The App Store is for Suckers
jonathanstark.com
jonathanstark.com
For a counterpoint, my start-up (me, my fiancée, and my good friend) started an indie GPS app at the tail end of last summer. We worked hard, did many iterations, built up our userbase, and now we have several top grossing navigation apps, and we are piling up cash in the bank.
We don't have a marketing budget. All we do is engineer and Tweet, and we have had steady growth. Now we are also licensing the mapping platform to a handful of other companies, and I'm guessing our revenues will double or triple over the next couple of months, again.
For all those deciding whether to do an iPhone app, it can be done. But pick a niche and plan to work harder than any job you've ever had, or it probably won't pay off. There may be a lot of disgustingly successful Fart apps, outliers in the game section, and the like. But there are also indie devs that make a job of it, and there is plenty of money in it for us too.
People like to say the "App Store" is a bad bet. The truth is, any start-up is a longshot, and the App Store is a fine way to sell software. We pivoted away from the web and Facebook because we found it too hard to monetize, even though we had strong traffic growth and we had won an fbFund grant early on. Different strategies work for different people - you just have to experiment, instead of basing your decisions on bad assumptions and never reevaluating them.
* We also network with companies to get their content in our app (maps and data), which leads to links from their sites. This is a constant activity and we see this as the primary way to create a defensible market position in the category. Not only do we get something to sell, but our partners go out and sell their customers too.
* We have a popular hiking website (that's what we first build before switching to mobile dev) and this provides us with good PageRank for some searches, since we link our app site.
* We also have started to make all sorts of nice PR contacts - this seems to come organically the more you hang around a niche (hiking and backpacking for us). We will probably get our first real write-ups this summer.
* We have tried some Facebook and Google ads but we don't have a good handle on how well they convert, so we pretty much stopped that... just using a free credit to advertise our Android app on Google now.
* Our most effective strategy is we offer the 50 free promo codes we get from Apple for each release on our website, to anyone who asks. This leads to a lot of blog posts and App reviews.
* We also heavily cultivate our beta group, which leads to solid software and word-of-mouth.
I was in the App Store Day 1 of the iPad launch with an iPad-specific app. It was my first shipping iOS app and I built it in about 2 weeks in the evenings after work (I already knew Obj-C.) I won't get into specifics, but it's made me thousands of dollars. Apple handles the central distribution, the payment processing, application updates, crash reports, ALL of that, and puts money into my checking account at the end of each month. What more can I possibly ask for?
I have friends that are making serious money from the App Store, tens of thousands per month by themselves or split with a designer/developer friend they're working with. None of them are leaving, none of them are complaining, none of them are turning their native Obj-C apps into web apps.
For everyone out there who hates the App Store because of bad publicity and articles like this, please remember that there are tons of ordinary developers out there making good money doing stuff they love. The App Store and the approval process has a TON of flaws, but all I know is it's the #1 distribution center for apps to mobile devices and it's just getting bigger. Right now there's no better way to quickly build an app and start getting paid. Ranting about everyone moving to web apps doesn't do much to change this fact.
Or maybe data on revenue for the types, or something. Although I imagine it's more difficult to make money with a mobile web app than a native mobile app, since the payment processing is built into the native-app system. Perhaps I'm just revenue-generation uncreative, though.
* Apple processes payments and wires me money
* Apple processes over 1GB of downloads per day for me (and growing)
* Apple makes my software discoverable to their hundreds of millions of already-entered-my-credit-card users
Also, for expensive apps, 30% might seem steep. But I challenge you to find a payment provider who will let you sell something for .99 and wants much less than 30%, as a fee or percentage. Plus, you can avoid the 30% if you want by having a free app with in-app purchases that you process via some other mechanism.
>>you can avoid the 30% if you want by having a free app with in-app purchases that you process via some other mechanism.
No, the Apple developer agreement doesn't permit external payment mechanisms (though it is true that that some apps have been able to use external payment mechanisms because of app-store-review inconsistencies or because they obtained prior approval from Apple)
[edit to respond to rcoder]>>Actually, you can round-trip users through Mobile Safari and process payments however you like
No, see what I said above. If you turn on functionality based on external payment mechanisms, your app could be rejected.
The distribution is good and bad. Good if you get high on the lists, bad otherwise. Overall I'm not sure you can call it a win, half the reason the App Store is the best distribution method is because Apple prevents all others.
I'd disagree with OP largely because of technology. You can't build a compelling 3d game using web technology yet. You can't take advantage of the GPS chip or gyros or camera, etc. Most apps worth having will be more than a website can accomplish right now.
You're paying Apple 30% because they built the platform, which was an enormous gamble for them that paid off handsomely.
In contrast I think web apps are a much harder sell at those price points, so for a similar app your only real choice is advertising supported.
I believe PayPal has a special account for micropayments that charges $0.05 + 5%. That's 10% for a dollar.
https://www.paypalobjects.com/IntegrationCenter/ic_micropaym...
Not saying the app store is bad deal though.
A mobile web app with no built-in marketplace or buyers takes considerably more hustle to squirrel up a willing audience.
(probably better for me, but definitely worse for developers :)
But, HTML5 is nowhere close to supporting the features you need, nor does it have access to essential phone hardware. I've built a browser based paint app and a browser based GPS using HTML5 and while fun, I think if you're honest, you know it's not quite ready for that yet. There is too much browser sniffing/adapter pattern going on and it can't be avoided.
That aside, my question to other mobile phone users is how Native vs. Web apps are perceived by users on a phone. Since the Native App is --- well, native --- it is given more prominence within the phone's UI. I suppose you could bookmark the web app, but it just doesn't seem to have as much importance as something natively installed with a shortcut icon, full access to all hardware, native menus, buttons, etc.
So, I don't think you can blatantly say "web apps are better than mobile" --- unless maybe you have a vested interest in that position --- like you're writing a book or something (ahem, ahem).
I think the reality is that app stores are a pretty cheap distro opportunity with millions of people with credit cards on file and are certainly not going anywhere in the near future.
But you still have to deal with stuff like having to login every time. Losing some screen space of your app to the Safari bar at the top, etc.
It's just a pity that it's so awkward to get it onto the home screen. Prompting the user to press the '+' and save it is clunky.
I still end up making more money with the "global" marketplace of Amazon.com than I would my local marketplace. I think the same applies to a well written app over a well written web app.
m.facebook.com is trash, and really so is the native client. Though I don't think a native app could do better than the touch site, except for the obvious ways it can't integrate and do notifications (which I have turned off anyway.)
http://i.reddit.com is a touch better than RedditIsFun, though RedditIsFun is faster and has better caching, so I use that. This is on a Motorola Droid, so on a current-gen device i.reddit might be better.
It definitely isn't as good as (let alone better than) AlienBlue or even iReddit as far as I'm concerned
150 million credit cards with one-touch purchasing.
What if there were a third party store out there, one that could provide the trust, and authority need to get consumers over the small purchase hump. What would it look like?
I think Google Chrome team is working on a HTML5 App store but its going to be for Chrome, do you guys think it would be possible to do it outside a major company.
This is something that I have been thinking about for a while, no one has tried this, but it could be huge.
What would this store need to offer, what would it look like?
The App store reminds me of walking around a mall - it's mostly a 'retail' experience.
I believe nothing truly innovative will come out of Apple's app store because Apple locks up all the really cool shit for themselves.
The web is the only truly free frontier on which people can build real innovation.
An app for a truly disruptive product will be a web app first and an iDevice app second.
Considering the huge # of apps priced @ $1.00 his math falls apart.
If you're charging $1.00 and have even REASONABLE merchant fees you're going to wind up shelling out $0.40 - 0.50 of every dollar to the merchant processor.
Even paypal is 1.9% - 2.9% + $0.30 USD for the bulk of transactions.
Not to mention access to millions of consumers, not to mention completely eliminating customer service costs, etc, etc, etc.
And that's without taking account hosting and distribution, as well as the handling (and forwarding) of feedback and crash reports
Actually, we use PayPal's micropayments service, which is 5% + $0.05 USD. This is only $.10 out of every dollar to the merchant processor.
But apps and the App Store aren't going away and its developers aren't suckers. You should perhaps be trying to create apps that are connected with a revenue stream independent of Apple. No need to give them the same status as the IRS.
I'm the author of the original post being discussed here. I can see that most everyone on this thread disagrees with me, which is fine.
I just wanted to let you know that because of being linked to on HN, there has been some thoughtful discussion in the comments that addresses several of the points raised here.
Cheers, j
So how are you monetizing your web app? You taking payments? Paying bandwidth? Advertising?
Web apps are fine, but they're something ELSE not something better. Apple is doing some lifting on the App Store and they get a cut, that's it.
I agree and the content was mostly meaningless and shallow.
So why did it become the #1 post on HN ? My theory is that a large number of people have big ideological problems with the app store (and/or Apple)
I did find this link from a comment on the article page interesting though:
http://building-iphone-apps.labs.oreilly.com/ch03.html#ch03_...
My theory is that this place has become overrun with .NET enterprise developers who immediately up-vote any title that paints Apple in a bad light.