New Apple Developer Guideline Bans Apps That Promote Other Apps
techcrunch.com
techcrunch.com
Edit: If you haven't seen it before, this https://www.dropbox.com/s/eytnivsz5ft43mh/iOS%20Simulator%20...
Still waiting for the authoritative metacritic/rotten tomatoes of the app store to develop. I'm happy to spend upwards of a thousands dollars a year on the App Store - but, other than trusting podcasts/trusted bloggers, it's pretty damn hard to find anything useful on it without wasting a lot of time and money.
It's to the point where in the AppStore I look to see if the top related purchase are some $4.99 coin pack or whatever and if so, I'm out.
Go download Talking Tom (it's "free") and see what parents complain about. Turning off purchasing doesn't stop my 2 year old from hitting one of three or four "upgrade" buttons available on screen at any given moment, bringing up a popup or opening a browser or the app store for cross promotions. I would have actually bought the damn thing because of the entertainment it provides if it weren't for refusing to support the total sleaziness of that monetization method.
There's just a huge, annoying trend of making apps crippled or annoyware until you buy some ridiculous IAP. AFAIK, that situation is not much different on Kindle/Android.
Who can blame them, the UI blows.
Since devs themselves also do not get any user-specific information when an in-app purchase is sold, it becomes pretty much impossible for your support channels to verify someone actually owns what they say they own.
Until the API improves (not holding my breath, it's been like this for, what, 3 years now?) IAP-driven upgrades will hurt both users and developers.
[0] http://itunes.apple.com/us/app/ascension-chronicle-godslayer...
This makes sense for low-price + IAP apps, but not the free + IAP model mentioned in the thread you're replying to.
Free + IAP seems fine, and it's probably been the most popular PC/Mac software sales method since the 90s.
1. User gets a shiny new iPhone. 2. User installs my (free) AwesomeApp on new device. 3. User is missing premium AwesomeApp features, is now confused about why. 4. User goes to IAP part of app and tries to recover the IAP/premium features, except Apple's UI here would lead user to believe they are being charged for the IAP again.
This is often followed by:
5. User contacts support and is very confused. Support cannot verify whether or not user owns the IAP, because the App Store is a black box and we get no information about purchasers.
Not a big deal for demo + full version apps, but when you pay full price for an app (or download a free, non-demo app) and keep getting pushed to buy other apps it gets pretty annoying.
Some apps have done it tastefully, like Temple Run. Others like Scramble (and my assumption is all Zynga apps) just make it a drag.
It does affect a class of apps, including AppShopper (mine).
However, I will then point out that the distinction you are drawing can get somewhat vague: just because you aren't accepting money, doesn't mean users aren't now confused because they think they are using the App Store's interface; as an example, they might have expectations such as trusting the validity of the reviews and ratings being shown.
If I had to guess at their motivation, it would be their attempt at blocking paid-for-promotion schemes that try to game the App Store ranking systems. I think that's more likely.
As a user and as a developer, I really hope these changes help move some of the blatant junk off the Top Lists.
I could see it both ways - on one hand AppShopper is straight forward, isn't obviously attempting to impersonate the app store and adds value.
But I can also see how it could be read that it would be the sort of thing they're thinking of (though I've no idea why).
Both Apple and Google are way too late on that - they're getting proactive now that the cows have escaped and burned down the barn on the way out.
On the web we call unique users vanity metrics, and monthly active users the real deal. Why not the same for mobile?