Is tomorrow Armageddon for Mac developers?
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o PowerBook - 2000
o PowerBook - 2003
o MBPro - 2007
o MBAir - 2010
I have purchased the following Applications: o VMware Fusion+Upgrade
o Windows XP
o Microsoft Office (Twice - 2011 rocks my world)
Yet - I have 40 or 50 apps on my laptop (VLC, Colloquy, Acorn, ChickenofVNC, etc, etc..)Looking at my iPad + IPhone, I see that I have approximately 200 applications, purchased, on average, for about $3 each + a few premium apps (Omnigrafflle, OmniFocus - $50/each) Subscriptions to the Economist, Zinio, PressReader, WSJ, and copies of Time, Wired, The New Yorker, PosSCi.
Reviewing my itunes Bills - I see I have spent approximately $40/month on applications - or about $1500 in the last three years, not even including content - which adds another $2k I don't even _think_ about purchasing $1.00 Apps, I just do it. I'm also comfortable buying, with a bit of research, the nicer $5- $10 Apps.
None of which seemed to have hurt the price points of Applications like Omnifocus/Omnigraffle that much.
I expect that my behavior on the iPhone/iPad will carry over to the Macintosh, once a nicely curated store is available for me.
I _love_ rewarding developers - I just need the channel that I feel comfortable in doing so. The Apple Store is that channel for me.
I don't think I purchased a single PC video game since I discovered torrents and usenet (unless I needed a multiplayer key).
But recently I've been buying games on steam for the pure convenience of having a nice store with trailers, one click purchases and quick downloads.
Compared to having to deal with shady torrent sites, torrent download speed shaping from my ISP and cracks.
The reason my purchases on the Mac/PC side are fairly low is the amount of free programs that fit my needs (and do it well). Whenever the best app was not free I bought it (Disco, Transmit, come to mind).
Some other thoughts:
o Once there is a curated environment that offers
low friction, and reasonable prices for applications,
I will buy them for OS X.
o Even though there will be $10 VNC apps on the MacStore
I will still pay $119 for Microsoft Office.
o Finally, (and not stated) - I am looking forward to
paying through the MacStore for tools like VLC,
Colloquy, etc...
As to _why_ - I'm not really sure. It might be the desire to believe that I'm not the only chump clicking on the Paypal button (Though, rationally, if my desire is to reward developers, that shouldn't play any role). It might be the convenience of having the curated store track, and filter out the nefarious malware (Though, once again, google, plus only choosing the popular software out there, is a good substitute for that). It might be the belief that I have some control over what is installed on my laptop (though, ps -ef, launchtl list, netstat -an, and find / -cmin -3 after an install usually gives me a pretty good hint)All I know is that this time, next year, I expect to have purchased about $600 worth of OS X software from the Mac Store, which is about $500 more, on average, than I have in the last 10 years for OS X.
I may be a couple standard deviations away from the mean, but I don't think I'm three.
Net-Net - I believe the MacStore is going to be great for Mac Developers, and will result in significantly more income flooding into that software channel, without wiping out the higher end products. I disagree with the posted article's hypothesis.
Let's check back in a year and see who ends up being correct.
Seriously: I remember playing an Air Hockey line-drawn 3D game on my friend's Macintosh LC (I think it was). His dad had downloaded it free.
I'm not denigrating the work of these devs: let's just not pretend we're creating epic worlds and employing hundreds of designers for these releases. And as always: if your product is worth more, people will pay more for it. If you've been able to keep your price high solely because of some platform insulation, be happy the ride lasted as long as it did.
Except for me Worms is currently £1.79 for the iPhone. Worms 2 is £2.99. I get what you're trying to say, but this Christmas EA had their games on sale for 59p (about 99c I think) and they were mostly good games too. The Mac game market is nowhere near as mainstream as PC and Consoles, and there's a risk that mainstream developers may choose not to port games if they're competing with £2.99 games with equivalent quality to Worms 2 or Fifa 11 on the iPhone (in terms of use of native platform).
These are two different levels of software. It is amazing what software can be written for mobile apps today but they are still not as fully functional as their desktop equivalents. The Mac App Store is going to be a big push for Desktop App developers to lower their costs slightly but you are still getting more functionality out of Pages for Mac OS X rather than Pages for iPad.
Though Mobile Apps may continue to grow as an industry I think we are still a few years away from seeing a serious threat to high functionality desktop applications.
I've been using macs since the days of the Plus, but when was the last time I actually paid money for a boxed piece of software apart from MS Office? Probably about a decade ago. And I'm not talking about piracy -- I just haven't felt a sufficient desire for any third-party piece of software that would entice me to go down to one of the very few places where such things are available by retail (even the Apple Store has a rather embarrassing small corner of mac software).
It's times like this I wish I had some time to actually write some Mac apps.
I don't know enough about Mac software to speak for that though. I'm a Windows/Linux user, and virtually every piece of software I use is free or a corporate application.
Are there ever any "Blockbuster" mac app releases?
You rarely see marketing for mac apps. Most of the big names (ex photoshop, word) are so established that they don't need to bother worrying about price (or possibly even using the app store). But still thats a small percentage of the market.
* nearly zero worry about piracy*
* much much easier discovery process for average users
* much higher purchaser confidence (due to b and c)
* lower purchase activation energy
All of these together mean that apps which traditionally scraped by as shareware, thrilled if they got 5% conversion, can now just sell at an impulse-purchase price of $1-5. Larger professionally-produced titles, like games, that have always had problems with piracy, no longer have to overcharge the people who do pay in order to compensate for those who would have paid, but didn't.*: Part of this analysis is based on the assumption that if the app store DRM gets cracked (likely), the procedure is sufficiently unpalatable that it cracking is not widespread. There are a large number of pirates of convenience out there, who if faced with an app store where what they want is noticeably less expensive than it was before, might decide it's not worth the risk/bother.
There are no jailbreaking hassles with Macs, so probably all pirates will have to do is download a single app/kernel extension/whatever. And I wouldn't be surprised at all if Apple uses that as an excuse to lock down Macs in the next few years.
The point being that the sales in these cases aren't lost sales, they could never have been sales.
I’m not a kid but I don’t have or want a credit card and I’m always too lazy to set up the alternate payment method available in Germany so I just use gift cards. (They have the added bonus that various electronic retailers will discount them by ten, twenty or even fifty percent every year or so. I have my Google Alerts set up. I’m consequently not paying as much as I would with a credit card.)
Homework: Go ask your parents (or grandparents) how they used to get money for the weekend. The answer is that they and 300 of their neighbors stood in line at the bank on Friday to withdraw cash. They'd have to plan the weekend before, grocery shopping, a trip to the movies, ice cream for the kids, gasoline, so they knew how much to withdraw. Ask Grandpa if he prefers that over swiping his debit card at any time of day on any day of the week.
It's not just about the ability to pay but the ability to pay with low friction.
All I’m saying is that it’s ridiculously easy to get iTunes gift cards. (There are at least three stores which sell gift cards within easy biking distance from me, getting to a store which, for example, has a decent selection of music is quite a bit harder. Buying music was quite a bit harder when I was thirteen only ten years ago.) It’s perfectly safe and there is no need for a credit card. The excuses are invalid, the kids pirate apps not because it’s hard for them to buy them, they pirate them because they don’t want to pay anything. (Thirteen-year-olds, myself included, are like that – I can’t really say that I’m surprised.)
I was responding specifically to the assertion that kids can’t legally download anything from the App Store if their parents are not willing to hand over their credit card. That’s patently untrue. It’s easy to get an account, it’s easy to pay.
Now, teenagers might pirate for other reasons than not wanting to pay (I don’t know what those would be), I can only guess. They are not in any way forced to pirate, though.
The benefits are all about discovery, performant hosting, confidence, and lower friction of purchase/installation/uninstallation.
http://torrentfreak.com/pirate-apple-app-store-innovates-wit...
The ability to be part of a store that every mac computer has installed automatically, with super easy purchasing, credit card processing, and installation, will offset the drop in price.
It also gets developers out of the business of maintaining their own storefront, payment processing, etc. A cost that is a burden on many of the existing developers.
EDIT: Bit.ly'd because apparently HN doesn't allow apostrophes in links.
And do you even have to sell your app in the new store? Or will you have to because you will now suddenly have competitors? Is your app that easy to duplicate or is it that selling will be so much cheaper or it will be easier to get attention? And if its not better in some way, why would you stop selling your app the old way?
iOS is more popular than OS X. Selling for iOS means more copies sold. It's not hard to do the math and nothing stopped the hordes of iOS developers from attacking the OS X market anyway.
If anything this will provide a channel for crappy apps that you can develop in a weekend and still generate some revenue for it (instead of giving it away for free).
And Windows has had a shareware culture for quite some time (tones of crappy games included, e.g. Zuma). It did nothing to stop the selling of quality apps for higher prices, as prices are only affected by other apps in the same category.
There was a point in the past where I did a lot of research in the traditional PC/Mac shrinkwrapped boxed retail bricks-and-mortar software market, and the pricing model was rather shocking. Speaking in very general terms, and especially more about PC software, what I found was that for a say $50 priced unit of software, in a box there at a retail store, about 50% of that went to the retail store, about 25% or so went to the distributor, 20% to the publisher, and then only about $3-5 went to the actual developer. (Approximately, details varied.) Add-in traditional publishing industry shenanigans that try to turn developers effectively into sharecroppers, and almost require huge hype-driven sale numbers, and the situation is even worse.
Now with things like Steam and the App Store and with PayPal, etc., developers can publish software directly, much more easily, and the distributor/online-retail middleman takes a smaller cut, so say the retail price can be $5 and the developer takes home 70%-97% of that, depending on if more like App Store or PayPal model, respectively. So the take home income per unit for the developer can be about the same, but at a much much lower retail price point, which is a net win for consumers. And since there are less publishing shenanigans with compensation structure, it's actually possible to sell a small number of units per month and achieve at least Ramen profitability. Which at least buys you runway to develop additional stuff or work on side ventures, so it's a virtuous cycle/snowball effect.
I agree with what you are saying about the traditional bricks and mortar approach being an exercise in rogering the developer. Which was why when the iTunes App Store opened up I thought it was a huge deal that they were only taking a 30% cut, and yet were doing all this other stuff effectively for free: hosting, payments processing.
But - if you already have all that set up and in place, is it still attractive to you? If only for 'marketing' purposes? E.g. to say that you're on there, to be searchable etc.
NB: I realise that the walled garden is very restrictive, so your particular apps might not apply, ignoring that, is there any aspect of the deal that appeals to you?
But yes, it could be a net win, or at least an additional channel. The biggest potential net win, in my mind, is that even if my net take home pay per unit is about the same for a Mac App Store sold unit, if it gets exposed to a larger number of eyeballs, the overal revenue stream should be higher. And may be a different, non-overlapping demographic as well. So yes, I am considering it and if it looks like a net win I'l do it. I haven't studied their packaging/platform requirements yet, however. Some of my apps may have technical or content qualities which are disallowed or at least problematic due to their requirements/policies.