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I hope apps become more expensive.

01-02-2013, 04:31 PM
#1
Joined: Dec 2012
Location: San Diego
Posts: 23
I hope apps become more expensive.

Since taking a job in marketing for an application design and development team company back in august, I have learned what the behind the scenes development looks like for app developers.

I, like many on outside the tech world, thought that developers could create apps in weeks and people could build websites overnight. I have since become educated on the art and delicate precision it takes to create beautiful, engaging, and creative apps.

The amount of time, energy, commitment and perseverance it takes to create these apps is mind boggling. Its only more confusing to me why developers have continued to create great apps and still price them at practically nothing.

Its a vicious circle since I believe it was stemmed from the beginning of apps in which the market was dominated by free and simple games. As the app market grew and more time and development was put in, the quality of apps has sky rocketed. However prices really havent. Consumers laugh at an app that costs 2$-5$ they get for life, when their lunch is over 10$. And 5$ is on the extreme high end for an app outside of the "productivity" category.

In the end I hope developers charge more for their apps. Its the only way the app industry will attract more talent and new ideas by people who can see a profitable result. I dont want to say its all about the money, I just see the quality and time put into some of these apps and would like to see those developers rewarded better for their work.

Am I wrong in believing this?
01-02-2013, 04:35 PM
#2
Joined: Aug 2010
Location: San Francisco
Posts: 143

01-02-2013, 05:35 PM
#3
Joined: Jul 2012
Location: New Jersey!
Posts: 92
Well, I've been working on my game for 3 years now, and I'll be damned if I sell it for a dollar!

But I might end up selling it for a buck if sales are terrible...
01-02-2013, 05:44 PM
#4
Joined: Feb 2011
Location: Isle of Wight, UK
Posts: 1,502
Quote:
Originally Posted by Wizardo View Post
Well, I've been working on my game for 3 years now, and I'll be damned if I sell it for a dollar!

But I might end up selling it for a buck if sales are terrible...
I remember that speech. So, a buck it is then. :s

I'm obviously with the O/P here, bias notwithstanding. I think it's too late though tbh, one dollar is the expected price point and anything more than 3 won't get looked at unless it's a humungous brand. And I'm talking Halo or Pokemon here.

Large sales volumes may make up for it to some extent, but it's risky relying on it - especially with so much good stuff coming out week on week.
01-02-2013, 06:57 PM
#5
Hope you don't mind me in here but maybe more advertising on here would work not just a week after but longer. I'm a 99 cent and up gamer and some games I got I heard from people because no developer had advertise the games they just disappeared.

Also is the price drops which sometimes hurt depending on price. Its good though because supporting the devloper but if a 17.99 game goes free the week after release then it kinda stings.

Last edited by bramblett05; 01-02-2013 at 07:04 PM.
01-02-2013, 07:03 PM
#6
Joined: Feb 2011
Location: Isle of Wight, UK
Posts: 1,502
iirc, a site takeover for a week is about 10-20K. Something like that.

That means you need a shitload of extra customers from it and I'm not sure how that math works - bloody expensive risk to take even if you have it spare, which most of us indies sadly don't.

It's a toughie for the (I expect large majority of us) indies, sitting somewhere in the full time job but not a big publisher seats.
01-02-2013, 07:05 PM
#7
Quote:
Originally Posted by Rubicon View Post
iirc, a site takeover for a week is about 10-20K. Something like that.

That means you need a shitload of extra customers from it and I'm not sure how that math works - bloody expensive risk to take even if you have it spare, which most of us indies sadly don't.

It's a toughie for the (I expect large majority of us) indies, sitting somewhere in the full time job but not a big publisher seats.
Developers can't make a thread to advertise for free?
01-02-2013, 09:23 PM
#8
Joined: Dec 2012
Posts: 2,358
Advertising is a skill, just like coding, which some developers lack. It isn't just simply going online and mingling with the users.

How will the developer manage his followers when he is challenged by one or more of his posters? What about jealous posters who start rubbishing the rest of the community when he starts to feel neglected by the developer? Or when mischievous posters deliberately cause a rift in the developer's thread?

A seasoned Public Relations practitioner can handle these with ease, and that is why they make big bucks working for politicians and MNCs.

Now, does the developer really want to subject himself to the stress of dealing with all that, or would he choose to focus on his core competency and outsource the rest?

It is his money on the line, so only the developer himself can decide.
01-03-2013, 01:28 AM
#9
Joined: Jul 2012
Location: on the internet
Posts: 1,336
Hope you don't mind me in her either, but actually look at Simogo. they price bumpy road and beat sneak bandit at 3$ and they make money (: if your lucky just to get to the front page of toucharcade your sales will boost further. Have some unique art and that's another plus.

im a rpg loving kind of guy
01-03-2013, 02:24 AM
#10
Joined: Sep 2012
Posts: 141
Apps won't be more expensive. Market is chief here and market wants freemium apps with additional features. I have worked in ad agency some time ago, made plenty of apps and yes - it took weeks and months. And what. Customer does not care. There is freemium on mobile, PC, consoles. The biggest game at all these days (LoL) is freemium.

Either you learn how to profit on that or you can charge whatever price you want and blame everyone else of not being successful.