Considering the fact that I haven't submitted my first app yet, I can't vouch for the accuracy of this picture. However, those who have experience, is this fairly accurate?
http://www.stromcode.com/wp-content/uploads/2009/06/handyguidesmall.jpg
A fast, easy to use, free, and community supported 2D game engine
Considering the fact that I haven't submitted my first app yet, I can't vouch for the accuracy of this picture. However, those who have experience, is this fairly accurate?
http://www.stromcode.com/wp-content/uploads/2009/06/handyguidesmall.jpg
Yes.
Yes. The Entertainment category seems especially prone to this as well. Fart apps or apps that make noise are deemed to be worth the money, but other things "should be free". That's the market I guess.
Pretty much spot on, we've been fortunate so far in that they've been in the minority. It'd be interesting to get the stats on what percentage of 1* reviews/rating are given by each version of the OS.
so true, to be fair though the quality of clientele is not all like that but you can get some colourful reviews.
I don't know why an app should be free, period. Like nothing is free in REAL life..... no one gets a free video game or whoopy cushion or anything else like that. People go and spend $200-400 on an iPhone or iPod touch and then say $0.99 is too much!?!? The average app price should be about $3-4 for iPhone apps and iPad apps should be more. This trend wouldn't have started if people didn't make apps so cheap in the beginning......
I blame the media ;)
If users believe half the rubbish that's broadcast then we're all selling at least 100,000 copies of each game, my belief is that they're moaning about what they perceive we're all earning and rate it based on that.
Oh, if only :)
Actually, I've seen all those reviews for other games. LOL! I just thought it was funny. The picture was spot on.
@abitofcode
I would have to agree with you there. There's all this hype that the app store makes everyone millions. Could not be farther than the truth.
In my estimation, most of the 1 star "this should be free" people are spoiled brat kids whose parents are paying for their iPhone and their $80/month data plan.
On the other hand, if I was paying $80/month (I don't actually own an iPhone, I just develop for them) I would probably be somewhat angsty about forking over extra cash for apps.
I don't think the average app store user really thinks too hard about who they are paying money to for what.
Anyone that posts that $0.99 games should be free should have their iPhone/iPod taken off them given $3 and a Nintendo DS :D
Heh, I made that image almost a year ago. Nothing has changed much since then.
abitofcode is pretty much spot on. See my articles on app store hype from last year (picked up by TechCrunch, Reuters, et al). The "wild success" of the app store led everyone to believe we were all rolling in dough. Pair that with the common man's total lack of understanding of what goes into software development -- even for an iPhone app -- and you get mind numbing customer reviews.
And, it seems, a lot of disgruntled developers.
I've just read your post http://www.stromcode.com/2009/05/24/the-incredible-app-store-hype/ ,great article, should be required reading for anyone starting in iPhone development.
A lot of people seem to think the goldrush is still on, the instant fame and fortune mentality is bleeding out of the Tv into all aspects of life. You only have to look at the some of the games released here and then check out the last post date of the developer involved :s
EDITED: after reading post from above link
@abitofcode since your STAP was so close to be "golden" one - lately, would you like to share rough daily numbers of downloads when the game was at the top peek?
My game was never even close^5, so I don't know anyone willing to share exact trusted numbers ( talking about these days ). Lately I'm just thinking to simply drop iPhone game development - been there - done that - period.
I just read the article as well. If you need me, I'll be on yonder bridge, preparing to jump off.
But seriously, it is a bit of depressing news. I've entertained the fantasy of getting rich on iP* apps, but I know it's a pipe dream. I'm going to try to pursue the multiplatform thing (one more good reason to use Cocos2d), but yeah - the move might be to show you can do it and then get hired by someone to build *their* free app. Almost every catalog company has a custom app for shopping their merchandise now.
I've got about eight weeks in the development of my game, a handful of downloads, and no illusions that it will go viral or become wildly successful. I suppose I'll continue to tweak it and see what else I can produce.
But I won't count on getting rich.
@AntonG I can't give out the figures without talking to Mike (the other half of JG) but as a rough indication have a look at the medium leaderboard figures (be sure to remove at least 2500 which are dues to pirates and multiple OF accounts). The sales don't cover the development time but we weren't counting on them to, we've been fitting this around other work over the past 10 months. Our biggest daily download spike after appearing in New and Noteworthy in iTunes was in the hundreds not thousands.
Stromdotcom has the right approach in my eyes which is build up a portfolio of apps and a brand over a period, Angry birds didn't fly overnight.
My main industry area is in development for education, particularly interactive activities, hopefully there will be a shift to tablets for the next generation (even if it ends up being flash based :(
@abitofcode thanks for the answers, fair enough!
Strom's article is very good view from the frontline.
I'm not sure about apple not listening, fickle users, and hype there are too many additional factors.
1) opinionated products, this is apple's forte. The following 37signals extract sums it up:
http://gettingreal.37signals.com/ch04_Make_Opinionated_Software.php
Apple becomes emboldened by their success and to a certain extent I'm coming around to understanding why. If I was chiropractor I wouldn't tell a brain surgeon what he was doing wrong. I could suggest it to him but the surgeon ultimates decides whether to accept or reject my views. Apple is getting things right but also wrong but who can deny they've created a market that has taken everybody by surprise. I look at my itunes apps page and its a mess, too many apps and no nice way to organise. I bet they only expected a limited number of icons. I think they do listen but choose to ignore anything which doesn't fit with "their" way.
2) fickle users, In my very recent example, I released a game which was meant to be an arcade-ish race game. The steering was fast and some people loved it and some people hated it. The problem is that the complainers are ALWAYS vocal, so I started getting feedback that it was not that good. So I paniced, altered the mechanics (for the better I'm happy to say) but then got reviews from the original half who liked it telling me to change it back!!?. Talk about a second kick to the nuts (with follow through).
To support both control schemes I needed to retune the car AI and re-do the maps, supporting both schemes meant double the work. Nope not doing it, thats it, I've decided its staying as is and I'm not adding additional settings for on/off. If they like they can buy if not there's plenty more to choose from.
3) Hype, the appstore is a commodities market, way oversupplied. Developers are already considered to be globalised commodities by business execs so what happens when a company removes the barriers to entry to a bleeding edge platform? A massive wave of developers hits it with the promise of access to a global market and a way to stick it to the man. Games are way more fun to write than enterprise software. Hype begets hype and dreams of writing fun software for a living take over and then reality bites (or bytes for the nerds).
Anyway thats my 2 pound 32 pence (sterling has de-valued so yes).
Thanks @stromdotcom for the great article!
I agree with you @abitofcode - we need to be patient, and build a solid portfolio over a time ... thanks for the inspiration!
@stromdotcom did a great article. I've read it, along with many others articles like it, during my course of research when getting into iPhone development. I can't help to say that I was a bit disappointed. Though, I continue because it's a hobby and I won't quit my day job.
Here's another interesting article about AppStore pricing. It has estimated overall ranking vs sales. Not sure how accurate those numbers are today, but I can't imagine it would be far off.
http://appcubby.com/blog/files/app_store_pricing.html
Basically, you do have to be in the top 50 to make any sort of real money here. The chart confirms the numbers I have found in other forums and blogs, etc.
It's another great read for iPhone developers. It explains how the top 50 are doing so well. Volume fuels ranking and ranking fuels volume.
hey man really! why are these consumers so mean? Ok, yes, my game is very very simple. its for 2years old. its all in the description. .99 is not that much! damn, why dont code they it themself, arrg, ggrr. I had zero downloads for a week, then i made a FREE day and had 4.000 downloads that day, as if they all have waited, i dont know, this is very strange, and a lot of one-star-clicks and reviews, hm... should i delete it? rewrite it? make something new? I personally love my app and wanted to share something i really lik to peoiple, i dont wanted to produce crap. Tja, what do you think?
They do not know how much work is behind it. Just ask some people in the streets - they can not tell you how much hours you spent on making it. The guys who complain about the price of just .99$ do not want to give you the money.
Once I talked to a friend and we were talking about apps. He had (luckily his iPod crashed due to the jailbreak so he needed to restore it) his iPod jailbroken and a lot of illegal downloaded software on it. I asked him why he does not "donate" the money to the developers / buys the app. His answer: "What's my profit?"
This is horrible! But it is visible in each sector where professional work is going on. They do not have the knowledge but want the stuff for free (e.g. Illustrators or Designers).
My opinion. Feel free to comment on it.
In order to judge, (IMO) it depends on what side you are on. As a developer I always think an app is worth more than a buck, because I spend a lot of time to develop an app, I know its value.
As a user, I may judge the app on what value it gave (me). Sometimes I play a gameloft app and think it's not worth a cent (to me). why? because I do not want to play it for more than a minute.
This rule not only apply for Apps Store market but for everything, from the vegetables in the market to clothes in a store. The value of a thing based on the customer use, not on the material or the work that made it.
Have you ever thought the bread you ate was yuck and it not worth a buck? At that time have you ever thought about how to make the bread?
Some of them act badly because they've had a hard life, or have been mistreated...but, like people, some of them are just jerks.
There are jerks everywhere. Even in the cocos2d community we have the leeches that contribute nothing and then start whining because something didn't work the way they want it or the documentation isn't to their standards. Some people are even rude to Riq! However, most people aren't jerks - I find it better to focus on them.
:) leeches are everywhere, but they help form a community since the community is formed by a large number of people.
I'm also a leech, I contribute nothing. But I don't ask (for technical questions), I search for my own.
However, when you look at video games as a marketplace, the App Store customer is a weird beast. The same users who balk at 99 cents for a game they might play for hours are the same users who have (and still do) buy "bargain" PC and Mac CD games at their local store "because it's only 10 bucks".
Compare titles where the exact title is available on multiple platforms. Popcap's wonderful game "Plants Vs. Zombies" is $20.00 on Mac and Windows. $2.99 for the SAME APP for iPhone (okay, it's $9.99 for iPad). And it's a bestseller on Windows and Mac. Nobody really complained about the price on those platforms because it was cheap compared to other "big box" games in the $50 to $60 price range. Still, except for extra features in the iPad version (and better graphics), all of these versions are the same game.
The entire iPhone Developer/Consumer culture has led to this systematic lowering of prices in an effort to get the customer's attention, and it stuck. But part of that lowest-price race also comes from the potential audience of users you can reach with iOS that you'd never reach on Windows or Mac platforms. The audience is huge, and we get the buyers who are afraid to install software (the traditional way), but don't hesitate to shop in the App Store, because it is easy to get an App downloaded & running with almost no effort.
Of course, now that riq is letting us "go Mac" with our cocos projects, we have that option to reconfigure our games for additional sales on the Mac OSX front, too. Perhaps we can charge $20.00 for the Mac version of our $.99 cent iOS app.
How many of you are only doing your game? As a indie developer?
Can you do a living?
Can you get at least to pay your rent/food each month?
Worth a try?
I was thinking in going solo. But don't think is a good idea right now.
Would love some opinions.
Thanks
@Chicken Hero Defender,
I'm solo on my game as an indie dev. The game hasn't been released (very soon though once more balancing of levels seems to be the last step atm and the random quirk bug here and there that no one can seem to reproduce but that's another story)... I have a part time job that gets me by (I have two roommates) and it pays for food/rent each month.
This has been a passion (Programming for 13 years now) and a dream of mine (to make games) so I definitely feel it is worth it. You have to sacrifice a lot (at least I did) be disciplined, focused and know where your priorities lie when the door comes a knocking/phone comes a ringing. I've probably angered every one of my friends in the past five months due to rejecting going out. I don't neglect the gym but that's for health reasons (sitting around all the time you need to get some exercise in).
But in the end there is nothing like coming up with an idea of your own, and making your own game solo .. it's hard to explain. Also helps ready you for when you're ready to move up into the group setting knowing how much weighs on everyone and exactly how important your part is in the big picture. Also being able to say "Yes, *I* did that." is very pleasing granted it's also more strain than anything else I've experienced since my days in the U.S. Marines.
I'd so go for it if it is truly a desire of yours.
@Chicken Hero Defender
I too am a solo indie iOS developer with 15+ years programming but only 2 years on the Mac. I quit my day job a little over a year ago but only because my wife can support the both of us and she was very supportive. Anywho while I am indeed getting paid each and every month, it's not quite enough to live on, at least not in southern California :-/
I'm in it for the long haul, not looking to make the next Angry Birds, but making apps I want to use and play. If I happen to hit one out of the park, great, my family will benefit, if not then I keep learning and going.
Check out idevblogaday.com, lots of great indie stuff.
@Chicken Hero Defender:
I'm also an indie solo developer (my first title will be ready for submission in the next week or two), and much like @Vabu, this has been a "dream occupation", but I have a "real job", too. I've been coding on and off for my entire life (started in BASIC on a VIC-20 when it was new and I was about 6), and I've wanted to write "real" games for that long, but lacked either the skill set or the discipline until more recent years. When I first came in contact with the iOS SDK this spring, I made the leap and refuse to stop coding. I am of the same mindset as @Vabu - the personal pride of creating a game solo that others can enjoy is actually my first goal, though making money is definitely a nice bonus, too. (Have to pay for new Apple toys somehow).
Going solo as a full-time developer is a risky business. Sure, you might turn out the next Angry Birds, but you might also make fabulous games that nobody ever sees. Every story is different, but the single biggest way to make a steady income stream from Apps is to continue to produce quality apps rapidly, and get some marketing efforts underway to get folks to notice you.
(As an aside, I love the a look of the Chicken Hero Defender game. I look forward to seeing it in the store!)
EDIT: looking back at what I wrote, the "leap" I meant was making games. I have not quit my day job...yet. (Of course, if someone with a healthy trust fund wants to sponsor my game dev, that's another story.)
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