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The huge success of an AppStore failure

07-12-2011, 07:46 AM
#1
Joined: Jul 2011
Posts: 31
The huge success of an AppStore failure

We wrote a blog post and we'd really appreciate everyone's input.

Let us know your thoughts.

http://blog.gameized.com/2011/07/12/...store-failure/
07-12-2011, 08:04 AM
#2
Joined: Jan 2010
Location: Perth, Western Australia
Posts: 4,355
Yes i get sickened by how much pirates use games today. They totally ruin the industry and the effort that developers have taken to make these game.

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07-12-2011, 08:10 AM
#3
Joined: Jun 2009
Location: London, UK
Posts: 3,741
That's not to say that they'd have made 16,000 sales had it not been available for free though. To be honest, 1163 sales in comparison to 16,000 players sounds not unlike the kind of popularity ratio a paid app has when using a free period promotion.

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07-12-2011, 08:16 AM
#4
Joined: Sep 2010
Location: UK
Posts: 1,030
Wow, just wow. I didn't realise piracy was as rife as that on iPhones, iPods etc. Really feel for the developers.
What is jailbreaking by the way?

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07-12-2011, 08:27 AM
#5
Joined: Oct 2009
Location: Right here, of course
Posts: 156
Well, I think it's safe to say that you wouldn't have 16,000 legitimate downloads if it weren't for people pirating your app. In my opinion, people who are going to pirate an application were never going to buy it in the first place. I doubt they saw the application in iTunes and said, "Oh, I don't want to spend $.99 on this. I wonder if it's on a certain website that lets you pirate applications which is censored on Toucharcade!" My guess is that the majority of people who download cracked applications are those who either don't have a way to pay on iTunes (i.e. no credit card) or don't have any money to spend on apps. Either way, I believe that the majority of pirates wouldn't purchase an app if pirating it wasn't an option.

So I wonder how much money developers really lose from pirating. It's definitely a different story with other platforms where the games are $50, but $.99 is another story imo.

Regardless, it's unfortunate, but I doubt it'll stop.

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07-12-2011, 09:34 AM
#6
Joined: Feb 2011
Location: New York State
Posts: 2,511
Ignoring the matter of whether pirated copies equal lost sales, something I don't feel like getting into, your blog's key point is barking up the wrong tree and is possibly exaggerating the key point while you're at it because you're ignoring something critical about Game Center:

The Game Center ID is NOT necessarily linked in any way to the Apple ID used to buy the title. In my household, I'll purchase an app. As it happens in my case, my GC email used to log in IS the same as the one used to purchase the app, but my daughter and son will often all wind up playing it on other devices all with different GC accounts. By your faulty logic, seeing us buying your product and all playing it would equal two cases of piracy.

Apple simply didn't build any form of product verification into Game Center because I'm not sure how their existing DRM infrastructure could support it. You can have 5 computers and a functionally unlimited number of devices using an app from a single legit purchase. You can have any number of GC accounts if you want. So, how exactly do you propose Apple uses GC to combat piracy?

Your beef is with the jailbreak developers who make the easy piracy possible, not Apple for making Game Center a relatively painless and quick added value to gaming on iOS.

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Last edited by C.Hannum; 07-12-2011 at 11:38 AM.
07-12-2011, 09:42 AM
#7
Joined: Jun 2010
Location: Suffolk, England
Posts: 112
Of course, surely it could also be the case that some of those numbers are accounted for by players having more than one gamecentre account?

I might add piracy is dreadful and people should be paid for the effort they put in. Too many people think it is a right to have free software without realising how much work goes into these things!
07-12-2011, 10:33 AM
#8
Joined: Sep 2009
Location: Louisville
Posts: 840
Quote:
Originally Posted by C.Hannum View Post
Ignoring the matter of whether pirated copies equal lost sales, something I don't feel like getting into, your blog's key point is barking up the wrong tree and is possibly exaggerating the key point while your at it because you're ignoring something critical about Game Center:

The Game Center ID is NOT necessarily linked in any way to the Apple ID used to buy the title. In my household, I'll purchase an app. As it happens in my case, my GC email used to log in IS the same as the one used to purchase the app, but my daughter and son will often all wind up playing it on other devices all with different GC accounts. By your faulty logic, seeing us buying your product and all playing it would equal two cases of piracy.

Apple simply didn't build any form of product verification into Game Center because I'm not sure how their existing DRM infrastructure could support it. You can have 5 computers and a functionally unlimited number of devices using an app from a single legit purchase. You can have any number of GC accounts if you want. So, how exactly do you propose Apple uses GC to combat piracy?

Your beef is with the jailbreak developers who make the easy piracy possible, not Apple for making Game Center a relatively painless and quick added value to gaming on iOS.
+1 Well put.

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07-12-2011, 11:03 AM
#9
Joined: May 2010
Location: Lexington, KY
Posts: 2,375
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I don't want to get into a long and tedious piracy argument, but I do want to say this:

1) A pirated product is not necessarily a lost sale. Yes, $0.99 is incredibly cheap. But none of us can make blanket judgements about an entire group of people that is incredibly wide and varied. People are from many different backgrounds and have different needs.
2) Just because someone pirates a game does not mean it is a permanently lost opportunity cost. That person could have told a friend about it, and then that friend could have purchased the game. Piracy can be an effective method of advertisement.
3) What it all comes down to is whether or not the product is worth buying (if they have money), or whether the person has money that is disposable. Based on what i've seen on the appstore, Fingerkicks just doesn't really intrigue me. At all. The description claims that it is addictive at the top, but then the rest of it just seems pretty plain and ordinary. Both the icon and the screenshots do not give me any real information about why this app is more interesting, fun, or special than the 100,000s of other apps on the appstore.
4) You don't have a lite version. Combine this with 3, and you have a good reason for people to pirate-- at least to try before they buy.

I've seen many posts by devs about piracy on the appstore, and of course I sympathize with the hard work that goes into it. But sometimes there are issues on the marketing or game end that explain a lot of it.

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07-12-2011, 11:39 AM
#10
Joined: May 2011
Location: Finland
Posts: 8,366
That just sucks... I actually used  on April, I didn't understand there was so many indie devs that work their butts off, then I finally found iTunes gift cards from local shop, and thank god, I stopped jailbreaking. And I gotta agree with SkyMuffin, if all games had Lite versions, more people would try before using installers. I think some people use it as a demo. For me it was cause dad doesn't trust online purchases... That's why I was glad I found iTunes GC's from local shop.

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