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How an app with 200,000 downloads led to developer homelessness

penny-arcade.com

91–100 of 129 posts

Re: How an app with 200,000 downloads led to developer homelessness

#91
There's multiple aspects of this story you can tweak such that the business becomes successful. Pick any one of them:

1) There is an extraordinarily lucrative market opportunity in iDevice contracting right now, which they allude to but mentioned that they avoided doing to keep momentum. Giving that living on a couch is presumably not momentum-enhancing, a two week consulting engagement would buy them another 6~24 months of runway at their imputed burn rates.

2) A platform/language/etc is not a death-til-us-part commitment. You can follow the money. Independent developers are not best served by the App Store, unless they get ridiculously fortunate with regard to its kingmaking economics. If you only have one chance to develop an application, you would be better served by developing for a platform where the median case pays the rent.

3) Don't develop video games. You're competing for the business of toxic people who hate paying money against the union of well-funded corporations (which have high production values and effective, ruthless monetization) and amateur hobbyist artistes (who have "that vision thing" and are willing to starve to deliver it for free). Try making something for more lucrative markets like, oh, businesses.

4) You may have deep psychological issues with comfort about charging people money. They seem to be fairly common in our community, which is unfortunate, and we seem to actively promote them, which is unfortunate++. You should first recognize that you are creating something with value for people (if not, stop) and then come to the immediate realization that, as a business, people trade value for money. (If you desire to do charity work, do it for more deserving people than gamers with iPhones and entitlement issues... and you should probably do it after having secured your ability to deliver on obligations to your family.)

5) If you've got a budget of 100 awesomeness points or focus points or whatever, spending 90 on your software and 10 on your business will have much worse results than spending 10 on your software and 90 on your business. Having people who can concentrate 100% on building software is a wonderful thing. They're called "employees" and they cost about $10k to $20k a month; you can pay for them after you've got a business. If you desire to work 100% on software, you desire to be an employee.

6) Burying the buy button three screens behind Settings: probably not ideal for conversion rate maximization.

7) Maximum customer LTV of $2.99: also not ideal. Consider anything you can do to increase this, for example, offering upsells on top of the base offering, cross-selling them to other things in your portfolio or things from others' portfolio for a percentage, or developing a permission marketing asset such as an email list. Some of these are very not viable on the App Store but I think I already gave you the advice for that.

8) If you sell X, look at the tactics used by successful sellers of X. If these tactics strike you as morally outrageous, don't sell X.

Re: How an app with 200,000 downloads led to developer homelessness

#92
I hope they read this (not sure if they will), but:

Ads!

I've a friend who gets approx $4/user/year from a non-game mobile app from ads through mobclix. I think it's a fair assumption that you'd get even more ad impressions on a game (as people spend more time in games), but even without that, 200k players * $4 each = a lot of money.

Re: How an app with 200,000 downloads led to developer homelessness

#94
post #37
post #35

Earlier quoted context omitted.

Well, I wish these guys only suffered from "If you build it great, they will come and throw money at you.". No! They suffer from an advanced mutation. "If you build it great, those guys over there will come and throw money at you. Ewwwwwwww. Green stuff. Let's move over here to these guys. They will come and throw 1-star reviews at us. It's the only thing that can push our limits and make us even greater."

I used to work with a group of developers in the MIT Media Lab who, honestly, were some of the most moral and upstanding individuals I've ever met. They spent a lot of time trying building software to help people in need. But the one thing that I could never wrap my head around was the fact that they saw money as inherently evil. They went so far as to actively avoid using or accepting money, to the point that it act…

It's a Jesus complex and a mental illness. Pity them. They are sick.

Re: How an app with 200,000 downloads led to developer homelessness

#95
post #86
post #75

Earlier quoted context omitted.

>The market has settled at $ZERO. You're wrong. There are plenty of paid applications sold on the App Store that make decent money. One of my paid applications is bringing in enough to live on, with little maintenance, and without being on any of the App Store charts. Aside from blind Apple hate, what exactly are basing your argument that the App Store is filled with hopeless developers and un-sustainable business? D…

awolf, thanks for chiming in based on your experience. I'm really pleased to hear you've had success with your apps. I'm sorry about my hyperbolic tones earlier. It's just that there's so much blind hype about the app stores, that it upsets me to see indie devs getting lured in and going bust. I don't hate Apple. I think they are brilliant. I haven't done huge amounts of research on the distribution of outcomes for d…

>you'd have to sell to a hell of a lot of people to make any decent money

No. This right here is where you're way off.

Some hypothetical math: $3.99 app, $2.79 after Apple's cut.

$2.79 X 50 sales/day = $139.5 revune/day = $50,917 per year.

Enough to live and quite conservative if you make a quality product.

Re: How an app with 200,000 downloads led to developer homelessness

#96
post #46

Earlier quoted context omitted.

What? All that whining over one week? Sounded like it's been out there for months! Of course conversion rates are low - users haven't played thru the free content yet! This is really gonna sour sympathy for future stories of actual failures.

If I'm right, this was a fantastic job of link-bait. Users, especially parents, hate in-app purchases. But that's the way the app market has gone for now. So far I've been able to resist but except for educational apps (schools have the worst time paying for IAPs), I'll likely be doing a lot of freemium apps. So this hits a sweet spot to vent hate for IAPs and the freemium model. Great job guys.

I've noticed a lot of games in the Mac App Store are starting to have a single "unlock full game" IAP. These I really like. The good ones have enough content to show the nature of the game, get me hooked on the mechanics or story and lead directly into the single unlock.

It's a classic shareware model and results in my willingness to pay more for games because there's much less risk. The good ones also are very explicit in the description on the App Store that it is a first level/trial with IAP.

I find it to be very consumer friendly.

Re: How an app with 200,000 downloads led to developer homelessness

#97
The linkbait title is much more interesting then the actual article. This discussion is also much more interesting then the article.

The obvious thing is that if you are self funding, don't bet everything on one game. No one knows what games will hit and what games won't. The best thing is to swing the bat a few times. As many have pointed out, it seems like these guys should experiment more with what they have. It's not clear at all that their situation is dire.

Re: How an app with 200,000 downloads led to developer homelessness

#99
post #84

I'm going to be honest here, I look at IAP games as spam. I don't care how much time you game took or how well it's designed, as soon as I see that I must buy coins/points to upgrade weapons, levels etc, the little 10 year old nes kid in me dies a little. Everybody is so worry about monetization and get rich that they forgot the fundamental rule on a game: Let it be fun and enjoyable, let it be immersive. How would y…

The numbers say that yours is the minority view. Like it or not, IAP works really, really well. And it can be done in a way that does not compromise the game design. These guys tried to do the most simple variant of that (try before you buy), they just executed very, very badly. Heck, I wouldn't mind DLC at all if it provided decent value for money instead of costing $10 for a measly 1.5 hours of gameplay compared to…

Well, I think DLC lets a small minority pay much more than a developer would ever ask for as a sales price. Like a $50 iPhone game would be crazy, but people really do buy that much content.

So even if most people do hate DLC... it just doesn't matter.

Re: How an app with 200,000 downloads led to developer homelessness

#100
post #38

The app was released seven days ago. I'd say 200,000 * 0.67% * $2.99 ($4,000-ish) is a nice first week for an indie game. Now I guess I know how I can get Penny Arcade to feature my next app. http://appshopper.com/games/gasketball http://www.appannie.com/app/ios/gasketball/ranking/history/#...

You have to keep in mind that, traditionally, app sales basically halve week on week for the first month or so, and then hit a plateau. You basically make all your money in the first month (or two, if youre really lucky). So, if i was in their shoes i'd rightly be worried: they'll likely make 2000 next week, 1000 the week after, and so on. They'll be lucky to make 10k out of this, which is great but not life-sustaining for a team of two in the first world.

Of course i'm talking trends, not real numbers here, so don't nitpick the specific numbers i've made up here please.

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