How to Evaluate a (paid) iPhone App Idea
tonywright.com
tonywright.com
This is why I think the whole app economy is a house built on sand. How long are people going to be entertained by this gimmick of junk IAP?
Sure there are a handful of apps where some kind of recurring IAP actually makes sense. But the vast majority of these apps are selling virtual Tchotchkes with absolutely zero real value. Sooner or later this seems bound to lose its novelty.
More and more it seems that the only smart way to make money writing code is selling SAAS B2B apps.
I'm sure there are plenty of apps that do just this and there will likely be more on the way as global mobile adoption numbers increase.
Honestly I think this is the future of the app business. Apps will be important but most often only as a component of some larger business.
I know it seems odd that people pay money for essentially tiny bits of entertainment. But the fact is that's what lots of people want. If you want to do something positive try combining the virtual Tchotchkes with something partially educational.
The number of apps and gross revenue from apps has been growing big. The future of software development is mobile apps.
I do think mobile is important but I think most of the money in apps will be integrating them into some larger business. For example, I'm starting a new app for a big U.S. retailer. The app will be free but presumably it will drive more business for them.
Consider now the adoption rate of smartphones, where we'll have a billion devices in the hands of users within the next few years. Mobile devices are now replacing computers and gaming consoles. Do I see anything replacing smartphones/tablets anytime soon? No. That's why the bet is obvious to me, your audience is shifting to a new platform. Apps ARE the future because that's where the audience is and will be.
Even "mobile apps are the future of video games" is only true if the market for games that are neither "casual" nor inherently "social" suddenly dries up.
To me, the lesson is that it's really hard to get someone to part with money until they love your app-- and a crappy description and a few screenshots in the app store don't get them over that hurdle.
It'd be interesting to see Apple implement a 24-hour Trialware option-- I'd wager we'd see a huge bump in app quality AND a big bump in actual sales. Free trials are a proven way to sell software.
The problem with that is mining good ideas. I seem to only come up with "fun" ideas, i.e. games, with certainly have the aforementioned problems. Would love to come up with a sensible B2B idea one day.
To come up with sellable subscription products for businesses, you need to obsessively study and interact with your potential audience. Good ideas won't just spring into your mind.
A very, very long time. It's basic psychology at work. Those little virtual trinkets are simply addictive, and it won't change as long as we keep being human beings.
As a gamer I feel like I don't actually own the game, I've installed it and all, but it's like this feeling of not being "safe" and confortable while playing it. I'm always expecting to find some stupid option to request my credit card in order to upgrade my weapons or some levels so I can finish the game.
We shouldn't be loosing this sort of honesty in gaming, just give it a price for the whole thing and get out of my way.
Back in the day loading a video game was a very private, safe almost sacred experience. The world melts away and it's just you in the fantasy world the game presents to you.
For this reason I'm going with the boring old model of pay once, own the game. Everything I read says free + IAP is the way to go for maximum return, but I really feel something crucial is lost when you make the player contemplate their credit card bill while supposedly experiencing escapism.
When I see IAP I tag the games mentally as.
1. Not caring about gameplay. 2. Make all interactions designed to get me to an IAP.
Its way bad for me, as I like strategy/simulataion games, and most of them on IOS have IAP.
I don't mind iap for other type of apps, in fact, it's a cool thing, you select only the features you need and you upgrade accordingly. But on games, it's crap, and it must go away.
There are obvious problems going this way (how do you get people past the hurdle of paying for a game they haven't played?) but it just feels... better.
It also seems like a better way to build trust between the developer and the player. The way I see it is if you've taken the risk and bought my game, I love you! We're best friends now! So here's the best damn game I can give you for trusting me enough to pay for it.
And then hopefully they'll come back for the sequel.
And this is why I've lost a lot of my enthusiasm for mobile coding.
After a decade of writing web apps I've enjoyed getting close to the machine again and having the tools to write really powerful multimedia apps but the reality of the app store is that what sells are gimmicky doodads and the kind of games that you used to find on flash game sites.
It seems to me that it makes more sense to make app selection and payment be a single action at the point when the payer (the parent) is looking at your app, rather than at a later point when the user is a child.
I even found a kids drawing app (explicitly marketed towards kids) on Android that had very adult advertising in it. That one got deleted, for sure.
If I look at http://www.neoseeker.com/Games/title/GBA/all.html, that is about half the total number of games ever made for the Gameboy Advance over a period of 11 years. I do not know that market, but I do not think you will be able to buy over 400 of those today.
From that, I get the impression that the reason it is hard to make big bucks on the App store is that it is highly competitive, not that there is no market.
Without a realistic understanding of your target market from a competitive analysis standpoint one could wind up spending cycles writing an amazing app which is doomed before it even launches.