The iOS and Android App Economies
daringfireball.net
daringfireball.net
There is a safety net to selling an app for a price (not free), because the sales give an indication if the users like it or not and where to direct the energy.
Also, 37 signals doesn't believe in giving away apps for free.
Already exists. AdFree. Requires a rooted phone. Blocks ads system wide. I actually found out about this because of people complaining about the obtrusive video ads in Angry Birds. I don't think the average person is going to root their phone just to block ads but as more people are driven to use alternative ROMs it may be an issue worth considering for developers.
Also, I do not get why Gruber plays dumb about Angry Birds' profitablity on Android when that report about Rovio hitting about $1M/month on Android was on every tech site over the last few days.
Gruber has a very specific audience that he targets his blog posts towards, and he tells them what they want to hear.
The Android version of Angry Birds got a million downloads on it's first day. Its existing hype and fandom obviously had a lot to do with that, but still don't see why the _No way_
I'd actually wish for one or two other, even more open platforms such as Meego to get some traction.
No one should take that as anti-Gruber. It isn't. It's just that Gruber made his "iOS or nothing" bed over the past couple of years, leaving him looking a bit clownish when he tries to play peacemaker.
We shall see indeed: "By end of year, we project earnings of over $1 million per month with the ad-supported version of Angry Birds" http://techcrunch.com/2010/12/03/angry-birds-android-1-milli...
I still enjoy the game quite a bit, but I'd much rather just pay the 99 cents than burn 45 seconds every 5 minutes to watch an ad.
If we assume an average revenue of $1.05 per copy ($1.50 minus Apple’s 30% cut) and 6.5 million sold copies in nine months their revenue would be about three quarters of a million per month.
The above linked TechCrunch article has a seemingly more recent but unsourced number of twelve million copies sold. That would put the revenue at about one million per month.
I’m not sure how accurate that estimate is, though. They sold a million copies of their Halloween version in only six days [2], that’s quite a bit more. (If I remember correctly there was no free version of the Halloween special.)
[1] http://mobilewebgo.com/how-did-angry-birds-become-blockbuste...
[2] http://www.rovio.com/index.php?mact=Blogs,cntnt01,showentry,...
I've seen a few things suggesting lower sales rates on Android, but since almost none of them adjusted for installed base, I'd be wary of drawing any strong conclusions. But even if they are correct in their inferences, they were still suggesting simply lower sales (e.g. a third or half iOS) not that no-one was buying apps at all. It's hardly a black and white picture, particularly with the introduction of iAds by Apple.
Nicely thought-out and researched pieces are what we need more of, with less argument re-wording and throwing numbers around to try and play up your favorite platform. I hope Gruber's posts continue in this direction.
He asks, "Why doesn't Android have X, Y, Z?". Rather the question should be, "At what rate is Android picking up X, Y, Z?"
Furthermore, he hints at the cultural divide, but misses the big motivator. Android exists to get you on the web. iPhone exists to get you to buy Apple product(s). I'm sure Google would be just as happy if every app moved to the web, and app stores disappeared. I'm less certain Apple would be as happy.
The economy for Android apps may well trend toward resembling the economy of the web. I think that’s the mindset with which Android was designed. But I don’t think the iOS App Store resembles the web economy at all. Isn’t that the whole point, the reason Apple created the App Store in the first place? Apple’s pre-App Store “just write mobile web apps for Mobile Safari” developer story for the iPhone in 2007 was unsatisfying, both for users and developers.
....
The differences between the iOS App Store and Android Market are a microcosm of the differences between Apple and Google. Apple is a retailer, a purveyor of well-crafted goods that people will line up to purchase. Google is an advertising company that builds popular services that command large audiences.
Yes, I know Cocoa and Objective-C are cool now, but Mac OS X has rebounded partly because of the success of the iPhone. At the time those developers were getting squeezed by Apple themselves on one side with high quality, bundled, often free apps and free web apps on the other side.
That is why the web apps only message got boo-ed by an audience of Cocoa developers, it wasn't an unbiased appraisal of what was best for either Apple, the iPhone or its customers, it was the sound of people having a potential escape hatch slammed shut in their face.
I seem to remember the buzz on the mac platform in 2006 being about it's high rate of adoption in hacker and web-development circles, not to mention surprise about how quickly it was being adopted on college campuses. In 2007, the campus tech purchasing board I was on was seriously considering chucking their Compaq licence to dual-boot mac-minis. This was coming from senior IT staff, all of who were anti-Apple to the point of blocking Mail.app from wireless networks.
The mac was doing well before the iPhone came out.
Similarly, the college campus users were buying it for Web access and Microsoft Office without worrying about viruses (plus they look cool and/or expensive). Again, native Cocoa wasn't really a factor.
I wasn't talking about the Mac doing well (though I'd argue with that as well), but about Cocoa developers doing well.
http://wilshipley.com/blog/2005/06/student-talk-from-wwdc-20...
In this case, I think "well" means, better than NeXT. They were doing well like WP7 is doing well. It's doing well for where they were at, but MacOS is still largely an orphaned dev platform.
Currently you need to use their weird NDK and wrap it with Java code. For example, there's no way to play audio without using the Java SDK.
Many of these problems have been fixed in Android 2.3, but it takes ages for updates to ship out to the majority of devices (a good chunk of devices still don't have Froyo).
The other thing is that there is lot of choice with Android - $29 LG Optimus to the upcoming Playstation Phone. People who just need a phone that can browse and email and occasionally play Angry Birds - LG phone is for them. People who want a portable gaming device which can be used as a phone - they can get the PS Phone and it will come with Gingerbread.
I don't think that Android not having this or not having that is a real problem. If there is demand, some vendor will fix what is required, push more capable hardware etc and people will have more choices. So far the Android users don't seem to be demanding RageHD style games - that's all.
My comment was due to the way it's stated, "even possible on any Android device today", meaning that even with excess dev time, the application could not run on the newest Android device.
RAGE works on all the iPhones that support iOS 4, which excludes the original iPhone and iPod touch. However, the hardware on those are reasonably identical to the second generation of devices, so that restriction is an arbitrary one by Apple.
This is probably true. The fact that the current Android SDK requires wrapping OpenGL calls in a Java layer is cited by developers (it's mentioned up-thread) as a hindrance in writing highly performant games. Gruber chose his words carefully though, this is true today but the next Android update supposedly fixes this. We'll see.
What's good for Carmack isn't good for everyone else.