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A Story of Why Devs Should Think Twice about Developing for the iPhone

icombatgame.com

41–50 of 56 posts

Re: A Story of Why Devs Should Think Twice about Developing for the iPhone

#41
post #4

Maybe you should just not put other companies' copyrighted game names in your keywords. It sounds like Apple is purposefully slowing you down because they consider you to be malicious.

Exactly. Tell me how this practice is any different from, say, keyword spamming on eBay?

Re: A Story of Why Devs Should Think Twice about Developing for the iPhone

#42
post #28

Earlier quoted context omitted.

If you're all smiles one moment, and throw a temper tantrum about it the next... then completely forget about it five minutes later... or if you call me 2 weeks later to complain that I smoked at your house... or if you kick me out while someone else is using your couch as an ashtray... then I would probably stop visiting, anyway.

Don't worry, I have a large "No Smoking" sign taped on the front door.

Ding! Now if you're smoking and Jim forgets to remind you, that doesn't mean you are automatically allowed to smoke there anytime you want, as are any future guests. It only means Jim didn't catch you.

Re: A Story of Why Devs Should Think Twice about Developing for the iPhone

#43
You should submit 10 apps, with minor A/B differences of one app, with minor branded editions (like pokemon pearl & pokemon diamond, a few color schemes, a few different pokemon, not much else). Statistically at least one will get through, and apple does not reject on minor variations like that (just look at iMob 100 respect points). App store reviews are like 10 pregnant women, if you start all at once, you'll get all your baby's at once. Also arguing how something is better from a user's point of view can help through minor things. For example, if they reject your craiglist app because it has craiglist as a keyword, you can argue that it would make it harder for users to search for a relevant functionality.

If you really don't want to "spam" the itunes store, you can "remove from sale" all the other apps that get through and just keep the best one. Or you can leave them there, see which one does best as a testing mechanism and keep that one.

Re: A Story of Why Devs Should Think Twice about Developing for the iPhone

#44
post #29
post #16

Earlier quoted context omitted.

It looks like Apple did the right thing here. They stopped the app from using a term copyrighted by Nintendo. They also communicated the rejection reason to the developer clearly. Ultimately, this is probably going to be a win-win for both sides. Apple does the right thing. The app description and keywords don't mislead users (and as a result of the blog post complaining about Apple, the app also gets a lot of free p…

I sort of agree with you, but just because a name is trademarked (you can't copyright a name), doesn't mean you can NEVER EVER use it. For example, Wii. There you go.

It does mean that there are limitations on using it in the advertising of a competing product, however.

Re: A Story of Why Devs Should Think Twice about Developing for the iPhone

#46
post #21

Apple rejected the app because the developer sought to use another company's product name and game title to bolster their own sales. Seems reasonable to me- at least as far as App Store rejections go.

If that's all you got out of it, you seriously need to read the article again. These flippant non-responses to Apple related problems are useless and displace actual useful contributions. As someone who enjoys useful contributions... I disapprove!

Re: A Story of Why Devs Should Think Twice about Developing for the iPhone

#47
post #26

From the article: Sure Apple has its reasons, namely pushing its 85k or 100k or 250k apps commercials to prove it has the most evolved app ecosystem versus its peers. But if Apple doesn’t fix these problems soon, those numbers will begin to mean less and less, and at some point the number of apps in the App store will be about as meaningful as the number of videos uploaded to YouTube. That doesn't really make sense t…

Turning down apps to maintain quality, I'll give you that (even though there's a lot of room to argue the specifics). Turning down bug fixes for stupid reasons, though? How does that maintain quality, if it takes over a month to push a fix to an app? Eventually devs get sick of it (especially if their apps are closer to the hobby end of the spectrum) and stop maintaining them. Can't blame them.

I agree with you on that. It doesn't make sense to turn down an App for "stupid reasons." Its just that Apples concept of a valid reason for turning down an app is obviously much broader than most people like.

However, I have to wonder if it was perhaps the other way around whether we would have people complaining about how trashy the app store was and how their decent app was buried under loads of other spammy/trashy apps.

I personally think Apple is a little bit too strict, but I don't want too much lenience either.

Re: A Story of Why Devs Should Think Twice about Developing for the iPhone

#48
post #43

You should submit 10 apps, with minor A/B differences of one app, with minor branded editions (like pokemon pearl & pokemon diamond, a few color schemes, a few different pokemon, not much else). Statistically at least one will get through, and apple does not reject on minor variations like that (just look at iMob 100 respect points). App store reviews are like 10 pregnant women, if you start all at once, you'll get a…

you mean like this? http://jimy.posterous.com/seriously-313

Re: A Story of Why Devs Should Think Twice about Developing for the iPhone

#49
post #32
post #2

This was the state of the AppStore over a year ago and I've continued to hear the same story from various sources month over month. It's not really a surprise anymore, so it begs the question of whether or not they did research. They should complete this blog post and make it a Top 10 Reasons Why Not To Develop for the AppStore . The four bullet points are scratching the surface of many issues that compound into a on…

Number one reason to use the App store is that it is very easy to make large piles of money.

Do you have any data to back this up?

Re: A Story of Why Devs Should Think Twice about Developing for the iPhone

#50
post #4

Maybe you should just not put other companies' copyrighted game names in your keywords. It sounds like Apple is purposefully slowing you down because they consider you to be malicious.

The proper course of action ought to be Apple just automatically deleting the offensive keywords and letting the application be approved.

But that would be too simple. You can't just go around and fuel higher expectations like that! It's DANGEROUS!
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