Apple To Offer iOS Developers 85-15 Revenue Split; Debut Paid App Store Search Ads (theverge.com)
Apple says it will now take a smaller cut of commission from app developers provided they have customers who stick with their subscription model for longer than a year. Phil Schiller, Apple's Senior Vice President of Worldwide Marketing, told The Verge in an interview that the company will revise the 70-30 split for such developers to 85-15. In addition, the company will also begin showing search ads for apps in its iOS App Store search results. Also, the company says it is speeding up app review times "to the point where 50 percent of submitted apps are now reviewed in 24 hours, and 90 percent are reviewed within 48 hours." From the report: If the new subscription model becomes widely adopted, it will represent a fundamental shift in the economics of the App Store. Developers will be incentivized to sell their apps for a recurring fee instead of a one-time cost. It could change the way consumers pay for certain apps, but it also presents a massive opportunity for developers, many of whom feel the app economy has been become moribund in recent years. And as iPhone sales growth slows, a move to app subscriptions is another way for Apple wring more profits from its existing user base.Apple columnist John Gruber has more details.
Google currently have the 70/30 as Apple had. https://support.google.com/goo...
Have never paid for an app subscription on my PC. Have never paid for an app subscription on my Phone. I pay for many media subscriptions and I have no problems paying for major feature upgrades to my apps, but when I buy an app, I want to own it. When a mobile app like Pushbullet goes subscription, equivalent competitors like "Join" always spring up as people don't want to pay a recurring cost for a one time service (I don't care about server costs, as a MITM server should not be a part of an app like Pushbullet anyways, as Join has proven).
You might look skeptically upon Apple's claim that review times have sped up. How could they possibly have sped up to the process to a day from a week?
Yet, it is the case. Every single person I know submitting iOS apps has had every app approved within a day, sometimes just a few hours.
And it's not like they are just not looking at anything, in one case I head about someone who submitted an app update, the reviewer found a crashing bug, the developer fixed and resubmitted and it was approved - all within the same day!
That alone was a HUGE boon to app development as it made a lot of customers very cranky a change could not go out quickly. It should also eliminate a ton of emergency review requests developers were sending to Apple, so it probably helps Apple also.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Is simply that I won't pay for such apps. Ever. I already have enough reluctance to pay once for apps and it wasn't helped when an app that I used a lot turned into abandonware and stopped fully working after some iOS updates. Apple deliberately has no way to complain to them that old apps no longer work so the mostly broken app still is available for purchase on their store. So good luck with this change, Apple, but I'll opt out of buying apps with subscriptions. I'm not really into this whole "subscription thing".
Which means the game is never, ever finished which will lead to really crappy games. I will never subscribe to an app on a phone, it's ludicrous.
I never bought into the DLC on other platforms for the same reason. And for those that say DLC makes the game better: Sure it does, because they finally finished the damn game!
Suddenly, it would make more sense to sell books as apps. Is Apple considering doing this for books, too? If they did, it would hit Amazon pretty hard.
Check out my sci-fi/humor trilogy at PatriotsBooks.
Using iphone apps reminds me of being in America, with all the horrible street side advertising billboards
Wha?
Pretty much ALL Android apps are like that. The only option they really have is ads so all have them.
SOME IOS apps also have ads. But there are still a great many you can simply pay for, and have no ads at all.
Now with subscriptions, there need be no ads for many more apps because the recurring revenue ads were providing can be replaced by user revenue - meaning FEWER "billboards". Yet you are whining about not wanting to use iOS, instead of running to it to avoid the flood of Android App Ads.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Apple isn't going down to 15% universally. It's only for subscriptions and only after the first year. Apple could care less about competing with a no profit margin $70 Android phone.
Market share means nothing without profit.
Ok, then don't. Few of us actually want to pay anything, but at the same time, most of us can also recognize that there are whole categories of features and apps that have intrinsic, ongoing costs...costs which developers have few ways to recoup now, meaning that those apps never get built and those features never get added. It's lose-lose.
In some cases, we've seen successful launches of promising, niche apps get released to great acclaim, only to have few or no additional updates because the revenue dried up after everyone in the niche community bought it and sales fell off a cliff (and ad impressions were negligible because it's niche), leaving the developers with no way to sustain the business. For some apps, we see them use a high up-front cost to sustain the business until they launch version 2, but then they have to launch version 2 as a separate app with its own up-front cost. That may work for enterprise apps aimed at businesses willing to pay for something they need, but it's generally untenable when dealing with typical consumers.
And what of apps with features that carry an ongoing cost for the developer? Plenty of apps feature a server-side component that carries an additional cost for the developers that run them, but right now they either need to cover that expense from the up-front payments they receive when people buy their apps (thus limiting how much they can reasonably offer), or else they need to keep their costs below what they earn from ads, since that's the only other option available. I've seen developers admit to NOT adding much-sought features that have ongoing costs because they'd have no way to build a business around them. With these changes, however, they'll be able to offer different subscription tiers that could cover the ongoing costs incurred in providing the features offered in each tier. End result: users get the features they want that currently aren't being provided, while the developers have a means of supporting their business in a sustainable fashion. It's win-win.
Am I suggesting that I prefer subscription pricing? By no means! But I also understand the reality of the situation and can see that subscription pricing enables developers to build viable businesses around whole categories of apps and features that were previously impossible to sustain. Granted, it may be unappealing to pay ongoing costs, but if that's the actual cost to make those apps and features a reality, I'd rather not bury my head in the sand and pretend that things are fine as they are.