A developer should set the price and stick with it... And if a sale happens it should be in a blue moon... if all developers realise this then everyone would be happy...
It's hard to know how to price things as "the rules" change so rapidly. And when you have the likes of Sega, Rockstar, Konami and Namco being all over the place regarding this issue (like anyone else, these high-profile industry leaders notoriously drop prices down to nothing for the reasons I described above) it just makes it impossibly hard for us much smaller developers to play any other game than the one they perpetuate. Yeah, we might have a good 13 or so fans who respect us for taking that kind of stance, but 13 fans won't enable us to keep producing any kind of product and we'll just have to shut down altogether.
In a perfect world... But the App Store is not a perfect world. It's a messed-up world. Early developers back around mid-08 started setting the trend that most developers would follow: The race to the bottom. Indie developers hoping to make money by volume rather than quality. And average consumers being average consumers flocked to the impulse-buy-level bargains, even if what they were getting was sub-par. But that meant the eventual deveopers who would come later would have to start following the same trend if they wanted to make any money, because people started seeing games averaging $1-2 and that's what they began to expect, so when more expensive games and apps started showing up, the growing sense of entitlement the average consumer was developing made them demand ever more polished apps for their dollar. Developers complied -- they had to if they wanted to survive -- and that just made the problem worse. Put in simpler terms: The bottom racers greased the slope. It didn't help that, until recently, the popularity of an app on the App Store was based solely on the number of downloads it received, which encouraged developers to sell cheaply in exchange for visibility. So now this is what we've got: Cheap apps -- many woefully undervalued -- and rapidly descending sales curves that require developers to put on sales to retain visibility, all selling to an increasingly fickle and entitled market who have long since come to snub their noses at what should be reasonable pricing. Anyone creating and selling a product has to roll with the market, and this is the market we've got. Developers have to play the game or lose, so as the saying goes, don't hate the playa, hate the game.
The game is obviously worth $10 to you otherwise you wouldn't have spent it in the first place. Yes it's annoying, but you obviously feel you'll get $10 worth of fun.
Um I have 467 paid apps now, quit crying. It's your choice to buy those damn games. P.S. That fletch guy needs to stop talking and it was quite humorous to agree with a joke ridiculing himself.
dude, if ur not gonna b helpful then stop trollin around here going "oo i hav 467 games on my phone hehe" just shut up and leave man P.S. stop gloating!
How do you get them to all show up on your iPhone/ iPod? I got all my pages fill and when I get a new app, I have to delete something in order to see it
You're the definition of a 'troll' you idiot. Go cry somewhere elsewhere Jesus christ. By stating I had so many apps, I was trying to say imagine how much it happens to us 'veteran' AppStore customers. Be helpful? What, you want me to email apple support and cry to them for you? @g_mann: i only have 50 or so on my itouch since it's 8gb, meaning it only has 7gb external memory. Imagine my pain of choosing what games to keep since I purchase constantly. Girlfriends getting me a 32gb the second the 4g comes out though!..just a few more months ahh. Anyways, you can only have 11 pages of apps notwithstanding your memory.