What really annoys me is freemium games for kids that insist you start a subscription (for no good reason) to get rid of the ads, instead of a one-off payment. They are literally banking on parents forgetting about subscriptions.
What really annoys me is freemium games for kids that insist you start a subscription (for no good reason) to get rid of the ads, instead of a one-off payment. They are literally banking on parents forgetting about subscriptions.
Because Apple are really a big back of dicks. In a few months in the EU we’ll be able to install third party app stores and I welcome some actual competition.
EDIT: Found one, very interesting: https://www.theverge.com/2022/12/13/23507766/apple-app-store...
I subscribed to Apple Music with their 3 month trial and shortly after redeeming, I hit cancel on the subscription to prevent auto-rebill.
It immediately revoked my access to Apple Music and my 90 day trial disappeared. Same with Apple TV trials, etc.
Now I'm forced to set a Calendar reminder when I activate any kind of trial to remind me to cancel before the automatic rebill.
I ended up going with Noisli; it may not have all the features, but it's at least simple and straightforward and had a modest one time fee to unlock all functionality.
Settings -> accessibility -> audio / visual -> background sounds
You can even add them to the quick control panel or whatever it's called.
It also being on my homepage vs buried in a settings menu was worth a few dollars to me.
https://apps.apple.com/us/app/noizio-calm-meditate-sleep/id9...
I understand the bitterness on the part of users, especially with so many subscriptions (including this one, IMO) being quite egregiously priced. But at the same time, the app market on both platforms is extremely competitive and it's difficult to get an app to a level of popularity where advertising or lower charges can fund the effort involved to keep maintaining it.
I don't really have an answer here, unfortunately. I think the availability of free apps for phones for decades based on the hand-wavy ad-tech "we'll monetize user data later" has created the impression among phone users that just because software runs on their phone and not their PC, that it has basically no worth. It's not as if the code is easier to write for a smaller screen.
They basically point developers at subscriptions to replace this model.
So you has my theoretical customer who've bought an app for a fixed one-time purchase would presumably have something to say to me in the form of an email if Apple drops a new iOS update, and the app no longer works, right? Because you paid your money and you want to use this software. And I totally agree! I want to update it and keep it working for you. But the one-time purchase model is not conducive to this relationship, because it's effectively infinite time investment for me, and a one-time payment for you. And the amount of money I can make to justify that time investment has a natural ceiling: people only need to buy my app once to use it on all their devices, and no matter how good it is, there's a natural ceiling in terms of sales I can achieve, because only so many people are going to want it.
Again, I don't really have a solution to this. The economics of app development are tricky.
It is for me, and when it comes to what I'm going to spend my money on, that's all that matters.
> you don't "own" any of the apps you've bought
I'm sure that you know what I mean here. I "own" it meaning that I am in possession of an installable that isn't dependent on an outside service, and that can't be modified or removed without my permission.
> due to Apple making changes to their OS, that app you've bought will require updates
I don't use Apple devices, and if Apple platforms are that unstable, then that's a good reason not to!
> I want to update it and keep it working for you
So you charge for the update. You don't charge an ongoing monthly fee.
This stuff isn't actually that complicated. The industry worked it out pretty well a long time ago -- it's just that all of that knowledge has been disregarded in favor of a subscription model that allows a deeper soaking of customers.
Obviously these devs have done the math and it works better for them to charge 1000 users $10/month each than to find 20000 users who will pay $6/year.
Part of me just reacted against the slimy, mattress-store level marketing copy trying to shame me into spending $10 a month because "can you really put a price on a good night's sleep?"
For the record, I’m happy to pay for good apps and games and services.
It's more complicated (and arguably worse) than that. Because Apple provides no way to do a trial of a game (without subscription pricing) some games will have a free tier with ads and an IAP to remove ads. These wouldn't show up under "paid apps" even though they technically qualify.
If you look at what App Store business models Apple makes easy and which ones require jumping through hoops it's pretty clear that they want you to fill your app with IAP or use a subscription model. One time purchase software is possible, but is treated as a second class citizen (no paid upgrades, no demos/trials).
You at least get 200 of the top paid games in each genre.
Personally, I prefer to use a real game system over a phone to play games. It’s not Apple’s fault that smartphones aren’t a good place to play games. A game developer targeting phones can only hope to capture a sliver of spare attention of someone who is already doing something else (like waiting in a lobby or taking a 10 minute bus ride).
That’s why iOS games rarely cost anything to buy while Nintendo has been selling $40 games on mobile devices for decades.
Without sticks and buttons phones can only hope to emulate a real game system. A developer on a more dedicated game system can expect to find players who want to spend multiple hours on a game.
I'd have expected that with their experience (Music, TV, App Store), they would have done better there.
My kid's school got him to isntall Numbots which is pretty good. Not sure how it works if you install it direclty rather than getting a login via the school.
Minecraft Education is avaiable on a 'clubs and societies' license to anyone (you dont have to be a school anymore) but they dont publicise that much. Start your own club, install Minecraft Education. You have to set up an Office365 tenant though to manage the logins and subscriptions which is a faff.
Toca Kitchen 2 is a simple paid app where you prepare food and feed it to characters, fun for little ones and really well designed.