Where Apple went wrong with free apps
manton.org
manton.org
On the topic of free apps allowing in-app purchases, I noticed recently that I felt trapped by in-app purchases in games I downloaded for my kid. The apps control the screen and seem, at least on apps aimed at kids, to make it intentionally easy to misclick and purchase something, having tiny, well hidden controls to cancel back out or continue without purchasing or upgrading. Since the only hardware button takes me right back to home I feel trapped like I'm browsing the seedier parts of the web with a pre-popup blocker IE. Not really an "Apple" experience.
This was a big story not that long ago and prompted an FTC investigation. Apple fixed it in their latest iOS update by prompting for the password every time.
Even for an adult, using the phone alone without a child's fingers prodding randomly at the screen, a popup with an instantly charge my credit card button and a cancel button right next to each other is hardly a peaceful and serene thing to deal with when it pops up unexpectedly as you try to hit the tiny button that you hoped would allow you to avoid this very question. That's why it reminds me of those "You are trying to leave this webpage! OK Cancel" things.
Up-front app costs, in-app purchases, in-app subscriptions... they're really all the same thing. You can't charge 30% for one and not for the other... and if you allow folks to transact the purchase outside your ecosystem, you basically get nothing.
With Apple not enforcing the ability to get in-app purchases, the only thing preventing out-of-band sales is the convenience factor. What if someone just set up a fiat currency site where you could go buy credits that would then be accepted by iPhone apps? They could then be sold entirely free, but just require that you sign in with that external account so they can take some of the prepaid credit.
Make the yearly developer license cheaper - $50 or $20 or whatever. Then charge another $20 or so every year for each app that you publish. Developers who put out a lot of apps will pay more than those who have the license but have not even released an app yet.
They could come up with a way to charge for every 'major revision' (ie, not a bug-fix update) you push out so that developers who are constantly putting up updates (and thus using more of the reviewer's time) end up paying more.
It IS a profit center.
So now we're down to $600 million, or so.
Then you've got bandwidth, infrastructure maintenance, scaling costs, utility costs. You've got to pay out cash to developers each month, so now there are banking fees on top of the ones you see when you collect money from consumers.
Still, let's be extremely generous here and pretend that operating at this scale costs nothing at all.
In such a case, operating the App Store made Apple a profit of $60 million a quarter since it opened. Apple's Q4 2010 profits were $4.31 billion, making the App Store in such a scenario worth a whopping 1% of Apple's profits.
In reality, once you account for all the hairy stuff we skipped, it's probably a lot closer to a rounding error than any kind of significant contributor itself.
There are a fair number of costs involved:
- Reviewing 350,000 apps x the number of updates. Say 1,000,000 reviews?
- Bandwidth and hosting for all apps, free or not.
- Taxes
- Credit card fees
- Bank fees for payouts
- Data center
- Legal Work for maintaining a store in 91 countries.
- Software development of the store itself.
- Developer support
I'd say that's obviously going to be 100's of millions on costs. 850? who knows, but the net is that it's going to be minor on their balance sheet and not a business they'd bother with if not for the synergy with their hardware business.
For reference apple made $6 billion in profit last quarter,. So, no it's not a big profit center.
My homescreen says differently. I don't get what he's trying to say here.
>Get rid of exclusive distribution, and Apple can be more creative about charging developers who do want to participate in the App Store
I like Manton, but:
1) Exclusive distribution is the wall of the garden. As mobile ascends the garden is richer and more concentrated, drawing more varmints. For most people if their PC doesn't work it's annoying, if your phone doesn't work it's unacceptable.
2)As for Apple being more creative with charges...They certainly can't charge any developers more than 30%, but what about less. He himself points out, you have to be consistent in your fees or everyone will move to the cheapest option.
seriously though, anyone who suggests excluding free apps would have to be crazy. free users lead to paying users.