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Given that his Android revenues are 50% of iOS, seems like supporting both is where the money is. I'm surprised it's that high actually - not long ago people w
by dminor 16y ago
Given that his Android revenues are 50% of iOS, seems like supporting both is where the money is.
I'm surprised it's that high actually - not long ago people were throwing out figures like 10%.
- elblanco 16y agoLooking at it another way, most companies would sell one of their vice presidents to figure out a way to get 50% more business. This could be an easy route to increasing revenue.
- msy 16y agoThat depends entirely on the cost of maintaining two very different codebases, keeping track of two different APIs....
- elblanco 16y agoIt's probably less than the 50% bump in revenue, and likely cheaper than building it the first time since you can reuse tons of assets...(of course provided that it's 50% of something sufficient). Let's be realistic about what we're talking about here, most phone apps are not multi-million dollar, multi-year AAA development efforts. They're typically made by a couple guys over a few months. That's why the typical app per-unit price is so low compared to the typical app-per unit price for desktop software. In the case of a "AAA" title, we're likely talking about something that's multi-platform anyway...code is generally cheap, art assets and design is expensive. A great example, Plants vs. Zombies for desktops is $20, for the iPhone it's what...$4? Yet it was completely worth it for PopCap to rebuild the entire game for the i-platforms (twice!) In other words, if it's not worth doing it for a 50% revenue bump, it probably wasn't worth doing it the first time either.