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The author has a really good point here, but it's not realistic advice for a lot of mobile developers. As much as I'd love to agree on principle, I don't think
by dylangs1030 13y ago
The author has a really good point here, but it's not realistic advice for a lot of mobile developers. As much as I'd love to agree on principle, I don't think it'll happen with the app stores' current incarnations.
There are several problems that prevent this from being actionable for most devs:
1. The barrier to entry is consistently getting lower, not higher. It's no longer particularly difficult to deploy an app - either learn to design and build it, or pay people to do that for you. It's never been easier to put yourself out there as a mobile developer.
2. This isn't marketing enterprise software to employees with spending access to sizable company budgets. This is marketing small applications of limited practical value (i.e. almost every mobile game) to people with limited wealth without much in the way of customer support. People are shrewd about their software nowadays - yes, they are more willing to spend their money on a Starbucks coffee than an app, and you can argue the existential implications and idiocy of this all you want, it's still what they're willing to do with their money.
3. The markets are too large. They're saturated with crap and quality alike and it's insanely difficult to get noticed. If you are making a game, weather, networking, camera, utility or entertainment app, you've got the deck stacked against you. These are released en masse every single day by teams of developers. Because of this, it's a race to the bottom and quality becomes undervalued. This is, as always, supply and demand.
4. A lot of the app store is an old boys' club, and the way to get in front of a wide range of users is broken. If you have a reputable team behind you, a large company's backing and you do a lot of marketing, this will not be an issue for you. But that's not most developers. Most developers will struggle to swim upstream in vain just to get noticed in one of the "Top ___" lists. They might get a faint spotlight at #25 before being thrown back into the depths of the app store like a rejected fish on a line. It gives the term "starving artist" a new meaning.
I mean, I don't want to be cynical. I'm all in favor of developers not underselling themselves. But I think you have to do a lot more than just tell people to adjust their prices when you have all the aforementioned forces working against them.
I can see that in some cases selling your mobile software for more leads to nice benefits, like less of a customer support headache, requiring fewer purchases, etc. But that's not possible for most devs because most apps couldn't reasonably be priced at 30 euros. A really high quality audio or business app could be, sure. But that indie game house? No, that advice doesn't help them.
- rlpb 13y ago> The barrier to entry is consistently getting lower, not higher. Maybe so, but the difficulty in creating quality apps remains the same. Perhaps the authors of quality apps are doing themselves a disservice by hiding amongst the dregs.
- daurnimator 13y agoHow do you propose to stand out?
- tmzt 13y agoMaybe the way around that is simply to bypass it. Create a mailing list for users who like a certain kind of game to subscribe to, then offer discounts on those games from the official market or some other source. I get that the Top X reaches the widest audience, but there are plenty of users that want a more personalized experience, or want to play games that might not be in the Top X of a market. I guess this would be similar to the Humble Bundle and other offerings, but less of a bulk purchase and more of a continuing stream of interesting offers.