android, which doesn't charge $99 per year and allows distribution of APKs outside Android Market.

      But there you get shit like this story of some guy who got his game ripped off :

      "they removed the Credits section of the app and inserted a lot of malware that launches with the apps, spamming you with ads and installing shit on your phone (shortcuts to other software)."

      It all sounds pretty Wild West.

      --
      If all else fails, immortality can always be assured by spectacular error.
    4. Re:...Android Market by coinreturn · · Score: 1

      If $99/yr is cutting significantly into your profits, then you have no chance of making good money anyway. Also, the complete dev environment comes with that $99.

    5. Re:...Android Market by Anonymous Coward · · Score: 0

      As opposed to Android, which doesn't charge $99 per year and allows distribution of APKs outside Android Market.

      My point is that a lot of people appear to forget that Apple copied the iOS developer program's pricing structure directly from that of Xbox Live Indie Games, just as I had originally predicted when Apple first announced the iOS 2 developer program.

      And you forget Apple created this structure way before Xbox Live with iTunes Store.

    6. Re:...Android Market by h4rr4r · · Score: 1

      It has more than 500k apps, so I am pretty sure people are profiting from it.

      What is up with the fanboys? The apple market is good and it works, so is the android market. The winphone market will get somewhere if people buy winphones.

    7. Re:...Android Market by m50d · · Score: 1

      Or just applications for technical people who can download it off your webpage. I've seen plenty of niche android apps that are publicly available on the developer's website and nowhere else, presumably because the dev didn't want to go through the hassle of signing up to google's market. A couple of them I use every week; not many people would, but one guy did, and he published it, and that means I can use it too. There's a whole long tail here that Apple's missing out on.

      --
      I am trolling
    8. Re:...Android Market by Anonymous Coward · · Score: 0

      Android also allows anyone to repackage your app and sell it for themselves. It is up to you to monitor the all of the markets, find copyright violators and stop them. Someone can also take your popular app and sell it with included malware, which could lead to disastrous harm to your reputation. That's why almost no one makes money off of Android app sales, only ads within them, which google takes a hefty chunk out of.

    9. Re:...Android Market by Jonathan · · Score: 1

      You also pay $0 to Apple if you don't distribute your apps. You can download Xcode for free and install apps you write on your own phone for free. I've done that myself. You pay the $99 for the ability to distribute your app in the App Store. Yes, I know there are advantages to Android's openness, but for this particular example it isn't any different.

    10. Re:...Android Market by tepples · · Score: 1

      And you forget Apple created this structure way before Xbox Live with iTunes Store.

      Can you cite a source as to this $99 per year entry fee for iTunes Store prior to the App Store?

    11. Re:...Android Market by tepples · · Score: 1

      You can download Xcode for free and install apps you write on your own phone for free.

      Really? The author of this article is under the impression that "In order to test your iPhone applications on your device, you need to obtain an iPhone Development Certificate from the iPhone Developer Program Portal", access to which portal requires a paid-up membership in the developer program.

    12. Re:...Android Market by Karlt1 · · Score: 1

      It has more than 500k apps, so I am pretty sure people are profiting from it.

      Not really.

      http://techcrunch.com/2011/02/21/861-5-percent-growth-android-puny/

    13. Re:...Android Market by Agent0013 · · Score: 1

      Plus, it is only $25 one time fee to put Android app on the Market. I find that much easier to swallow than $99 per year. Selling $36 worth of an app over how ever many years it takes is easier than selling $142 worth every year. My Android app has only been out there for a few months, but the $25 is already covered. If the sales slow down I don't have to worry about paying $99 out of my pocket just for the chance that the sales might increase next year.

      --

      -- ssoorrrryy,, dduupplleexx sswwiittcchh oonn.. -Quote found on actual fortune cookie.
    14. Re:...Android Market by Tharsman · · Score: 1

      You can download Xcode for free and install apps you write on your own phone for free.

      Really? The author of this article is under the impression that "In order to test your iPhone applications on your device, you need to obtain an iPhone Development Certificate from the iPhone Developer Program Portal", access to which portal requires a paid-up membership in the developer program.

      Although thats my impression too (im an iOS developer) I subscribed to the program a year and a half ago (and the article you linked is also older than that.) Apple started selling XCode in the App Store for 5 bucks. Not sure if they changed heart then and allow you to deploy to your own device now. Got to say I have not heard anything on it, but it sounds plousible.

    15. Re:...Android Market by toriver · · Score: 1

      They charged $5 for XCode 4.0 between its release and the release of Lion; if you waited until after you installed Lion then XCode 4 suddenly was free, otherwise you could use the free XCode 3.x.

    16. Re:...Android Market by toriver · · Score: 1

      Of course not, they didn't sell software in the iTunes Store then.

      What "fees" were before that in the store were between a music artist and the label/publisher, since Apple refused (and maybe still refuse) to deal directly with musicians, meaning you at least need someone like cdbaby or Magnatune as an intermediary if you want to sell your music there.

    17. Re:...Android Market by arose · · Score: 1

      Aaaand we are back to the article in question that says that your $99 is very likely to not result in any revenue.

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    18. Re:...Android Market by arose · · Score: 1

      It all sounds pretty Wild West.

      Sure does, doesn't it. Good thing that Apple keeps a close eye on such things.

      --
      Analogies don't equal equalities, they are merely somewhat analogous.
    19. Re:...Android Market by sjames · · Score: 1

      It apparently doesn't produce very much revenue for most people, often less than 99 bucks.

    20. Re:...Android Market by Kalriath · · Score: 1

      You are wrong. Xcode cannot install an application onto a non-jailbroken phone without a valid paid for provisioning profile and developer certificate.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    21. Re:...Android Market by CharlyFoxtrot · · Score: 1

      1) apparently the game was open source so it's not a complete rip off, just of the art. Stealing is stealing but this does make it harder to investigate.
      2) the fraud was apparently taken down after a week which isn't stellar but not that bad of a response time either.

      --
      If all else fails, immortality can always be assured by spectacular error.
  34. Which other variables? by tepples · · Score: 1

    Could you please help explain the variables other than usefulness that both MachineShedFred and I missed?

    1. Re:Which other variables? by The+Moof · · Score: 1

      Marketing.

    2. Re:Which other variables? by NatasRevol · · Score: 1

      Uniqueness, usability, price, marketing, functionality, competition, to name a few.

      --
      There are two types of people in the world: Those who crave closure
    3. Re:Which other variables? by AdrianKemp · · Score: 1

      I didn't see you point out marketing; and I'm not even talking about advertising.

      It took me *ages* to find a useful repository browser that allowed for full editing and repo management for the iPad. It isn't because it didn't exist, it's because it was so damn hard to figure out what the apps actually did.

      Did they support authenticated svn? Did they allow tabbed editing? How well were differences handled? etc. etc. etc.

      Eventually, I found one that suited my purpose wonderfully for a mere $6 or so. I've been a happy camper ever since but they only made that sale because they finally wrote a reasonable description.

      Now what I'm saying isn't exactly separate from usefulness. But my point is that other apps quite likely do the same things, maybe even better, but if they don't convey that to me effectively I'll never risk supporting crap software.

    4. Re:Which other variables? by Anonymous Coward · · Score: 0

      Could you please help explain the variables other than usefulness that both MachineShedFred and I missed?

      Off the top of my head;
      Usefulness
      Ease of use
      Presentation
      Integration with similar apps
      Availability of a free trial version
      Quality of the written description
      Search optimization of description
      Size of established user base
      Availability or implied availability of customer support
      Aesthetics
      Word of mouth/other third party promotion
      Quality of side channel promotion

    5. Re:Which other variables? by gumbi+west · · Score: 1

      Well, spill overs (if we both have the same App, interact in the App, share the experience, share knowledge), buzz (when is the last time that you decided that you HAD to see a 10 year old movie THIS WEEKEND), advertising quality, sometime people like the "less useful" App with the simpler interface, ...

    6. Re:Which other variables? by mr1911 · · Score: 1

      Do you realize there are thousands of people marketing consumer goods that are chasing that exact same question for their entire career? Even those that are wildly successful once have little chance of doing it again, and every success has hundreds of failures around it. If anyone had the magic answer boiled down to a cheap talking point they damn sure wouldn't tell you here.

      --
      This post comes with a double-your-money-back guarantee!
      Any offense taken to this post is at your sole discretion.
    7. Re:Which other variables? by Anonymous Coward · · Score: 0

      Cost, ease of use, UI, speed, customer service, stability....shall I go on?

      Two apps for the exact same purpose are equally "usefull". One will succeed over the other because of price, bugs, UI layout, missing features, etc etc etc. Discovery is one of them, but only one and not even the most important. With all the free apps out there cost is the first thing many consumers search by. Your app better be cheap first, then usefulness, features and the rest come into play.

  35. No kidding by sean.peters · · Score: 1

    All that's really happening here is that millions of low-selling software applications, instead of being sold in the far-flung corners of the internet, have now been gathered into one place: the Apple App Store. So the fact that most applications are not actually all that successful is just more visible now than it once was.

  36. Every few years by tepples · · Score: 1

    But, yeah, that's not already depreciated?

    Some people have posted comments to previous articles about the iOS developer program claiming that anybody should be able to afford $99. They appear to treat the required hardware as a one-time expense and forget that one needs to replace both the Mac and the iPod touch with the current model every few years.

    1. Re:Every few years by NatasRevol · · Score: 1

      And how is this different from any other software development platform?

      Newer computers have newer features - speed, memory, storage, usb3, etc. that you may have to upgrade for your program. Can you do Xbox programming on a Pentium 4? No? Then what's the difference? Can you do Xbox programming without Visual Studio? No? Then what's the difference?

      --
      There are two types of people in the world: Those who crave closure
    2. Re:Every few years by AdrianKemp · · Score: 1

      If the app hasn't been making any profits for 2 or 3 years, do you really spend money on hardware upgrades to keep developing it?

    3. Re:Every few years by tk77 · · Score: 1

      ... forget that one needs to replace both the Mac and the iPod touch with the current model every few years.

      Except the 5 and a half year old mac that I have runs the latest Xcode just fine.

      iPod Touch I can see having to replace every few years.. but an additional $200 every few years should be insignificant if your product is making money. If its not making money, then either stop developing it, or stop complaining.

    4. Re:Every few years by tepples · · Score: 1

      Whether or not your application makes a profit in its first two years is a casino, as the article pointed out. Otherwise, it's a loss of $900 of hardware and $200 of certificate. And unless you keep paying for the certificate, you won't even be able to keep using the application yourself to demonstrate it to potential employers as part of your portfolio.

    5. Re:Every few years by tepples · · Score: 1

      Except the 5 and a half year old mac that I have runs the latest Xcode just fine.

      But a five and three quarters year old Mac does not, as it has a PowerPC CPU. This sets the depreciation schedule at one new Mac every five and a half years.

      If its not making money, then either stop developing it

      So how can I know, before I commit to betting $1,100, whether or not a particular application is going to make money?

    6. Re:Every few years by AdrianKemp · · Score: 1

      I'm going to do you a favour and explain what you just did that was stupid, rather than just calling you stupid and moving on:

      You started by insisting, quite incorrectly, that ongoing hardware costs were a large investment. Much larger than the $99 developer subscription fee.

      I implied, quite correctly, that if your app tanks you shouldn't be continuing to shell out cash for hardware upgrades.

      You came back and, quite incorrectly, began insisting that the app store was a casino and that somehow you've lost twice the actual subscription fee and hardware costs (as if it's somehow taken away).

      Every new company start up -exactly what writing apps is- is a risk. The cost of this particular risk is far less than the rent on most retail spaces. The app store is no more a casino than I am a fish.

      I hope you understand now, when I call you a blithering idiot and move on.

    7. Re:Every few years by Yaztromo · · Score: 1

      They appear to treat the required hardware as a one-time expense and forget that one needs to replace both the Mac and the iPod touch with the current model every few years.

      My circa 2007 MacBook runs the latest Xcode and OS X Lion just fine, thank-you-very-much.

      The device is, of course, a different matter -- which is why Apple provides an iPhone/iPod/iPad simulator in their development toolkit. Certainly having the latest-and-greatest iOS device at your disposal is useful for testing and debugging on-device, particularly if you're targeting the features of the latest and greatest device, but isn't this true when developing for virtually *any* device? I don't think Google hands out brand new Nexus devices to third party developers for free, and I know Atmel isn't going to send me a free development board to replace my several-years-old AT90USB board. Isn't what you're describing here really just something that affects every computing platform ever developed, and is thus part and parcel of participating in the act of software creation (simply exacerbated in the mobile device space due to competition and rapid improvements to devices)? I don't see the situation being any different for anyone developing for any other mobile platform (unless you're still writing code for your old Palm Tungsten I suppose...).

      Yaz.

    8. Re:Every few years by St.Creed · · Score: 1

      So how can I know, before I commit to betting $1,100, whether or not a particular application is going to make money?

      I don't know, but if you ever find the answer just tell me. I'd be happy to pay around a million dollars (or any currency of your liking, in cash) for the answer.

      Right now, no-one knows for sure. That's why being an entrepreneur is different from being an employee. You can try to stack the odds in your favor, but there will never be guarantees.

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
  37. Newsflash: publishing software involves expenses by sean.peters · · Score: 1

    And if you were to do it yourself, at a minimum you'd require 1) a web domain ($20/year), 2) web hosting (price varies, but certainly $30/year), 3) advertising of some sort (price?). The point is that you're actually getting something in exchange for what you pay Apple. It's not like in the absence of the App Store, you'd be able to market and distribute software for nothing.

  38. Don't lose a lot by HalAtWork · · Score: 3, Insightful

    the majority of developers fail to make any return on their app

    The majority don't lose a lot even if their app fails, unlike a gambler who must constantly bet a lot. Apps can be coded in your spare time, and if a concept becomes popular enough, you can follow it up with something a little more fleshed out the next time and keep iterating until you reach the point of diminishing returns. Then start putting out concepts again until you find your niche, and start iterating again.

    1. Re:Don't lose a lot by Anonymous Coward · · Score: 0

      They probably talking about the $100 yearly fee it costs to have the privilege of selling your app on the store. Sure it's not a lot, but its still loosing you money if it's not bringing in any sales.

    2. Re:Don't lose a lot by Anonymous Coward · · Score: 0

      It costs a couple hundred to get the development kit.

    3. Re:Don't lose a lot by blueg3 · · Score: 1

      Last I checked, the development kit is free. An account that can publish apps is $100/year.

    4. Re:Don't lose a lot by Anonymous Coward · · Score: 0

      If you can't recoup the $99 in a year of posting as many apps as you can develop, then all your apps are fucking garbage and you don't deserve the 144 downloads it would take to break even (assuming $0.99 per sale).

      It's not like you have to pay $99 per year per app or something. Get creative and make something worth value.

    5. Re:Don't lose a lot by MachineShedFred · · Score: 1

      Score: -1 wrong

      If you already have a Mac (or a vmware session of Mac OS X), you can download Xcode for the low price of $0.00. You can then write your app, and test it on the software emulator included, which is rather good. Should you think that you have something worth putting out there, you can then choose to upgrade your free developer account to the $99 annual fee'd account, and submit your app. The clock on that fee starts running when you pay it, so you can do MONTHS of development with the free tools and sim before you pay up.

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    6. Re:Don't lose a lot by R3d+M3rcury · · Score: 2

      That can depend on what you're trying to do.

      Apps can be coded in your spare time, I agree. But, as I've often said, there's a difference between a "project" and a "product." I have a little app that I wrote for my iPhone that checks the GPS and tells me my approximate address. It was a fun little project. But it's not a product. It's occasionally flaky, the back-end is owned by someone else who might get a bit offended if 100,000 people start banging on his server, and the interface is pretty ugly--I am not an artist.

      Now if I wanted to make this "project" into a "product," I'd have to devote more time to trying to find out where it's flaky. I might have to set up a server with the appropriate GPS to Street Address data. I'd probably have to add advertising in order to pay for the bandwidth that I'm serving out. I'd want to pay an artistic type to clean up my graphics and perhaps rethink the UI. And I need an inexpensive way to let the world know that I've done this. Then I have a "product."

      Yeah, I can code up an iPhone app. But that doesn't mean I'll necessarily get back the money that I spent on the hosting and graphics and marketing that I had to do.

    7. Re:Don't lose a lot by Anonymous Coward · · Score: 0

      Put out a free concept, and solicit user feedback to help improve, and if you decide it's worthwhile, then work at it and put out a full featured paid option, and mention it and its improvements in your free app.

  39. Business Plan? Who needs that? by SoupIsGood+Food · · Score: 1

    Newsflash! Software products require good marketing, film at 11:00.

    Seriously. If you have a great product, you need a business plan to sell it, even if it's a smartphone app. "Stick it on the app store and hope for the best, because some guy made a million bucks with a fart simulator" isn't a business plan.

  40. Re:Newsflash: publishing software involves expense by grub · · Score: 2


    You forgot the cost of setting up an actual online shop. SSL certificates aren't free, nor are online card processors which take a percentage.

    But hey, at least he'd be saving $99 and sticking it to The Man... :)

    --
    Trolling is a art,
  41. I'm making money by tylersoze · · Score: 5, Funny

    I'm reliably making money from the App Store, $75000 (on the side, in addition to my day job) in the last year and half actually. How? By writing apps for all those people that think they're going to get rich from App Store. I'd say probably 10% of my clients have made any money from their apps. Personally I don't try to feed their notions, I just produce the best product I can for them, and they can worry about making money from it, I'll take my money upfront for the coding thank you very much. I always turn down the projects where they want to do "profit sharing".

    I do laugh at the guys that make me sign an NDA before they show me their super secret idea. Dude, ideas are a time a dozen, somebody's probably already thought of whatever idea it is you have.

    1. Re:I'm making money by Anonymous Coward · · Score: 0

      This. So many half-baked ideas about social networks for cats etc. "with a twist." Sweet...as long as I am getting paid by the hour.

    2. Re:I'm making money by Anonymous Coward · · Score: 0

      Development costs money and there are tons of decent coders that can't draw stickman. Conversely, there are decent artists who can't program a sorting algorithm. The real extortion in development is $1000+ to license a single song. I could understand if it was something custom that took a week to write and a couple hours of a band to play well, but not something that's prerecorded. I won't pay good money for someone to sit on their laurels.

      Post some contact info on ./ and you might find enough work to quit that day job.

    3. Re:I'm making money by tylersoze · · Score: 1

      No, I'm making 100K at my day job. It's more convenient for health insurance and tax purposes as well. I can just adjust my withholding on the fly at my day job to account for my freelance taxes without having to do the whole quarterly estimated payments nonsense.

      Another good portion of my clients are companies that need in-house apps or other programmers than need components or whatever. I really prefer those guys the best, they pay on time and know what they're doing.

      I have to wade though a lot of fluff like "I want a game/app just XXX (Angry Birds usually :)" but at the moment even culling out all that I have more work than I know what to do with. I've stopped doing game projects, they usually turn into too much of a time sink and aren't worth it for what the client is willing to pay me. I usually do flat fee contracts, but work out the budget based on 75$/hr. Usually I do a gross "this will take 20/40/60/80 hours" type estimates.

    4. Re:I'm making money by Anonymous Coward · · Score: 0

      Dude, ideas are a time a dozen

      I think you mean "a dime a dozen".

    5. Re:I'm making money by bracher · · Score: 1

      How? By writing apps for all those people that think they're going to get rich from App Store.

      It has always been this way. Sun, SGI, MEC, NetApp... They all made a killing in the mid-90s by selling to fledgling internet firms that had no hope of ever making money, but had VC money to spend on their way to failure.

    6. Re:I'm making money by notKevinJohn · · Score: 1

      No, the NDA is totally necessary; if it wasn't for that I could make a killing with my hilarious new tell-all book about ideas people actually wanted me to put into production. "It's totally done! All it needs is a programmer. Will you work for equity?"

    7. Re:I'm making money by R3d+M3rcury · · Score: 1

      It reminds me of an old history lesson. The people who made the most money off the gold rush weren't the people who went looking for gold. It was the people who sold them the trip to California, who sold them the picks and shovels and tools they would need, the people who sold them the food, etc. etc. etc.

    8. Re:I'm making money by Anonymous Coward · · Score: 0

      Actually I am interested in finding an iPad developer, and you seem to have the right attitude. How can I contact you?
      I am serious about this we need some apps to complement our offering and so far the people I have met have not impressed me.
      Cheers

  42. It is not a casino by DaveV1.0 · · Score: 1

    The odds aren't good enough to be a casino. It is more like a lottery, hundreds of thousands to one against making any decent money.

    --
    There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
  43. Where can i sell my app? by shadowrat · · Score: 2

    Please point me to the market where i am guaranteed to profit.

    1. Re:Where can i sell my app? by Anonymous Coward · · Score: 1

      Since it is physically impossible to own information, you can't "sell" it anyway. That's why it says "license".

      I can however guarantee you a profit, if you guarantee me something else: That I also make a profit when I give you a profit, and that I know that before doing so. (Memorize every word of this. :)
      Where "profit" is meant in the broadest possible way: To gain something from it that is of value to me. Be it information about the future ("experience/knowledge"), how to use my resources more efficiently (for growing and reproducing), how to get more and better resources, and how to reproduce.

      In fact this is applicable to all intelligent life in all of the universe. If you remove the "knowledge" part, it's even applicable to *all* life. Even viruses. :)

      Now how about you give me something in return for for me giving you that knowledge.
      Oh, too late, as I already put it up on the net?
      Exactly! That's why you don't "license", certainly not after already passing your information (including software) on to others. Instead do something like a kickstarter.com project where you already get all the money for your work on first release, and can then sit back and relax, letting people copy at will. (Can't control it anyway.)

    2. Re:Where can i sell my app? by Bemopolis · · Score: 1

      Ask and ye shall receive...

      --
      "I guess the moral of the story is, don't paint your airship with rocket fuel." -- Addison Bain
    3. Re:Where can i sell my app? by Anonymous Coward · · Score: 0

      Solar farm installs for govt buildings, etc.

    4. Re:Where can i sell my app? by Anonymous Coward · · Score: 1

      Congress.

    5. Re:Where can i sell my app? by Anonymous Coward · · Score: 0

      Touché

    6. Re:Where can i sell my app? by gallondr00nk · · Score: 2

      Please point me to the market where i am guaranteed to profit.

      Running a casino.

    7. Re:Where can i sell my app? by Anonymous Coward · · Score: 1

      Sure thing, it's right over there with the bankers.

    8. Re:Where can i sell my app? by tehcyder · · Score: 1

      Please point me to the market where i am guaranteed to profit.

      I heard bitcoins are the way to go. Not only that, but they will shortly make possible perpetual motion and FTL travel.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
  44. Tragic? Give me a break by 93+Escort+Wagon · · Score: 1

    Whether you like Apple or not, whether you agree with their walled model or not, and whether you think it makes sense (or not) to be an iOS developer - where is the tragedy here?

    Choosing to use the word "tragic" in this context was a completely bizarre decision.

    --
    #DeleteChrome
  45. iOS dev tools are Mac-only by tepples · · Score: 1

    It's different in that a developer specifically needs a Mac in addition to whatever he uses to develop for other platforms, unless the only other platform for which he develops is Mac OS X.

    1. Re:iOS dev tools are Mac-only by NatasRevol · · Score: 1
      --
      There are two types of people in the world: Those who crave closure
    2. Re:iOS dev tools are Mac-only by NatasRevol · · Score: 1

      Also, why is it different? You have to buy hardware for software development, regardless of the platform.

      --
      There are two types of people in the world: Those who crave closure
  46. Of course not by drb226 · · Score: 2

    It's an app store, idiot. When they describe a "gamble", smart developers will typically not work for shares, they will work for wages. So developers aren't really gambling anything: if you are the one who is dumping money on developers so that they can turn your dumb idea into an app, it is you who is taking the foolish gamble. If you are a lone developer making an app on your own time, then hopefully the time spent making your own app is valuable to you (learning experience, etc), whether or not that app is actually successful. What, you actually thought your one-off app was going to make you filthy rich?

  47. Don't trust anything Fast Company says by tekrat · · Score: 3, Interesting

    These were the same dorks who pushed the "internet boom" in the 90's, claiming that every new startup, no matter how fucked their business plan was, was a "gold mine". We even had a parody called "F*cked Company" which daily documented all the businesses failing in Silicon Alley (NYC) during the bust period of 2000 to 2002.

    They have a lot of nerve to call the App Store a "casino", when they are the lapdogs of the stock market.

    --
    If telephones are outlawed, then only outlaws will have telephones.
    1. Re:Don't trust anything Fast Company says by Anonymous Coward · · Score: 0

      The spin-offs from that site still live on today as cess pools of hilarity.

    2. Re:Don't trust anything Fast Company says by avandesande · · Score: 1

      BOO!

      --
      love is just extroverted narcissism
  48. 2001 console, 2001 PC by tepples · · Score: 1

    Can you do Xbox programming on a Pentium 4?

    What was current in 2001 when the Xbox came out?

  49. Lies, damn lies then there is statistics by Anonymous Coward · · Score: 0

    There are lies, damn lies then there is statistics. Here is different survey that concludes the opposite:
    http://maniacdev.com/survey-says-median-ios-game-revenue-2400-average-86315-per-game-last-12-months/

    - Over 250 independent game developers were surveyed
    - Over 60% Of Those Surveyed Were Not Full-Time Game Developers
    - The mean average revenue from those surveyed was $165,121. $86,315 average per game in sales and non-sales revenue the past 12 months.
    - The median revenue per game was $2,400 in sales and non-sales revenue.

    1. Re:Lies, damn lies then there is statistics by brit74 · · Score: 1

      Your numbers aren't so good. The first thing that caught my attention was the large gap between the average ($165,121) and the median ($2,400) - which suggests that a small percentage of developers are making the lions-share of the income. I've seen a statistic elsewhere that said the top 1% of the app developers made 33% of the app store revenue, and the top 20% make 97% of the revenue (http://www.industrygamers.com/news/iphone-devs-in-top-20-make-97-of-total-category-revenue/). I looked up your numbers by following the source (http://www.streamingcolour.com/blog/2011/09/28/results-ios-game-revenue-survey/).

      "- Over 60% Of Those Surveyed Were Not Full-Time Game Developers"
      Yeah, but you should be up front with these numbers. 36.1% were full time independent game developers and another 33% were part-rime independent game developers.

      The survey was based on people who answered the survey. The person compiling the data says that explicitly in his article with a note "Disclaimer: I make no claims as to the statistical validity of this data. There is a good chance that the sample population is not representative of all game developers on the App Store." I'd suggest that app-store developers who went bankrupt are less likely to answer the survey than developers who are still actively working (i.e. successful), so the results will be biased towards people who are successful.

      I also noticed that if you break-out revenue by the number of developers, companies with only one developer are well below the average in terms of revenue. The median lifetime revenue for a game company with one developer was $519.

      I'd like to see things broken out by the number of hours developers spent on a project versus the amount of revenue they received. If someone spends an hour making an app and receives $1000 is a lot different than someone spending 500 hours making an app and receiving $1000.

  50. They say this in the article, thanks for trolling by Anonymous Coward · · Score: 0

    If you RTFA, you will see that they say this. I guess repeating an insightful article is insightful....

  51. First there was the 68K to PowerPC switch by tepples · · Score: 1

    2007 (2006) is about the switch from PowerPC to X86 processor. That's a one off switch, not one that will happen "every 4 or 5 years".

    First there was the 68K to PowerPC switch. Then there was the old world ROM to new world ROM switch. Then there was the PowerPC to x86 switch.

    That being said, eventually all developers will want to move on to a new computer because their old one is too slow for recent tools. Whether their development environment is Mac or PC. It's pretty dumb to single Mac out as anything different.

    A Mac is more expensive than a Windows PC because Apple has chosen to target midrange and high-end market segments, not low-end.

    1. Re:First there was the 68K to PowerPC switch by BasilBrush · · Score: 1, Troll

      First there was the 68K to PowerPC switch. Then there was the old world ROM to new world ROM switch. Then there was the PowerPC to x86 switch.

      68K to Power PC was 1994. New World ROM is irrelevant.

      If you're suggesting pattern, it's a 10-12 year one. Don't you change your PC at least that often?

      A Mac is more expensive than a Windows PC because Apple has chosen to target midrange and high-end market segments, not low-end.

      Developers aren't low end. Well some of the wannabes on Slashdot might be. Perhaps you are. But real developers aren't.

  52. Or wait until one's PC is due for replacement by tepples · · Score: 1

    You probably own a computer already

    It's possible that the computer that I own already isn't fully depreciated and therefore not due for replacement, such as if I bought it less than not knowing that I would want to jump into iOS application development. One has to either A. buy a second computer solely for iOS application development or B. wait until one's computer is due for replacement before beginning iOS application development.

    and if you can replace whatever you have with your app-developing Mac, cut that number even further.

    But to use a Mac for anything other than running Mac applications, such as running Windows applications on which I depend, I'd have to buy a copy of Windows for $200. At the height of the netbook craze, new nettop PCs were selling for that much.

    1. Re:Or wait until one's PC is due for replacement by UnknowingFool · · Score: 0

      If you wanted some to run software other than Windows on a Window machine, wouldn't you have to pay some amount of money for virtualization software regardless?

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    2. Re:Or wait until one's PC is due for replacement by tepples · · Score: 1

      If you wanted some to run software other than Windows on a Window machine, wouldn't you have to pay some amount of money for virtualization software regardless?

      Nope. VirtualBox doesn't cost any money, nor does dual booting.

    3. Re:Or wait until one's PC is due for replacement by UnknowingFool · · Score: 1

      That's not what you meant. You complained that to run Windows on Mac you have to pay for a Windows license. If you run OS X on a Windows box wouldn't you have pay for an OS X license? The cost of a Windows license is not set by Apple so it seems you are complaining about Apple for something that isn't within their control just to have something to complain about Apple.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    4. Re:Or wait until one's PC is due for replacement by tepples · · Score: 1

      If you run OS X on a Windows box wouldn't you have pay for an OS X license?

      If Apple were to port some subset of the iOS developer tools to Windows the way it has QuickTime Player, iTunes, and Safari, I wouldn't have to. But in effect, Xcode is $600 and comes with a free computer.

    5. Re:Or wait until one's PC is due for replacement by UnknowingFool · · Score: 1

      But that's not your complaint. You are complaining that you have to run Windows via virtualization on a Mac because you have other software and it costs you $200 for a Windows license. Even if you didn't have to run it on a Mac, you still have to pay for a Windows license. This is not the fault of Apple. Seems like you are complaining about Apple just to complain.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
  53. Parallels with Windows costs $260 by tepples · · Score: 1

    Parallels with Windows costs $260. I could buy a Windows laptop for that much.

    1. Re:Parallels with Windows costs $260 by NatasRevol · · Score: 1

      For development? I don't think so. Go ask any Windows developer if they'd be ok with a $260 laptop. Then duck.

      Also, what's most of the cost? Windows license. Maybe work has a site license, already paid for.

      But way to move the goal post. You can develop software on OS X, Windows, Linux, AND iOS *only* on a Mac.

      --
      There are two types of people in the world: Those who crave closure
    2. Re:Parallels with Windows costs $260 by tepples · · Score: 1

      So if I just bought a PC three months ago, how do I afford a Mac?

    3. Re:Parallels with Windows costs $260 by NatasRevol · · Score: 1

      So, you're just jumping into this development thing with no planning, no foresight?

      Ok, buy a $500 MacMini. http://store.apple.com/us/browse/home/specialdeals/mac

      --
      There are two types of people in the world: Those who crave closure
    4. Re:Parallels with Windows costs $260 by tepples · · Score: 1

      So, you're just jumping into this development thing with no planning, no foresight?

      Yes. I don't see why one should have to wait out an entire PC replacement cycle, during which the iPhone 3G, iPhone 3GS, iPhone 4, and iPhone 4S are released, before entering a market. Now I have to convince friends and family that a $1,000 initial investment is worth it.

    5. Re:Parallels with Windows costs $260 by NatasRevol · · Score: 1

      So now your family and friends are starting businesses doing iOS development? And they don't want any start up costs, too?

      Man, stop tilting at windmills.

      --
      There are two types of people in the world: Those who crave closure
    6. Re:Parallels with Windows costs $260 by CheerfulMacFanboy · · Score: 1

      So if I just bought a PC three months ago, how do I afford a Mac?

      Are you telling me you didn't become rich in three months developing Windows software? What kind of hack programmer are you?

      --
      Fandroids hate facts.
  54. Having to buy one specific company's hardware by tepples · · Score: 1

    You have to buy hardware for software development

    I don't have to buy one specific company's computer, which a random user is statistically unlikely to already own, unless I'm developing for iOS.

    1. Re:Having to buy one specific company's hardware by NatasRevol · · Score: 1

      Wow, that's a stretch. In an article about developing for iOS, you complain about needing hardware to develop for iOS. Because it comes from one specific company? Or because it's only being bought by 15 million people a year? (~4M per quarter: http://images.apple.com/pr/pdf/q411datasum.pdf )

      Good thing you wouldn't need to buy hardware running Windows when developing for Windows!

      --
      There are two types of people in the world: Those who crave closure
  55. Just like in real life? by MikeMo · · Score: 2

    Most application developers don't make any money *outside* the app store, either. Never have. Most fail. The thing with the app store is that many, many more get to try.

    1. Re:Just like in real life? by Anonymous Coward · · Score: 0

      <rationalization>I write iOS apps for the improvement of humanity. I don't care if they make money or not.</rationalization>

  56. Study confirms: 99% of everything still crap by jandrese · · Score: 1

    Listen, some people work really hard to put out the best app in the world, but almost everything in every app store is total crap. It shouldn't be a surprise that those shovelware apps aren't huge sellers.

    --

    I read the internet for the articles.
    1. Re:Study confirms: 99% of everything still crap by toriver · · Score: 1

      What do you know, even the app store follows Sturgeon's Law...

  57. Appillionaires? by Anonymous Coward · · Score: 0

    Really? Appillionaires? Appillionaires.

  58. No numbers by Anonymous Coward · · Score: 0

    I have a lot of problems with this article. First, it lacks any real numbers and just throws around fancy adjectives. How many developers are making $0 or negative money? The cost to make an app is close to zero if you do it yourself. So very few people should be losing money, even if they make a game that doesn't sell.

    Second, there are two types of mobile developers; independent and institutional. Independent are the people trying to start a company by selling something like a game. Institutional are the people who have salaried jobs at places like Wells Fargo and have the responsibility of making a bank app that's usually given away for free to all existing customers. Without the shift to mobile pioneered by Apple, these types of institutional jobs may not exist.

    Third, you don't have to be a millionaire to be considered a success. If someone makes an app in their spare time and brings in an extra $5-10k a year, that is a success for them. No, it's not enough to quit their full time job, but that is not every developer's goal.

  59. Mod Up! by Lieutenant_Dan · · Score: 1

    Yeah, it was nice of the "journalist" to tell us about his personal millionaire experience and the book he's now selling to talk about it (probably burnt all his cash). Those "paragraphs" are all I personally want to know about this topic.

    The ET "analogy" also bothered me.

    --
    Wearing pants should always be optional.
  60. Unfair - We need to tax the 1% by Anonymous Coward · · Score: 0

    It is so unfair that the top 1% of the application developers are controlling such a big part of the app store market. What about the other 99% of the developers? Why aren't they receiving their fair share of the total application expenditures? There certainly needs to be a government panel or commission that is responsible for taxing these developers and giving some of the proceeds from the apps that actually sell to those less fortunate developers.

    1. Re:Unfair - We need to tax the 1% by Anonymous Coward · · Score: 0

      Finally, someone with sense is commenting on this story.

  61. 400,000 fart apps by Colin+Smith · · Score: 1

    But that's the point innit. The app store is full of Fart Apps. When The Cloud makes it trivial for anyone to create a Cloud Service, there will be half a million Fart Services.

    You lose money on your Fart App? Great, that's exactly how life should be.

    --
    Deleted
    1. Re:400,000 fart apps by PNutts · · Score: 2

      But that's the point innit. The app store is full of Fart Apps. When The Cloud makes it trivial for anyone to create a Cloud Service, there will be half a million Fart Services.

      You lose money on your Fart App? Great, that's exactly how life should be.

      Or you could receive a windfall.

    2. Re:400,000 fart apps by Dogtanian · · Score: 1

      When The Cloud makes it trivial for anyone to create a Cloud Service, there will be half a million Fart Services.

      A cloud of farts sounds quite unpleasant, to be honest...

      --
      "Slashdot - News and Chat Sites Deviant". (Click "homepage" link above for details).
  62. So make better apps. by mr_lizard13 · · Score: 1

    Build something brilliant. Make it great. Price it sensibly. Be honest and proud in describing it.

    --
    "We live in a global world" - Harvey Pitt, former Securities and Exchange Commission Chairman
    1. Re:So make better apps. by tehcyder · · Score: 1

      Build something brilliant. Make it great. Price it sensibly. Be honest and proud in describing it.

      Yeah, but a fart app's still just a fart app.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    2. Re:So make better apps. by mr_lizard13 · · Score: 1

      There are no fart apps in the top 20 paid, free or grossing app store charts.

      --
      "We live in a global world" - Harvey Pitt, former Securities and Exchange Commission Chairman
  63. New Apps Visibility Problems??? by Cutting_Crew · · Score: 1

    Maybe i am thinking of the android app store but i thought that Apple, like Google, tried to promote and help new apps get their due attention and get noticed - but it seems that, from the article, that new apps are getting plundered because of every increasing new apps that stack on top of them. I think "new" apps should at least have a month to be more noticeable than lets say something like angry birds, that has had time to collect their own following.

    Can anyone verify the differences between the android app store vs apple app store in terms of new app visibility? That is, what are their rules and/or policies regarding brand new apps? thanks

    1. Re:New Apps Visibility Problems??? by Quiet_Desperation · · Score: 1

      Eh... there's more than enough web sites to find good apps. I wouldn't say no to a better search engine in the App Store, but the Web has been fine for tracking down particular apps or finding good reviews.

  64. Re:Newsflash: publishing software involves expense by errandum · · Score: 1

    Well, would if I could, but I can't even test an app on a phone without paying for it. I strongly believe the ecosystem will smother itself someday (and that's true for everyone, not only apple).

    And you pay those prices for basic hosting and web domain? No wonder you think 99$ is cheap.

  65. .... and? .... by Quiet_Desperation · · Score: 1

    So it's like every other market in the known history of civilization.

    OCCUPY THE APP STORE! :-P

    And how do you make a loss? If I diet do I gain negative weight?

  66. No "Android pod touch" is another part of it by tepples · · Score: 1

    I've seen plenty of niche android apps that are publicly available on the developer's website and nowhere else, presumably because the dev didn't want to go through the hassle of signing up to google's market.

    That or the fact that there was no Android-powered counterpart to the iPod touch until last month when Samsung introduced the Galaxy Player. The previous closest match, Archos 43, was based on AOSP and thus didn't have Android Market.

    1. Re:No "Android pod touch" is another part of it by toriver · · Score: 1

      ... but since he said $0 and not the $25 sign-up fee so he uses some other channel than the Marketplace. Thus the Archos 43 can be a contender.

  67. Re:Newsflash: publishing software involves expense by errandum · · Score: 1

    Actually, SSL certificates are free if you don't rely on a CA to give you one. And paypal (for example) charges 10 times less of what apple charges for their services.

  68. How should one find the right people? by tepples · · Score: 1

    So how should a programmer with a vision find the right graphic artist, UI designer, and marketer?

    1. Re:How should one find the right people? by BasilBrush · · Score: 1, Redundant

      There's no reason why a programmer can't learn to do his own marketing. It's not hard it just requires some work.

      If you don't already know UI and graphics people, then no doubt Google is your friend.

      But you've established in previous posts that you can't afford a Mac, so it's rather a hypothetical question. You'll just have to keep on flipping burgers.

  69. Duh by Anonymous Coward · · Score: 0

    Despite how cool smart-phones are, they are extremely limited in what can be done on a ~4" screen. Few mobile apps are much more than widgets. 1. Make something truly compelling (within the constraints of the platform). 2. Stop giving them away for free. 3. Advertising isn't limited to the App Store.

  70. More computers aren't Macs than are Macs by tepples · · Score: 1

    Or because it's only being bought by 15 million people a year?

    Say among the 15 million Macs and the tens of millions more computers that come with Windows, I pick a computer to buy at random. Then a few months later, I decide to get into iOS application development. More likely than not, I'll have to buy a second computer. How is one supposed to know, before buying a computer, that years later he'll want to get into iOS application development?

    1. Re:More computers aren't Macs than are Macs by NatasRevol · · Score: 1

      So new businesses don't have any startup costs? New decisions don't have any consequences? Why not always buy a Mac, which can run Windows, Linux, OS X, and develop for all of those plus iOS. Problem solved.

      Man, stop tilting at windmills.

      --
      There are two types of people in the world: Those who crave closure
    2. Re:More computers aren't Macs than are Macs by tepples · · Score: 1

      So new businesses don't have any startup costs?

      I am ignorant about something, and I want to become no longer ignorant. How does one ordinarily cover the startup cost of a new business?

    3. Re:More computers aren't Macs than are Macs by NatasRevol · · Score: 1

      Man, stop tilting at windmills.

      --
      There are two types of people in the world: Those who crave closure
    4. Re:More computers aren't Macs than are Macs by euroq · · Score: 1

      How is one supposed to know, before buying a computer, that years later he'll want to get into iOS application development?

      That's an awfully stupid question. How is one supposed to know anything before it happens years later? What if I bought an iPhone and years later I want to do Android development? Should iPhones be forced to support Android development? RIM, WIndows Mobile, etc.?

      --
      Just because the U.S. is a republic does not mean it is not a democracy. Democracy/republic are not mutually exclusive.
    5. Re:More computers aren't Macs than are Macs by tepples · · Score: 1

      What if I bought an iPhone and years later I want to do Android development?

      Assuming you also have a computer, any brand of computer, you can load the Android SDK onto your computer and buy either an Archos 43 or an LG Optimus to test on, just as someone getting into iOS development would buy an iPod touch to test on. One is more likely to already own a computer in general (for Android development) than to already own a Mac specifically (for iOS development).

    6. Re:More computers aren't Macs than are Macs by euroq · · Score: 1

      So what you're saying is that Apple should spend time and money to allow development of iOS mobile devices, so that people don't have to buy their other products? I admit it does suck for someone who just wants to mess around, but it's a minor trifling to businesses. The fact that Apple hasn't and yet apps are still made in great numbers goes to show that they don't need to.

      Companies who want people to use their products will make the tools for free, in order to spread them as much as possible. Apple doesn't have to - the people already come to them. Off topic, but interestingly enough, the fact that RIM didn't make its app development tools free and more easily accessible is thought to be one of the chief reasons RIM was worth $80 billion 2 years ago and only $10 billion today, because there weren't enough people making apps for Blackberries.

      --
      Just because the U.S. is a republic does not mean it is not a democracy. Democracy/republic are not mutually exclusive.
    7. Re:More computers aren't Macs than are Macs by tepples · · Score: 1

      the fact that RIM didn't make its app development tools free and more easily accessible is thought to be one of the chief reasons RIM was worth $80 billion 2 years ago and only $10 billion today, because there weren't enough people making apps for Blackberries.

      Nintendo is far tighter than Apple, yet it was printing money for several years.

  71. I thought it was a gamble for consumers? by i_ate_god · · Score: 2

    I recently bought an ipad2, and I was shocked at the fact that there doesn't really exist a free app for most of the common things one expects to do with a computer or computer-like device.

    And since the majority of these apps don't work, or don't do what they say it will do, with absolutely no possibility of a refund, well...
    the gamble isn't for the developers. it's for the consumers.

    --
    I'm god, but it's a bit of a drag really...
    1. Re:I thought it was a gamble for consumers? by painandgreed · · Score: 1

      I recently bought an ipad2, and I was shocked at the fact that there doesn't really exist a free app for most of the common things one expects to do with a computer or computer-like device.

      Read email, look at photos, browse the web, read PDFs and eBooks? Seems default apps come installed to do all that on my iPad2. Maybe you're just not holding it right.

    2. Re:I thought it was a gamble for consumers? by aiken_d · · Score: 1

      Obviously you should spend your time developing and distributing high quality free apps to do those things.

      --
      If I wanted a sig I would have filled in that stupid box.
    3. Re:I thought it was a gamble for consumers? by Anonymous Coward · · Score: 0

      The web browser and mail client are extra!?

    4. Re:I thought it was a gamble for consumers? by PoolOfThought · · Score: 1

      Two part response:

      First, examples of the "common things on expects to do with a computer or computer-like device" please...?

      And second. Why should they be free (as in beer)?

      --
      My present is the activity I am currently engaged in with the purpose of turning the future into a better past.
    5. Re:I thought it was a gamble for consumers? by i_ate_god · · Score: 1

      Examples
      1) I want to upload non-camera related files from my flash card to my website.
      2) I want to access the contents of my device on a different device
      3) I want to customize the look and feel
      4) Where is the file browser?

      Second:
      they aren't REQUIRED to be free, it's just that you kind of expect them to be free, since everywhere else, they are indeed free, and in some cases, as a drunken slur, if you pardon the pun.

      I knew before buying the ipad2 that iOS is locked down. I did used to own an iPhone. My mistake, was not double checking whether I could jailbreak it or not first.

      --
      I'm god, but it's a bit of a drag really...
    6. Re:I thought it was a gamble for consumers? by i_ate_god · · Score: 1

      I think the real issue here is that you seem to misunderstand the meaning of the word most, and how it differs from the meaning of the word all.

      --
      I'm god, but it's a bit of a drag really...
  72. Re:Newsflash: publishing software involves expense by horza · · Score: 1

    Most web hosts include SSL, online shop, etc all for free. Try Bluehost which does all these and more for $6/month. The online card processors take around 3%. However some have a set fee plus percentage, eg Paypal takes 20p + 3.4% which will take it up to a whopping 23.4% on a 99p app, almost Apple proportions.

    Apple and Android Market both take 30% which is a massive cut of the profits. With Apple you are pretty screwed, but there are plenty of Android apps where you Paypal the author the fee and he sends a reg code. If it's a fun app and any profit is a nice bonus then probably best go with the default stores, but if there are any development costs and the price is non-trivial then it is probably worth by-passing.

    Phillip.

  73. Devolper + Gambler by spads · · Score: 1

    Now industry has found a way to source its optimal preferred resource - adept programmers with no common sense.

    --
    Bukowski said it. I believe it. That settles it.
  74. How does one mitigate the risk? by tepples · · Score: 1
    I agree that a startup is the best analogy. So please me try again, a little less stupidly this time:

    Every new company start up -exactly what writing apps is- is a risk.

    So how does one mitigate the risk? One might choose to try to mitigate the risk by producing a quality product and marketing it as best one can, in hopes of recovering the initial investment. But as the article points out, this isn't always enough. How are startups in general unlike a casino?

  75. Misunderstanding the Scale of the App Store by Koreantoast · · Score: 1

    People thought the magical Apple App Store was somehow a market that defied typical market behaviors only to realize that *gasp* it operates just like any market. To be fair to people however, perhaps it's more that people thought the Apple App Store would operate more like a small and limited market, not realizing the sheer size and scale of the Apple App Store means that they're competing with millions, not hundreds or even thousands of other applications. In other words, they didn't fully realize the sheer scale of the competition they faced and understand the implications to their business models.

  76. Re:Newsflash: publishing software involves expense by ragefan · · Score: 1

    Except using a self-signed cert is as useful as no cert at all. The typical customer is not going to call you to compare the keys to verify that the self-signed cert is legit.

  77. Remember... by Anonymous Coward · · Score: 0

    ...just because you've made the game you've always wanted to play does not mean that it will necessarily fail in the app store! Also, don't forget that a good product is just as important as marketing. Most naive, wide-eyed folks assume it's all marketing for success.

    1. Re:Remember... by Anonymous Coward · · Score: 0

      okay i guess you've never developed an iphone app. i've written several games i obviously would have enjoyed playing and they didn't do nearly as well as angry birds. but, you may have a point that i didn't market it very well.

  78. red pill by pbjones · · Score: 1

    welcome to the real world. The case has always been that there are far more applications than could be consumed. Just because you can write a piece of software doesn't not mean that it will be a commercial success. It's the same with Android, it's was the same 20 years ago when I started writting shareware. It's a hobby! to believe that you are going to make money out of it, is fooling yourself.

    --
    There was an unknown error in the submission.
  79. you miss the point guys by Anonymous Coward · · Score: 0

    Out of thousand apps that do the same, which one do you choose?
    When there are hundreds of thousands apps, it's not about quality as much as about getting into a spotlight. "cut the rope" is much more entertaining than "angry birds", but the latter sells much better.

  80. It's a casino for buyers, not for sellers... by Anonymous Coward · · Score: 1

    Every time I am buying an app from an appstore, it's like gambling. There is limited information, no video, to trial, one just hopes the app does what is says, buys it, and can never return it. If the app is an obvious, shameless scam, then maybe, if you are willing to invest loads of time to contact Apple, you might just get your money back. I have at least 10 apps, that I would never buy if I could saw them in advance.

  81. It's not a casino, it's a lottery by n01 · · Score: 1, Interesting

    The "App Store lottery". That's what I keep reading on developer forums. But except for buying a ticket you have to work really hard creating an app or game.

    I hope to hit the jackpot with my newest app called Acoustic Ruler Pro which lets you measure distances of up to 25 meters (82 feet) by clocking the time delay of the emitted sound waves.

    Here are two short videos showing what the app can do: http://iqtainment.wordpress.com/acoustic-ruler/.

    1. Re:It's not a casino, it's a lottery by St.Creed · · Score: 1

      That is pretty cool, actually.

      And it shows another sensor that could be added to the radio-connected sensor platform we call mobile phone: temperature sensor. The more sensors, the more interesting stuff people can do with the combined outputs and inputs. Kudos to you for this app.

      Now, tbh, i wouldn't know what to use it for so you really need to have some vids with use cases on the front page. Your video of how it works is nice, but only secondary.

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
  82. Welcome to the world of Business... by RoyaleA · · Score: 1

    No shit, Sherlock. Every app/startup/thing in the world is a gamble. Casinos just expose the fact that you're gambling and allow for finite numbers of your odds of winning. In the real world, the numbers are generally just guesses, like a stock market. Sometimes you work hard and get nothing in return. Sometimes, you don't work at all and get everything in return. I'm pretty sure that the "Apple Heroin" they speak of it just cash, piles of cash shot directly in the arm.

    --
    RoyaleA
  83. nonsense by Tom · · Score: 0

    Not the first time they publish upper nonsense. First, you don't just make up words and then claim they are already established. Dishonesty.

    Aside from the (few, yes it's a lottery in that regard) filthy-rich developers, there are also quite a few who aren't filthy rich, but they make a living. I don't call that "losing out". A friend of mine is one of them, and I have maybe 20 more people like him in my extended circles.

    Like every business, people fail. In sum total, the App Store seems to be a place where a small developer can still get his stuff sold - contrary to brick&mortar shops. The App Store is a big equalizer. Sure the big names can spend advertisement money outside, but in the App Store, they're the same as everyone else. And that gives small competition a fighting chance, which translates into a job that feeds the family for quite a few.

    --
    Assorted stuff I do sometimes: Lemuria.org
  84. Everybody but Apple by tepples · · Score: 1

    My circa 2007 MacBook

    In circa 2007, what convinced you to buy a MacBook instead of a Dell, HP, or Acer?

    Isn't what you're describing here really just something that affects every computing platform ever developed, and is thus part and parcel of participating in the act of software creation

    It appears everybody but Apple makes tools available for Windows or Linux or both. So a developer can keep current by buying the latest Dell, HP, Acer, or even a local white box brand. Apple, on the other hand, requires developers to buy its computer in order to develop applications for its device.

    1. Re:Everybody but Apple by Yaztromo · · Score: 1

      In circa 2007, what convinced you to buy a MacBook instead of a Dell, HP, or Acer?

      Well, it certainly wasn't for iPhone development -- while the iPhone had been announced just a few months prior to my purchase, it didn't become available here in Canada until the iPhone 3G was released in July 2008 (which, FWIW, coincides with the release of iOS 2.0, the first iOS to even support third-party applications. There was no dev kit prior to this, or have you forgotten the debacle of the first iPhone and Apple's expectation everyone would want to create HTML 5 apps?).

      It appears everybody but Apple makes tools available for Windows or Linux or both. So a developer can keep current by buying the latest Dell, HP, Acer, or even a local white box brand. Apple, on the other hand, requires developers to buy its computer in order to develop applications for its device.

      So, in other words you're backing down from your argument that you need to add in the cost of a new mobile device every few years, correct?

  85. If i remember by unity100 · · Score: 1

    That's how capitalism works. That's the reason why 5% get 72% of everything in america, and the rest 85% live with the false hope of getting into the top 5% while they continue their lives by taking only 15% from the economy.

    http://sociology.ucsc.edu/whorulesamerica/power/wealth.html

  86. How so? there are lots of other options. by Brannon · · Score: 1

    Develop for Android, for example.

    Apple isn't the reason you are a failure.

  87. Most devs by koan · · Score: 1

    Most devs make crap apps, there's a glut of useless apps, if you consider the platform and what it is likely to be used for there are really few apps that you need or would want to use on a device with the physical size of a phone.
    There are plenty of games if you're into games, but only a relative handful of useful applications that are well written, so who ever gets their "useful" app out first and catches the "word of mouth" market wins.

    Honestly, I only need or can use 1 fart app, yet there are dozens.

    --
    "If any question why we died, Tell them because our fathers lied."
  88. Authors are doing fine in the book business, by Brannon · · Score: 1

    Apple is cutting out middlemen. That's technology and progress.

    You don't see many milkmen around anymore, do you?

    1. Re:Authors are doing fine in the book business, by errandum · · Score: 1

      No, but I see apple trailing on the edge of anti-competitive maneuvers with the in-app purchase policies. It's almost impossible to compete with apple in the rental field.

  89. what bothers me is the app numbers... by Xeranar · · Score: 1

    I've read comments about hating the hobbyist apps and general floatsam in the app store yet in the very next breath they're beating their chest over the number of apps on their perspective platform. When most smartphones without enterprise apps would be served by 10-25K apps without duplicates the apple & android stores are boasting close to millions of apps. Very clearly Apple likes the floatsam to pay 100 dollars to essentially break even or make a small profit. The app stores are less like department stores and more like sweat shops. The casino term is accurate for the business model, play upon the greed and naivety of developers and make a profit on them either way.

    The so-called capitalists if they weren't so caught up in their own circle jerk of resentment and egotism would recognize the stranglehold Apple and others have on the gatekeeping of this frontier. Substantially less than a plurality sideload another market so their ecosystem's place is where they know & go. This leads to economic dictatorships and an unbalanced system we're now beginning to see.

  90. Re:Newsflash: publishing software involves expense by St.Creed · · Score: 1

    Or even worse, because self-signed certs create a lot of alerts in browsers and I even got my mail returned by a certain company when signed with a self-signed cert because it wasn't signed by a trusted CA. Sending them a plain email was ofcourse okay.

    --
    Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
  91. Re:Newsflash: publishing software involves expense by Ares · · Score: 1

    The micropayments, while limited in scope, are significantly less expensive than full payments:

    https://www.paypalobjects.com/IntegrationCenter/ic_micropayments.html

  92. The Wheel of Fortune by westlake · · Score: 1

    Making a successful application is about ability.
    Make a good and fun game, and you will profit from it.

    There is always of element of chance in any production.

    You time the release of your solidly crafted action flick to avoid the blockbuster sequel --- only to be blindsided by the success of a competitor that seemed to come out of nowhere like Die Hard or The Pirates of the Caribbean.

    Gog.com is stuffed with games that became classics in their genre --- but barely saw a dime in sales when launched. Even when you look back with 20-20 hindsight, it isn't always easy to see what went wrong.

  93. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  94. How do I made buzz? by tepples · · Score: 1

    If you have a good app and some capital, figure out where you can generate buzz

    Perhaps "casino" as the article puts it is overblown, but some chance remains: 1. who is lucky enough to come by enough capital to mount an appropriate marketing campaign and 2. whose marketing campaign ends up succeeding in generating enough buzz. Such risk due to chance is no different from any other startup, but if there's a formula, nobody's willing to share it.

    Why else do you think that FarmVille outsells Harvest Moon?

    I see three things that FarmVille has that, say, Harvest Moon: Magical Melody lacks: free to play for all Facebook users, runs on an existing PC without having to buy a console (and thus attracts new gamers who don't own one), and deployed using a platform that doesn't need applications to be permanently installed.

  95. Other investments by betterunixthanunix · · Score: 1

    I have a friend who was looking at a promising career in academia (he was just starting out in grad school). He was a really smart guy and could probably have done pretty well as a researcher.

    He opted to quit grad school and try to make it big developing iPhone apps, and when last I spoke with him it was his girlfriend who was paying his bills while he continued to hope people would buy his apps.

    --
    Palm trees and 8
  96. Re:Newsflash: publishing software involves expense by Anonymous Coward · · Score: 0

    Apple and Android Market both take 30% which is a massive cut of the profits.

    Sorry, but this right here says that you do not know anything about anything.

    First, it's a 30% cut of the gross. Profit is the money left after you subtract the cost of making the sale from the gross. It sounds like you think 100% of the price of an app is profit. This is naive.

    Second, Apple runs its app store at slightly above breakeven (documented in their SEC filings). Running an app store is not free, especially Apple's style of walled-garden app store. They must employ a horde of app reviewers, support iOS developers, provide hosting, do credit card billing (lots of it on tiny transactions where the CC companies will eat them alive with per-transaction fees), and tons of other stuff.

    Did you know that the developer's share of the gross in traditional brick & mortar software sales is horrible? IIRC figures under 20% are common, because in that business there's usually three middleman companies between the developer and customer taking cuts (publisher, distributor, store), and they all have lots of costs to cover. Real professional developers think the App Store's 30% / 70% split is amazing. Apple is taking care of all the hard work involved in distributing their app and collecting the money, and is basically charging breakeven prices for it. That's a sweet deal.

    (What's in it for Apple? It turns out the purpose of the app store isn't to make money on its own, it's to get people to buy iOS devices. Hardware sales are where Apple makes its profits.)

    With Apple you are pretty screwed, but there are plenty of Android apps where you Paypal the author the fee and he sends a reg code.

    Google probably allows some sidestepping their system like this for two reasons. One, if they enforce it hardcore the cheapskates will just move to a non-Google app store, which Google is explicitly allowing. Two, to Google the main thing is to get more marketshare as long as it doesn't cost them too much. Apple is fundamentally a hardware company which uses software to make its hardware more attractive, but Google is fundamentally an advertising company. You, the end user, are the product in Google's view -- they're selling little slices of your time, in the form of advertising impressions, to their real customers, the companies who buy ads and search keywords and so forth. So they'll pay some money to get more end users to sell, as long as the expected return per user is greater than the price of acquiring that user.

  97. Google is not always my friend by tepples · · Score: 1

    There's no reason why a programmer can't learn to do his own marketing. It's not hard it just requires some work.

    I'm willing to do work to learn marketing, graphics, or UI design. Where should I start? Does it require going back to college?

    Google is your friend

    Not always. Some concepts can be expressed using numerous distinct words. If I type a word into a search engine, the results will have those documents that contain the word, not documents that contain synonyms for that word. This phenomenon goes by "synonym problem" and numerous other names.

    But you've established in previous posts that you can't afford a Mac

    I can afford a Mac, but not everybody else can out of disposable income. Is it considered fallacious to argue a position that affects people other than myself?

    1. Re:Google is not always my friend by BasilBrush · · Score: 1

      Not always. Some concepts can be expressed using numerous distinct words. If I type a word into a search engine, the results will have those documents that contain the word, not documents that contain synonyms for that word. This phenomenon goes by "synonym problem" and numerous other names.

      My word, the barriers to your becoming an iOS developer just go on and on don't they.

      Is it considered fallacious to argue a position that affects people other than myself?

      If there are such people, why are they so quiet, and why do they need you to speak for them? Is it that the can't afford a PC or internet connection either?

      Or is is that you're just talking shit?

  98. Re:Newsflash: publishing software involves expense by UnknowingFool · · Score: 1

    Do you not research anything? You can install and test an iOS app on your own device without paying the $99. You have to be a registered developer which means filling out some forms with Apple. It's only when you distribute to other people that you have to pay.

    --
    Well, there's spam egg sausage and spam, that's not got much spam in it.
  99. Re:Newsflash: publishing software involves expense by errandum · · Score: 1

    You do know that the certificate is used to encrypt the connection, right? It doesn't matter if the costumer trusts a CA (most don't even know what it is) if it trusts you and your self signed certificate, it'll be enough for encryption and security.

  100. To think of other rationales for Mac ownership by tepples · · Score: 1

    In circa 2007, what convinced you to buy a MacBook instead of a Dell, HP, or Acer?

    Well, it certainly wasn't for iPhone development

    What I was getting at here is that in the iOS 2 days, people who had already chosen a Mac for some other reason had an advantage (there's the luck, the casino element) over people who had chosen a Dell, HP, or Acer. I'm trying to come up with good reasons to already own a suitable Mac that aren't related to iOS so that I can more fairly assume that someone would reasonably already own a Mac and thereby take the cost of a Mac out of the discussion.

    iOS 2.0, the first iOS to even support third-party applications. There was no dev kit prior to this

    Which is why in another post, I mentioned only the 3G, 3GS, 4, and 4S.

    So, in other words you're backing down from your argument that you need to add in the cost of a new mobile device every few years, correct?

    One still does, but a new mobile device every two years is still cheaper than a new mobile device every two years plus a specific brand of new PC every four.

  101. Re:Newsflash: publishing software involves expense by errandum · · Score: 1

    Same answer I gave the other guy. A self-signed certificate can be used to encrypt the connection and add an extra layer of security. And since I trust myself, and I guess the costumer trusts me enough to send me money, this kind of certificate is more than enough. Most people have no idea of what a CA is anyways... And if I did get money, I can then get my "legitimate" certificate and pay for it, but only after I do make it.

  102. Can I pay $500 up front and only 10% ? by Anonymous Coward · · Score: 0

    You mention the 30% but don't seem to give it much weight despite it being a much larger cost than the $99 for a remotely successful app. Can I choose a store that has a higher up-front cost and lower percentage?

  103. Welcome to cheap undervalued software by thetoadwarrior · · Score: 1

    I've yet to see an app market that operates in any other way. Xbox indie games, android, etc along with the iphone all seem to be hit or miss. I think a lot of it is it's all cheap and while that should allow more opportunities I don't think it does. It makes people think most of it is junk so they only buy the things that are popular and proven.

    That and there is a lot of shit that doesn't deserve money on those markets (especially Android) so is it no surprise a lot of people don't make money?

  104. Re:Newsflash: publishing software involves expense by errandum · · Score: 1

    No, you can't. I tried it, but you clearly haven't. Good for you...

    But if you do find how, please tell me. I've been dying to know this (and I have more than one friend with exactly the same person). It seems we are all stupid.

    I repeat, without jailbreaking your phone you can't send anything to it without paying the 99$.

  105. Re:Newsflash: publishing software involves expense by errandum · · Score: 1

    *exactly the same problem (obviously)

  106. most new jobs and innovations by Anonymous Coward · · Score: 0

    come from small business.

    like, you know, fucking Apple

  107. Gamble vs. risk by unassimilatible · · Score: 1

    In casinos, your odds are the same as everyone else (obviously excluding games with some skill like blackjack.) That's gambling.

    In capitalism, you take risk, which varies depending on what you bring to the table, good product, good marketing, etc.

    Just remember, Steve Jobs sold his car to found Apple. Years later, he sold all his Apple shares to found Next. No risk, no reward.

    --
    Slashdot "libertarians": Small government for me, big government for those I disagree with. -1, I disagree with you
  108. Re:Newsflash: publishing software involves expense by Kalriath · · Score: 1

    Perhaps you should be the one researching. Your device requires a provisioning profile to run sideloaded applications, and you can only get a provisioning profile from the iOS Provisioning Portal, which you only get access to if you pay $99.

    --
    For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
  109. Re:This is what a manipulated market looks like by mjwx · · Score: 1

    I don't know what anyone's crying about. This is how it works. You put your product out there and hope someone sees it and likes it. If it's good enough it will succeed. If not, oh well.

    Everyone was deceived by Apple marketing and fanboys that the App store was some kind of gold mine. They flooded the media with headlines like "Game makes 20K" whilst neglecting to mentioning that it took six months, the author only received 14K and the costs to develop the game were 15K. The level of fallacious marketing made it difficult for most people to do real market research.

    Also remember that Apple's App store is not a free market, it's a manipulated market. Apple picks what applications get advertised, can adjust rankings and outright reject or even remove an application after release. You are 100% on Apple for any success, and you have to give them 30% of everything before paying for your own costs.

    --
    Calling someone a "hater" only means you can not rationally rebut their argument.
  110. Mobile app development by Dennis+Sheil · · Score: 1

    I've been developing for the Android Market since May. There are some things to consider. One is some companies don't expect immediate success - lots of banks and such which may have been slow to get a website, have decided to get on smartphones and tablets now. The return for this might take years to come, but they have plenty of money. Why not do it now? They have the money and forecasts show they'll need it eventually, to stay competitive. Sometimes it is existing software. For Android, the Adobe PDF reader was really junky for the past few months. They just released an update, and now the app is much, much better. So they also are protecting their brand.

    My capital costs, other than my labor time, are approaching $0.00. Well actually approaching $25.00 as that's what a lifetime Android Market account cost me. I have Admob ads in most of my apps, and average 5 cents a click. So after 500 clicks, I'm in the black. I can go on vacation for two weeks, and come back and see how much I have earned in the interim on Ad clicks. If I wanted to, I could sell apps, or do in-app sales and the like, and maybe I'll try that in the future.

    This is something I enjoy doing. I do everything - I look over the entire market, I think up what to do, I write the code, I do the layout, I do the artwork (or get free for commercial ones from findicons.com, iconfinder.com etc.), I decide which user-requested features to implement and which to ignore. I decide whether to work on a new project or improve my existing projects. And then I get the money. Another thing is with work, in this young market, my check is increasing every month. Some of it is my improved products and some of it is people getting new Android devices for the first time.

    Some of the things our community knows are relevant here I think. Release early, release often! Are there any Android apps which could load and search Microsoft Access databases on the phone, even if it had no network connection? There wasn't back in June. There still is not one as far as I know other than mine - Panacea Database. I didn't even have to do the Access-specific work, there was a LGPL license library out there I used called Jackcess. My first release took four days - all it did was load the database and iterate through the table rows. You couldn't even iterate backwards, and users said it then looked like junk on smaller phones. But in terms of competition, only one app came close, and for some things (free for an unlimited time, able to handle Access without needing to install a desktop app), it had no competition. Now, 1500 active users later, I have made a lot of improvements, many suggested by users. Which is another thing known by our community - listen to the users, and with a little bit of discrimination, let them have a large hand in determining the roadmap.

    Panacea Database was really just an experiment to see if I could successfully port a popular open source Java library to Android. The experiment was an all-around success: I ported it, I sent patches back to the library which helped improve its Access 2010 usage (actually the lead developer took my patch and improved it even more), and lots of users are happy they can do what they want on their Android phones and tablets, and I'm making money on ads. And - I'm helping, in a very small way, an open source Linux platform be more useful. It's a small effort, but combined with a lot of other people like me, it has an effect. The users make out, the library makes out, Admob makes out, Google makes out, the manufacturers make out, the carriers make out, and I make out.

    So the map seems pretty open to me. As the Cathedral and Bazaar says, whether its open source or not, scratch your own itch. Think what you'd like to see that is not on Android - or not on it in the way you want. Will people be able to find your app? There's 2 or 3 popular file managers, and those apps are easily findable by searching for file explorer or file manager or whatever. Will your app be as eas

  111. Wow, the app store is just like the internet... by mdervin2001 · · Score: 1

    Many people will start-up their own blog/websites/e-commerce a few will be wildly successful with little capital expense, a few will be wildly successful with a lot of capital expenses, the vast majority will be "failures."

    While we can talk about hosting, downloading, bill handling, etc from the App Store the real value Apple provides small developers is Trust.
    The consumer knows giving their credit card info to the App Store is secure, some guy's website could just as much be a front for the Russian Mafia as a ernest indie programmer. The consumer knows the App was tested by apple therefore won't f*ck up their iphone/ipad. They know the App store won't let them buy something that's incompatible with their phone. And finally they know if there's any problem, Apple will have their back.

  112. Re:Newsflash: publishing software involves expense by horza · · Score: 1

    First, it's a 30% cut of the gross. Profit is the money left after you subtract the cost of making the sale from the gross. It sounds like you think 100% of the price of an app is profit. This is naive.

    The overheads are negligible in digital distribution. Your major costs are software development, advertising, followed by the cut the merchant takes from payments.

    Second, Apple runs its app store at slightly above breakeven (documented in their SEC filings)

    Is that another way of saying it makes a small profit?

    They must employ a horde of app reviewers - doesn't help me, I can write my own detailed description of what the app does and provide screenshots
    support iOS developers, - aren't you paying an extra $99/year for that even if you don't use it?
    provide hosting - which is nothing
    do credit card billing - so 2% out of the 30% accounted for

    Real professional developers think the App Store's 30% / 70% split is amazing

    They would have to be a little naive. They provide an expensive service, and there is nothing wrong with that if you had a choice of whether to use it or not. I use an accountant to do my accounts even though they are simple enough to do myself. I would rather spend the time writing software which I enjoy more. There will be developers that will take the easy option no matter how much Apple cream off.

    Apple is taking care of all the hard work involved in distributing their app and collecting the money, and is basically charging breakeven prices for it. That's a sweet deal.

    If they are taking a whopping 30% of all your money, have the largest app store in the world, and still can't make a profit... well they don't really care. They can blow it all internally on whatever they want because as you say they make huge margins selling cheap hardware for a high price.

    Did you know that the developer's share of the gross in traditional brick & mortar software sales is horrible?

    Yes I've had software published via traditional brick and mortar. The retailer really takes a huge cut but then they have high overheads too. The whole system is incredibly inefficient. Then came along this new medium called "the Internet".

    If I published an app for $0.99 I would go with using the Apple and Android stores because, as you mentioned above, merchants take a larger cut on smaller payments. Anything over $5 and I would consider going my own route.

    Phillip.