App Store Pricing (It's not a free market)
appcubby.com
appcubby.com
http://www.polarbearfarm.com/blog/
We were making good money off our Jailbreak apps selling them for $10 a piece, some people liked them so much they donated over $80 a piece for them. We invested countless hours developing them, not only because it was a fun challenge, but because the support was there from our customers to be able to live off this and be able to develop them full time.
The reality is that we barely manage to match the money we were making with our Jailbreak applications through the App Store. Even at the peak so far, where “Record” was Top 10 paid downloads in 22 countries, and DuckShoot in 10 countries, sales barely reach those seen in Jailbreak.
The problem occurs because no other industries are being forced to scrape the bottom like this. These people (iPhone devs) are earning the type of money you'd get from close to perfect competition, but they're having to buy things (food, TVs, etc.) at prices that aren't anywhere near that. The problem isn't that they're having to price down so much as all the other industries aren't having to do likewise. Their prices are being squeezed down by consumers having good knowledge and lots of competition, but they're having to buy things from people who aren't under that price squeeze.
Is it ideal for products to be ranked on number of units sold and nothing else? Says who?
The reason I didn't devote my energy to that project is because I don't want to develop a product that hinges on a billing mechanism that circumvents the app store, because that seems like it could (perhaps rightfully) piss Apple off, since they wouldn't be getting their cut, and my game would be vaporized at Apple's discretion. Not that there's anything wrong with that -- it's their platform, and they can manage it how they like. But the lack of "subscription" billing for apps probably precludes many larger projects.
That said, there's a significant barrier that even a premium 'niche' app must now overcome aside from generating awareness. Couple this with the app likely having very few reviews, not in the Top 50, etc.. then a buyer will become very cautious. (Myself included). In addition, user review system is broken (1-way channel), significantly less than 20% of customers will leave feedback, and upon uninstalling the app rating defaults to 1-star.
I've been struggling with trying to figure out how to best overcome this as a marketer. It's difficult, costly, frustrating, and the .99 trend certainly doesn't help things when 12,000 apps are battling for 50 slots on a poorly weighted popularity curve.
Perhaps the same would be true of AdSense sales.
But I don't agree with his conclusion that this is not a free market. Every market is organised according rules that someone artificially creates. It is up to sellers and buyers whether they want to use that market or not. So there is a market of markets and that's what makes each of them free.
Of course Apple's dominant position in that particular market of iPhone app markets is a problem for everyone. That's why I would think very hard before I creating apps on top of someone elses proprietary platform. I'm not saying I wouldn't do it or that it's somehow unethical. I'm just making the observation that these are the problems that come with proprietary platforms.
However, the point that iTunes placement is the biggest factor in marketing an app, and placement is driven by sales volume, which in turn affects the way the market acts is interesting. Maybe iTunes should judge apps by some sort of hybrid rating system (volume + ratings). Seems like a tough thing to come up with an accurate metric for.
I'd say my assessment is pretty right on.
david
App Cubby
Individual developers are choosing to price their apps at $0.99 (or not). In fact, as I pointed out, most of the apps on the top of the chart are not $0.99.
More importantly, though, is that the charts are just one tool. They offer insight into what is already selling on the store. The charts aren't voodoo, and you don't just magically appear on them one day. Sure, they have an obvious positive impact on sales, but it has absolute no effect on the ability of other apps to sell or make it onto the charts themselves.
Changing the way the charts work is a bad idea, for a lot of reasons. The most important is that the proposed solutions are even easier to game then the current system. The real solution to the perceived problem is to add more ways to discover apps.
Search on the store needs work, and "featured" is entirely editorial (and the choices aren't that great in my opinion). More ways to find new products like a "movers and shakers" view, a "top rated" view, etc, are better ways Apple could actually improve the situation for developers and customers.
Also, the charts are "voodoo" in their ability to create exposure for an app. You have to have enough sales to first get into the charts, but once you're there, it's amazing how things change. I've had developers describe it as being "sucked" up into the top 10. There is an undeniable momentum that is created once you break the top 50.
As far as changing how the charts work, did you read my blog post? What I suggested is that apps be ranked by volumeprice or even (2volume)*price to calculate the rankings. That's no easier to game then the current system. People have to buy the app either way, and raising the price will only benefit apps that have enough value to warrant a higher price. The idea of the App Store charts is to get the best apps in front of people. My argument is that by ranking only by price, you're getting cheap apps in front of people, not necessarily the best ones. By taking price into account, amazing niche market apps that can demand a higher price will get the same exposure as a broad market $.99 app.
I definitely agree that search needs work, but even with search, there has to be an order in which they are displayed. For a long time it was also volume. Recently it changed, but I can't find any pattern to it. With a ton of crappy apps in the store, showing search results in a random order doesn't help the consumer. Popular apps should still be rewarded with good placement. I'm just questioning how that popularity is determined.
Putting niche apps that demand a higher price doesn't do that much good, because the majority of people looking at the charts won't be in that niche. That's why apps with broad appeal get on the charts. It's also why there are sub charts in each category.
As for the the supply issue, you're right. You can't sell anything you want on the store. If anything, though, I think it hurts your argument. By your own definition, Apple is exercising at least some quality control, and preventing you from having to compete with total crap. Unless your app gets blocked from the store (which plenty apps have for no reason), Apple's manipulation in this regard just keeps out your competition.
You're wrong, though, about it not being easier to game your proposed chart metric. You're not taking into consideration price manipulation (or questionable ethics). I'm not going to go into specifics, but it doesn't take much imagination.
Ultimately, its not only cheap apps that are getting in front of people, which is where I think your argument falls down. The majority of apps are not $1. 60% of the top 10 apps cost more than $1, and 40% cost $5 or more. This holds up for the top 20 as well.
You talk about the "voodoo" momentum, and I agree, there is a huge upside to getting to the top of the charts. But it isn't the only way to make money on the store. If that was your entire plan, you only have yourself to blame if it doesn't happen. The evidence shows that price is not the determining factor.
It's not about gaming the system but about having the proper economic incentives in place.
http://christopherhan.tumblr.com/post/61871360/how-many-vide...
(not my blog, it belongs to Chris Han: http://vimeo.com/2519605)