Has anyone seen this yet?
http://technologyexpert.blogspot.com/2009/08/app-store-user-review-gaming-uncovered.html
A fast, easy to use, free, and community supported 2D game engine
I also just saw this one this morning:
Yep saw that scandal. It's pretty sad.
On the other hand, the app store is so flawed (more than 50'000 apps fighting for 25-100 TOP spots) that Apple basically forces game companies to use unethical ways to get exposure.
Keith Peters in is Bit-101 blog talks about how he has watched the app store change from a small number of apps to what it is today
http://www.bit-101.com/blog/?p=2294
I think the lesson here is that the days "If you build it, they will come" business model for iPhone app developer is over. The quality of the apps has gone up and it is up to the company (or individual in my case) to promote their apps.
I can understand why Apple takes the time to make changes to the AppStore (safer, let demand dictate exposure, etc). However, I am surprised that they haven't implemented existing solution models to their AppStore dilemma (iTunes Genius, Amazon Recommendations, etc). These would increase targeted exposure for apps, appease developers and increase compulsive sales.
Anyways, David is right: the bar is now higher, mediocre apps should be flushed (one way or the other) and marketing any app is and will always be the developer's responsibility.
my 2 cents
Very good read. I think it's unethical to pay someone to get your game out there...but unfortunately it happens.
It's a big problem with corrupted systems... As soon as as little as 25 companies do it on the app store, everyone might need to do it to even have a chance to compete.
Yea it really does provide an unfair advantage. Man the app store is changing from an Indie Haven to complete chaos.
There is a solution but Apple will never implement this because it would generate a lot less sales. Just let people try for free every app for a limited time. If you like it you pay, if not you don't pay. Serioulsy how many times did you think, dmaned, I should ahve never bought this app...
We are not only talking about visibility, but also about how to make the best opinion before you buy an app. And we see here that we can't trust the users reviews. Maybe a ratio try/buy can be a better thing. But thinking twice about it, spammers could also do the same thing...
Well, I mean most apps already have lite versions. People use the reviews to see which of the thousands of lite are worth trying.
So I am not sure that free previews would help much.
I agree that free previews would not give any real benefit over the "lite" version. I can usually tell even in 30 secs whether I'm going to keep playing a game or not. Its generally based on the controls. Yes, we need more visibility. If there are 8500 new apps coming out every week, SOMETHING else has to be done.
I disagree with David. I'm poor and I believe i'm working 13 hours a day on this game (that is coming along, thanks to some really good advice from some of you) because my game has a chance in this system as opposed to pouring a lot of money into traditional advertising. I can't afford a "marketing strategy". :)
@Arian - Absolutely! I didn't mean to imply I wouldn't. I just can't pretend to compete against someone that has a marketing firm do the work for them and do it falsely.
Well of course none of us have that kind of marketing power. It'd be nice to sit back and relax after the game is made but the REAL nitty gritty starts after or near the release.
"the REAL nitty gritty starts after or near the release"
and yet most devs here have had minimal success with advertising, social media, or even getting good blog reviews. Any other ideas?
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