The average iOS app
daveaddey.com
daveaddey.com
When we made our running game, Zombies, Run!, we had absolutely no interest in competing with the freemium or 99c games - we don't have the properties or resources to do that. Instead, we made a game that straddles the fitness, gaming, and storytelling genres. We also charged $7.99, making it the most expensive game in the Top 200 Grossing today (even more expensive than Minecraft).
Part of the reason why we can do this is because we basically have no competitors - although obviously that made it a little harder to educate the market. I'm sure we will get competition, but the skills required to make the game (iOS dev, web dev, award-winning author, voice actors, sound producers, community support) are not trivial to find and organise.
Contrary to conventional wisdom, people will pay for an app that they think is original and worthwhile, and not just on iOS but Android as well (we're very happy with our Android sales).
You cannot simply attribute your success to originality, without looking at the other 650,000 apps and ranking them by originality as well, and then correlating that with success.
I would predict that originality falls behind a large handful of other factors when it comes to calculating the success of a mobile game. I would not be surprised if originality was not a statistically significant factor in a game's success.
If there is an original game out there that is not catching on, it's likely that you can take it and do it better, and finally get traction. This still means it's an original game to the players.
IMHO, it's how polished the game is, not how original...
That's not to say the analysis isn't a useful back of envelope calculation. Because what it shows is that the economics of the app store probably favor developing many lower quality apps in places with low cost of living - places where a few hundred dollars is significant income.
http://www.streamingcolour.com/blog/2011/09/28/results-ios-g...
"Before reading the rest of this post, bear in mind that these numbers are not necessarily accurate, and may not be representative of other categories in the App Store. However, if they were representative, the back of our napkin would give a very different split from the default assumed position:"
1% of apps (6,500) would be sharing 36% of revenue
($1.75bn), i.e. an average of $269,230 per app
19% of apps (123,500) would be sharing 61% of revenue
($3.05bn), i.e. an average of $24,696 per app
80% of apps (520,000) would be sharing 3% of revenue
($150m), i.e. an average of $288 per appthat's a presentation trick from Apple, mainly not telling how much developers get in current quarter, but rather bragging about a rolling number. the blog writer was a victim of the apple trick of rolling the revenue given to the app devs back to the beginning of the known history.
So, as a skilled iOS developer you can get a salaried job or work on contract and easily pull down $100k/year.
Or, you can bank on hitting 4 near home runs a year with your own apps.
Which sounds like the smart bet?
A better figure would be how many paid apps are there.
Other statistics show that games tend to rank higher in overall revenue than any other category so this might actually be painting an excessively rosy picture already.
Furthermore you aquire many new skills while doing so, which will make you more employable and thus increases your future income.
Just don't bet your mortgage on app revenue.
Absolutely. But I think the big success stories have obscured the fact that for the average dev those advantages will come at a very high material cost.
But the real story that Addey tells here says that Sturgeon's Law is in full effect in the App Store: if you can make your app _not crap_, if you can rise above the dross that inevitably makes up 80 to 90 percent of any sizable collection of creative work, then people will buy it. And if you're willing to act wisely and keep working at it, always pushing out more quality, care-driven stuff, then you can succeed.
This is what I want to do.
1. The calculation averages the gains throughout ALL apps - given the vast majority of the apps are free, that means the paid ones are getting a lot more revenue (individually)
2. It doesn't take into consideration advertising revenues (admob et all), which represent a considerable chunk of revenue for a lot of apps...
For example, if I have time but not money and invest lots of time into creating a high quality iOS app for a niche market does it stand a chance or rising to the top or will it simply fall into obscurity without being featured by apple etc?