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Not just games, both apps and games in the appstore today seem to follow the "gym" model, where they count on your signing up and forgetting about it. A perfec
by _fat_santa 5y ago
Not just games, both apps and games in the appstore today seem to follow the "gym" model, where they count on your signing up and forgetting about it.
A perfect example of this is an app called "DayCount". The app's concept is very simple, enter a date, and the app will tell you either how many days until this date, or how many days have passed since this date. When you open the app for the first time you're immediately presented with a "Pro" version, for $3.99/month.
And almost every app does it now, many are "free" but as soon as you open it you realize that you actually have to "subscribe" to the app. Now don't get me wrong, some apps work great with this model. I just happily paid 1Password for another year of service, but 1Password is a genuinely useful application, and they keep my passwords, and paying them $2/mo to take care of this is a great deal in my opinion.
But what kind of value does a "day counting" app add that would warrant an annualized price of $48? I will say that DayCount is better than others, because it actually does something. I once saw an "Emoji Keyboard", a re-implementation of the default emoji keyboard, offered for $9.99/month.
Apple needs some more rules around what is and isn't allowed with iAP purchases. Subscriptions should have extra scrutiny put on them, make sure they actually add value and don't just extract money from users.
Hell it might be a good idea to nuke "Subscriptions" entirely. I get Netflix, Hulu and other services that give you ongoing value. But the notes app you threw together in half an hour using tutorials on Youtube does not deserve to charge $4.99/month for it's "Pro" version.
- jhatax 5y agoYou’re suggesting that the App Store impose more rules on developers in this day and age when the App Store is deemed onerous, restrictive, rent-seeking, etc. The other side of this argument is that developers will always find ways to make money — they need to pay bills. As long as they are following the rules of the platform — use IAP, don’t abuse user data, etc. — the App Store should allow the app on the store regardless of the future subscription cost. Whether it is affordable or not is an individual subscriber’s decision, not that of the App Store. So, should Target not carry items at a price point higher than a threshold that it sets arbitrarily? If users don’t want to pay a subscription for a service that they don’t think is going to add value — not for you or me to determine the value an app has for its legion of users just because it is not of value to us — they shouldn’t download the app or pay for it. Maybe users can use the day counting app to count down days until when their free subscription ends, then unsubscribe. Apple has made it super simple to unsubscribe to a subscription purchased through the App Store. If users don’t use said feature, that’s on them; it’s not the responsibility of the App Store. Let’s take responsibility for our actions & subscriptions.
- changchuming 5y ago> So, should Target not carry items at a price point higher than a threshold that it sets arbitrarily? Pretty sure Target does that already.
- tzs 5y agoWow. According to the listing in the app store, there are actually 4 in-app purchases in DayCount. DayCount Premium ($9.99), DayCount Forever ($27.99), DayCount Pro ($12.99), and StreakCount ($12.99). The first says it is a 1 year subscription when viewed on in the store on my iPad, but does not say subscription when viewed in the store on the web. The other three do not say subscription on either the web or iPad. I can't find anything anywhere either on the store or on the developer's site that says what any of those actually do above what the free version does.
- WalterGR 5y agoBut what kind of value does a "day counting" app add that would warrant an annualized price of $48? Lately lots of games have started prompting me for "VIP" subscriptions on the order of $6 per week. Or... $312 annually. Single-player games - so you're not even paying to join a community. One I can recall off-hand is simply a motorcycle racing game.