Earlier quoted context omitted.
Interesting. I know that some games are direct ports of their iPhone versions. It doesn't make sense why they would be worth the money on the iPhone but not on Android.
It makes a little sense. Demographics is one aspect -- people who buy Android tend to be cheap, and don't like paying for quality. Or else they would own iPhones. :) The required flamebait out of the way, let me get to my real points. (Well, this was a real point too, but said as offensively as possible, which the remaining are not.) Another issue is market construction. Think about walking by a luxury goods store. I…
Why Android devs are losing money, and it’s not due to piracy
61–70 of 74 posts
Re: Why Android devs are losing money, and it’s not due to piracy
#62I could go on and on...
Even the Developer portal on the Android Market is just horrible. I'm not sure what they were trying to accomplish.
- 2 screen shots???
- extremely limited description?
- No clear text box for "Update Reason"?
- You can't respond to user ridiculous comments?
- Sometimes my paid apps get cancelled after two days of purchase
P/S: I have more than 1/2 million combined downloads
Re: Why Android devs are losing money, and it’s not due to piracy
#63I haven't found any Android apps worth buying. I look through the paid apps section now and again and it seems to be very utility-centirc. I'm not going to pay for a backup tool, file manager, ROM manager, over-clocking utility, task manager, etc. Of course you don't have to. The free versions of these apps are good enough. Then you have an assortment of weather apps, alarm clocks, etc. Again stuff that just doesn't…
Android apps I've bought: - AndChat (great multi-server IRC client with support for SSL, handles connectivity changes far better than any other client for Android) - RoboDefense (which btw doesn't have a screenshot because it's targetted at Android 1.5) - Flight Director - Hard Copy (excellent Instapaper app by an HN fellow) - Locale (amazing contextual settings application, well worth the high price) - Smart Keyboar…
Re: Why Android devs are losing money, and it’s not due to piracy
#64http://www.techinfospotlight.com/2010/05/phone-os-market-sti...
The big takeaway for me is that 75% of Android phones able to access AdMob are in the North America, versus about 50% of iOS installed-base in North America!
Quote: "Over half of Apple’s sales are now outside the US. AdMob’s figures indicate 49% of the iPhone OS devices reaching its advertisement network are in North The united states, while 28% are in Western Europe, 14% are in Asia & 10% are elsewhere around the globe. For Android, a whopping 75% of the installed base visible to AdMob are in North The united states, with only 11% finding their way to Western Europe. A similar 12% are present in Asia, while less than 3% are in use elsewhere on the globe."
Re: Why Android devs are losing money, and it’s not due to piracy
#65Earlier quoted context omitted.
http://news.cnet.com/8301-1035_3-10072682-94.html quote "One difference the mobile phone industry might well find appealing: Apple keeps the remaining revenue, but Google gives it to wireless service carriers, minus billing settlement fees."
With Google not getting revenue from the Android store, they have no incentive to improve it in any way. They won't be nearly as concerned about their developers making money, either. It sounds like a terrible plan all around.
Re: Why Android devs are losing money, and it’s not due to piracy
#66Google thinks they can have lightning hit the same spot twice .i.e. crowd sourcing. It worked with Google Search but for the Android platform, Google will have to actually do some PR work. As an android developer, I got pretty frustrated by the lack of clear documentation and their horrible API. Chances are, if you are used to the Sun Java API (or even C# API), trying to develop in Android will easily get your frustr…
It's trivial to create interface elements on the fly, even when using XML resources. You're not under any obligation to even define things using XML if you don't want to (and some more dynamic apps don't).
There are some issues with the way things are named (a spinner is not what you think it is), it's really a pretty small issue. I find the API's to be fairly well documented and fairly straightforward. A large amount of the standard Java library is available as well.
The app-store is a complete and utter mess and I think Google knows it. I fully expect them to address it in their next release (I hope).
Re: Why Android devs are losing money, and it’s not due to piracy
#67I haven't found any Android apps worth buying. I look through the paid apps section now and again and it seems to be very utility-centirc. I'm not going to pay for a backup tool, file manager, ROM manager, over-clocking utility, task manager, etc. Of course you don't have to. The free versions of these apps are good enough. Then you have an assortment of weather apps, alarm clocks, etc. Again stuff that just doesn't…
Sure, the quality of a lot of apps stinks. There seems to be a lot of trademark infringement going on, and I don't really understand the success of the emulators, but all that aside, many of us creating legitimate apps are making money - so people ARE buying apps.
Going back to the article, the main problem for me is NOT that I can't sell to some countries yet, it's that I want some simple and basic improvements to the Market. Market updates only seem to come along once in a blue moon. For example, I was selling for months before I was able to view comments in the Dev Console.
#1 update needed in my opinion: Let me write more than 325 characters to describe the game I've worked months creating.
For the most part, I'm grateful the Market exists and is so easy to use because it's helping to support my family, and I run a game company now... so, dream come true.
Re: Why Android devs are losing money, and it’s not due to piracy
#68Google thinks they can have lightning hit the same spot twice .i.e. crowd sourcing. It worked with Google Search but for the Android platform, Google will have to actually do some PR work. As an android developer, I got pretty frustrated by the lack of clear documentation and their horrible API. Chances are, if you are used to the Sun Java API (or even C# API), trying to develop in Android will easily get your frustr…
Ok this is just wrong on so many levels. It's trivial to create interface elements on the fly, even when using XML resources. You're not under any obligation to even define things using XML if you don't want to (and some more dynamic apps don't). There are some issues with the way things are named (a spinner is not what you think it is), it's really a pretty small issue. I find the API's to be fairly well documented…
We have custom controls (text boxes, listviews, dynamic formviews) that inherit from Android controls, that are reused over 15+ applications. It was hell building them scratch because the main app was a Java library (not an android app so the XML resources are useless).
I don't think you even understand what I'm saying. For example: Can you explain to me why the CheckedTextView control is available in XML but the class itself is abstract?
Re: Why Android devs are losing money, and it’s not due to piracy
#69I'm an android guy, but I bought an iPad recently, and I think the author's missing a huge chunk of the issue here: Design & Culture. There is a big, big difference between how Google & Apple handle paid-for purchases - on Android, you get a confirmation screen, you have to verify the purchase, and you get 24hrs to return it. On iOS, you press a button and the app starts downloading. It's almost frighteningly fast -…
You normally have to put in your password as well, unless you have chosen to skip that step in itunes, which seems a pretty silly thing to do.
And yeah, agreed, skipping the password box is just dangerous - WAY too easy to spend money there.
Re: Why Android devs are losing money, and it’s not due to piracy
#70Earlier quoted context omitted.
Interesting. I know that some games are direct ports of their iPhone versions. It doesn't make sense why they would be worth the money on the iPhone but not on Android.
It makes a little sense. Demographics is one aspect -- people who buy Android tend to be cheap, and don't like paying for quality. Or else they would own iPhones. :) The required flamebait out of the way, let me get to my real points. (Well, this was a real point too, but said as offensively as possible, which the remaining are not.) Another issue is market construction. Think about walking by a luxury goods store. I…
I know it doesn't really remedy much of the problem, but if you click on the screenshots, they become fullscreen and don't appear to be of lossy-quality. (I'm using 2.1)