The Mac App Store Still Needs Paid Upgrades
dancounsell.com
dancounsell.com
The MAS actually penalizes you if you update an app which has a bunch of good reviews. Because after you publish a new update the average rating that is shown next to your app in the search results/category lists disappears until you get at least 5 new reviews for the current version.
Now this was introduced to the app store(s) because iOS developers bemoaned that they couldn't get rid of bad average ratings when they published a well-received update.
So Apple changed from displaying an average rating of all version to displaying just the average rating for the current version. With the requirement of at least 5 ratings to display any average at all.
On iOS this might work because the volume there is large. But on the Mac App Store it takes months for an average application (read: one that is not permanently featured by Apple) to acquire said 5 ratings.
So you think twice about pushing out an update to your app when the current average rating is 4 or 5 stars. Because once your average stars are gone, your app doesn't look very different from any other 0 rating app in the search results and it's pure luck if the user likes your icon enough to click on it. (Which measurably impacts sales numbers).
I see this with my own software: I currently have an app in the MAS which has an average rating of 4.5 stars and hasn't been updated since June 2014. Because I once made the mistake to update a well rated app and sales plummeted over the next few months until the app could re-acquire 5 ratings to show an average. So I'm not going to push an update of the app to the MAS anytime soon. And if a user complains I send them to the direct download version (which got several big updates during the last year). Yes, I feel bad about it but in the end I'm not going to shoot myself in the foot if I can help it.
(For the record: a user that has already purchased an app in a bundle only has to pay the difference to complete the bundle. So the idea is having version 1 and version 2, each for $30, but sell the bundle for $50. Owners of version 1 can essentially upgrade to version 2 for $20.)
Without trial versions / paid upgrades / all of the other things we've been asking for, it's just not a distribution system I would seriously consider using.
If I was building an OS X app, I would rather go out of my way to support auto-update, custom licensing, etc, than deal with the limitations of the Mac App Store.
* For updates, use Sparkle framework. [1]
* For licensing, use CocoaFob [2] or write your own.
* For payments, use FastSpring like most other indie shops. [3]
Only other detail is having to write a EULA yourself.
[1] http://sparkle-project.org/
That said, I have apps on the Mac App Store and though it’s effortless, there are absolutely points of frustration. Most notably, there’s no way to refund or interact with unhappy users or users with questions. Additionally, OS X's sandboxing implementation is still buggy in some areas (mostly involving file dialogs and persistence of user-selected file URLs) which makes writing and usage of applications that frequently work with files in arbitrary user-selected files and folders in the user’s filesystem far more frustrating and failure-prone than it needs to be.
As such, I’m looking into moving into self-managed licensing, with a setup like you’ve mentioned (Sparkle/CocoaFob/etc) but rather than using Fastspring, I’ll probably use a personally maintained branch of Potion Store that supports Stripe instead. I’ve never been a fan of in-betweens like Fastspring as a developer or as a user; as a developer, I dislike the lack of control I have and as a user encounters with Fastspring and the likes feels janky, unpolished, and unprofessional.
FWIW, Fastspring is fairly customizable! The value over Stripe is that you don't have to deal with PCI details or worrying about fraud. Also, taxes/VAT in various jurisdictions. (Disclaimer: current customer)
One minor con is that until your store is "vetted" (something like a few months of successful transactions), your checkout form will include mailing address and phone number fields for additional fraud screening.
It's great to have more options of course. I figure I will "graduate" to Stripe if my operation gets to the point where I want even more control.
The seller's phone? Or my customers must enter their phones?
It also seems like few users browse there. Being in "Top 100 Paid" takes only 20-30 downloads, which underscores how low the traffic is. Source: personal experience.
Are there any sites tracking the best selling Mac apps ?
There are entire classes of applications that you can't find in the Mac App Store even when they're free (like web browsers!) so it's not just money that is keeping them away. Worse, apps that "add on" to popular products do make it in, creating this weird situation where you search for $POPULAR_THING and you don't find $POPULAR_THING but you do find all kinds of "99 cent plug-in for $POPULAR_THING" products. It really serves to clutter up and lower the perceived value of the entire store.
Apple should be treating this as the way to find and install Mac software, and lower every single wall if necessary until the likes of Mozilla, Google, Microsoft and Adobe are all on board with that.
If price is the issue, remind big developers that there are costs to running an app store but negotiate with them until they are willing. For the good of the platform.
If the sandbox is the sticking point (as it is perhaps for Firefox and Chrome), one option is to add an "Advanced Install" button so that all software can still be available on the App Store even if there is an extra hurdle. Apple could still set strict sandbox requirements for default installs. [The sandbox is one reason I didn't submit my terminal app because I cannot find any reasonable default sandbox that wouldn't utterly cripple shells and other common sub-processes.]
Licensing should certainly not be an issue. The fact is, there is a ton of really important free software on the Mac and some of it is GPL. Apple may not like this but they cannot deny that the value of their entire platform has grown because of such software. They should add an option to bundle or link source code with App Store entries. And if they really can't bring themselves to do that, the very least they should allow is an official entry for every piece of software, even if that entry is only allowed to link to an external web site for licensing reasons.
Adobe gets around this by offering Cloud subscriptions, paying a monthly or yearly fee to access the software.
Some potential reasons:
- confusing to casual users who aren't used to this model, and might not expect it
- more expensive (users at this point feel entitled to free or very cheap software)
- potential for abuse (random apps will start charging for every minor update)
One way they can prevent abuse is to limit developers, and allow paid upgrades only once a year per app. That sounds like a reasonable compromise to me. I don't want the majority of iOS/Mac users to be scared off from buying apps because they think every app is going to nickel-and-dime them at every bug-fix update or minor features. Once-a-year upgrade (with an option to ignore the update if user wants to and continue using the app as-is) could solve both problems.* I had a much stronger word there before...
Still, auto-renewing IAP subscriptions are limited to a narrow class of applications (see AppStore review guidelines #11.15), forcing most to use churn-prone manually-renewing subscriptions. Outside payment systems are largely prohibited for digital goods under #11.13. The combination of these rules forces multi-platform subscription based apps (i.e. Autodesk's 123d-line of apps) to juggle multiple payment systems. Integration between those payment systems is often weak due to lack of a published web service or hook-system for IAP.
AppStore review guidelines can be found here: https://developer.apple.com/app-store/review/guidelines/#pur...
The state of in-app purchases leaves much to be desired.
Apps may only use auto-renewing subscriptions for periodicals (newspapers, magazines), business Apps (enterprise, productivity, professional creative, cloud storage), and media Apps (video, audio, voice), or the App will be rejected
On top of that, I know of at least 2 very high profile sports and health and fitness apps that are currently using auto-renewing subscriptions. Now, it's possible they get to do it BECAUSE they are high profile, but the precedent exists. They don't fit in any of the above categories.
2.6 Apps that are "beta", "demo", "trial", or "test" versions will be rejected [1]
[1] https://developer.apple.com/app-store/review/guidelines/mac/I'm currently experimenting with subscriptions on iPhone and I think it at least has potential. To be fair, my conversions aren't where I'd like them to be yet, but I do think there is potential. Many of my competitors are also using subscriptions, and they seem to be doing pretty well.
EDIT: It also allows you to do trials, as long the free version is useful enough on it's own you can happily give out trials of all the premium features.
Here is Apple's guidance document: https://developer.apple.com/in-app-purchase/In-App-Purchase-...
Perhaps if Apple just actually changed those guidelines and made it explicit that this is ok more it would be a path to sustainability for more apps.
I feel like if more apps adopted this users might also become more comfortable with it.
I realise it's really not the ideal situation but if you really need it for revenue it is possible. You can easily add a mechanism to the old version that nudges people about the upgrade.