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Plus it's not true. There have been numerous examples of people running to the press and getting their apps approved a couple days later.

We don't have enough data to conclude that. We do not know that if they followed the prescribed process without going to the press that they would not have been approved a couple of days later anyway.

We also don't know how many do go to the Review Board and get approved.

Correlation is not causation.
 
Im all for getting better quality apps, but come on,

"If your app is rejected, we have a Review Board that you can appeal to. If you run to the press and trash us, it never helps."

Apple couldn't sound more like a bunch of Nazis if they tried!
 
This speaks of someone who is not an app developer. Right now it is very EASY to justify the time/effort in developing an app.

Not so easy, else there'd be hundreds of thousands of developers or more.

Ease of justification depends on the app and what else you do for a living.

A weekend quickie app? Sure, why not. Weeks of intense development? Not unless it's guaranteed to at least pay for lost income. Months with a dev group and artists? Better be a sure-fire app to invest that much.

It is a HUGE opportunity that other mobile platforms still haven't got right.

I think the major advantage that the Apple App Store had, was requiring almost everyone to sign up for iTunes just to activate the device, and thus making it easier to buy apps right off the bat. Plus all the free publicity because of the Apple name.

For $100 or $200 a year, one can sell an app on the AppStore. Before 2008, that entry fee was a couple of zeros higher on other platforms.

Except for BREW apps, it wasn't. Anyone could write apps for WinMo or Blackberry or J2ME devices using free or inexpensive tools, and sell them yourself or through large app stores like Handango that predate Apple's store by a decade.

The problem back then was that there was no general public knowledge of those stores, however the general public didn't buy smartphones back then, either. Apple helped change that by making it a household word.

Back on topic, I do wish Android Market was a little bit cleaner... but like some other posters said.. I dont care, because if I want an app ill search for it.. if its there great, if not I move on... the amount of content doesnt matter at that point.

Doesn't everyone use www.appbrain.com or similar instead of the "official" market? Much easier to find, keep track of and download apps.
 
Ease of justification depends on the app and what else you do for a living.

A weekend quickie app? Sure, why not. Weeks of intense development? Not unless it's guaranteed to at least pay for lost income. Months with a dev group and artists? Better be a sure-fire app to invest that much.

Nonsense.

Somewhere between 50% and 95% of all new businesses and new products do not succeed (depending on the statistical definitions and the time frames). Restaurants, repair shops, hi-tech start-ups, iPhone apps. There are no sure-fire guarantee's except in retrospect. Why should iOS app development be any more blessed with certain profit than any other income opportunity?

As with any other development venture, you take your shot and hope a few of the payoffs are enough to offset all the risks taken. With good execution and a lot of luck, hopefully much better than even odds...
 
I like that Apple has published their guidelines in a very straightforward manner - that doesn't mean I agree with all of them, but at least they are being upfront about it. Also, I agree that since they are the retailer they do have the right to decide what they will and will not sell. Those crying that Apple will stifle innovation because of the fart apps line are far overselling their point.

If you make the case that your app sufficiently different and innovative there is no reason it shouldn't get past the reviewers and that is what the review board is for - if the Apple employee who happened to review your app made a mistake or didn't see the value in your app, you can appeal the decision to review board. However, the market is not a good decision engine if there is such a huge glut of apps that reviews become practically meaningless since they are spread too thin over too many apps and competitors trash each others products while overselling their own.

It is in Apple's best interest to let innovative, quality apps through the review process. It is also in their best interest to make them as easy to find as possible since they also make money on hit apps. Thus if you create the perfect note-taking app, they are going to let yours through and stop apps that merely imitate yours. True, they will make mistakes or they may draw the line further than you would like on how much innovation is necessary, but that is their decision as the retailer to make. They don't want to clutter their space with useless apps (more than it already is).

Maybe they'll get a better system than a manual curation and they probably will one day, but right now it seems very reasonable.


There's a difference. We see simulated violence on TV. We also see simulated sex on TV. They are used for dramatic effect and to tell a story. Porn is not simulated. You won't find any shows on television where people line people against the wall and shoot them in the back of the head with real bullets for laughs.

And when violence as entertainment does approach the level of porn - such as cage fighting - you WILL find plenty of people who don't want their kids to see it.

I'm afraid I disagree with you here. The level of graphic simulated violence you are allowed to show is far higher than the level of graphic simulated sex at the same rating level. TV and movie ratings and what is shown on network TV are examples of this. You can show lots and lots of violence and still maintain a low rating, but the ratings rise higher, faster for sex - and yes I mean simulated sex.

The trouble is that it does not need to be pornography to be considered adult. For instance, someone was writing an app for the illustrated version of James Joyce's Ulysses which has explicit sexual content in it and it had to be censored for the iPad because Apple wouldn't accept it based on the no adult content policy. BTW, I'm not a huge fan of Joyce much myself, Dubliners was pretty good, but well ... I digress. There are other situations like that where something has adult content, meant for adults, but is not porn or war-porn (the violence version of porn). That's the kind of adult content people are saying that we're not being allowed to enjoy as adults with apps tuned for the iPod/iPad.

Now I still maintain that Apple does have a right to decide what it can sell and while I disagree with the family-friendly only policy, it isn't enough for me to jump ship. It is enough for me to complain to Apple about it, so that they change it. I just find it odd ... what is the point of providing parental controls, if you're not going to have anything on the store worth a parent blocking? Besides since they have access to the internet, you're still going to need to set up those parental controls anyway. And blocking adult apps on a curated store seems far easier than blocking internet sites with all the work arounds present for that. Further you can simply disable the ability to buy apps or songs or videos (which would require money anyway, these kids have their own credit card?). It just seems a level of redundancy on the app store that is unnecessary. I understand why they do it and that they are not a government censoring material, but I would still prefer that they allowed adult content on principle (again, note that doesn't mean porn, there are a lot of things which fall under adult content).
 
The cost of developing an app is a lot less for the iOS platform than it is for other platforms that require licensing deals with carriers, etc, etc. Yes, with Android and WebOS that started to change, but only after iOS had the AppStore. For $100 or $200 a year, one can sell an app on the AppStore. Before 2008, that entry fee was a couple of zeros higher on other platforms.

Actually lower to about the same. The true predecessor to the App store was PilotGear (renamed PalmGear). Founded over a dozen years ago. Sold millions of dollars of apps for dozens of devices from the Palm Pilot thru the recently discontinued Palm Centros.

The store entry fee was $0 (but the cost of decent developer tools from Metrowerks averaged about $200/annum), and their cut started out at the same 30%. Later, there were free dev tools, but PGear/HGo also starting raising their cut above 30%.

Not a small number of iPhone developers got their start in that store.
 
I know I'm going to get flamed by this … and please don't take this the wrong way as its not personal to you - but the quote was to capture the "thinking" in essence.

good news.

hopefully this will allow us to get rid of the "stand in, wannabe" MR.app(s). :mad:

SO newbs at coding in general with a renewed passion to create something that they MUST have on the iPhone, iPad, and future iOS devices are going to SHUNNED by the Elite few?

Go ahead and be one of those pompous arses that line the front few rows at the past 5 seasonal keynotes - Smule creator & the like. Just remember it was NOT SUCH coders that made the App Store noticeable by others … their apps created the awe of what began the twinkle of what's possible. Sad thing is those to whom Im referring to have YET to create another awesome application.

And what I mean by pompous was not to insult you, no it was the insult the growing attitude of just cause "you" (meaning others out there in general with years of experience who feel their too good to even look at or stand apps created by newbs or even bother to work with us) can code - doesn't make you better than, me/us, and possibly we have ideas that you've never thought up of - and we just simply need help, experience and guidance on how to bring those ideas to fruition.

Basically its still an open marketplace and those with their voting dollars do so for the apps that bring them what they need, want or require. Yes there are some apps that are just simply useless, or apps that cost $100US/CAN/UK/etc and just one screenshot or paragraph to state what it does; vague at best and should be removed.
 
It seems that so many people around here are ridiculing Apple for wanting to get rid of the junk. The app store has ballooned out of control with far too many cheap apps that offer very little value. It is Apple's job to create better search capabilities but developers shouldn't be tricking users into purchasing their worthless apps to make a little money.

Most stores have return policies or demos. How many $.99 or $1.99 would be returned within 10 minutes of purchasing them? Apple could give users a 1 hour trial window (free download) after which the app doesn't open (basically opening the app would take you to the app in the store with the purchase price and option to buy it. Almost all stores have return policies to protect the customer and the app store should be the same way.

Profits for cheap lousy apps would plummet and perhaps that would stop some of the crapware that currently infests the store. Apple could also keep a stat for % of times the app was downloaded and not paid for and you could filter results with the best apps on top (highest percentage of follow through purchasing).
 
Basically its still an open marketplace and those with their voting dollars do so for the apps that bring them what they need, want or require.

The issue is that people purchase an app thinking it is what they want and instantly regret the decision once it is opened and used. We have all paid for apps that we wish we didn't. This isn't buyer's remorse but a lack of quality control. Give users a return policy or a trial period. Without that Apple needs to govern what is being sold through their store b/c the app store experience is being tarnished by poor apps that disguise themselves and get people paying for apps that shouldn't have been pay apps in the first place.

I do think that Apple's restrictions of free apps should be much more lenient.
 
Apple should have a policy of sell or die. Apps in crowded fields would drop out of the store after a reasonable time frame (90 days?) if the apps market share drops below and stays below a minimum threshold. All these apps do is suck up customer dollars that might go to better and more popular app developers in the field.

Sounds unfair, but that is how retail businesses operate.

It already works like this, more or less. You don't really drop out of the store, but you do drop out of visibility. Since you have to renew your developer status every year, you get to make the choice whether to continue having your app listed or not. If your app isn't selling, you probably wouldn't.

An automatic delisting would not be very nice. My own app, for instance, took off almost a year after submitting it. When it did, I sold as much in one week as I did in the previous year combined.
 
Thank you for developing for iOS. Even though this document is a formidable list of what not to do, please also keep in mind the much shorter list of what you must do. Above all else, join us in trying to surprise and delight users. Show them their world in innovative ways, and let them interact with it like never before. In our experience, users really respond to polish, both in functionality and user interface. Go the extra mile. Give them more than they expect. And take them places where they have never been before. We are ready to help.

I like how they ended that document :)
 
Actually lower to about the same. The true predecessor to the App store was PilotGear (renamed PalmGear). Founded over a dozen years ago. Sold millions of dollars of apps for dozens of devices from the Palm Pilot thru the recently discontinued Palm Centros.

The store entry fee was $0 (but the cost of decent developer tools from Metrowerks averaged about $200/annum), and their cut started out at the same 30%. Later, there were free dev tools, but PGear/HGo also starting raising their cut above 30%.

Not a small number of iPhone developers got their start in that store.

That was for a non-mobile market however. PalmOS did not power mobile phones until more recently. They powered PDAs and yes, they had a great setup for developers, but most people don't count a PDA the same as a mobile phone. Mobile phones have, until Apple's iPhone AppStore came out, had a much higher cost to develop for.

/vjl/
 
You're describing the exact problem with the App Store. Virtually nothing that can be developed in an afternoon is of any value - but they'll get a few impulse buys no matter how bad they are when they hit New Releases. The problem is, good apps that take a few months to develop perform about the same. So the incentive is to make a lot of really bad "in an afternoon" apps, and that's what a lot of people do.

I don't know where you people are getting your expectations from. I'm sure it varies by category, but without naming names, there is an app in Games/Puzzle that is hanging around 600 today in the US. It is a 99 cent app and it gets _one_ sale about every other week. With the current payout minimums, that's a check about every two years.

Funny, that. The 99 cent apps that have been an "afternoon app" have even been featured on the AppStore! If they are not of any value, they don't sell. Supply. Demand. You may not value an interactive screensaver, but hundreds of thousands of others did, and purchased it. Why is your definition [or what you want Apple's to be] of value the only one allowed??

If there is a bad selling game that is ranked 600, at some point the developer will either not renew his/her yearly fee, or they will develop the app into a better game and it will gain popularity. What is the harm of having the app available? There are hundreds of Apple rumor websites around. Just because MR is popular doesn't mean that all of the rest of them should fold up and go home, does it? [esp. when MR links to some of them from time to time, since MR is mainly an aggregator of stories from other rumors sites].
 
Except for BREW apps, it wasn't. Anyone could write apps for WinMo or Blackberry or J2ME devices using free or inexpensive tools, and sell them yourself or through large app stores like Handango that predate Apple's store by a decade.

You forget that in 2000 and prior that mobile phones were locked in - very hard and expensive to program for. Yes, PalmOS devices had PalmGear and other places, but PDA apps and mobile phone apps are two different things here. I was talking about mobile phone apps, as that is what the iPhone is. It used to cost a very large amount of money to get a license to develop an app for a phone. Deals with carriers would have to be made, etc. RIM didn't even allow 3rd party apps on their Blackberry devices 10 years ago!

PalmOS was the big exception, as their PDAs started to morph into cell phones, so apps that ran on their PDAs would now also run on their cell phones. The first Palm cell phone, however, came out in 2002 - the Palm Treo 180.

/vjl/
 
Apple seem strange for using language like this and it seems like some ideas they wrote up on a post-it-note. Who actually uses the word trash in a proper document?
 
Ew. This is really creepy. It's like you, the developer, are there to service Apple's needs, like you're some kind of independent contractor doing work on Apple's behalf. Apple doesn't need any more fart apps? I thought the consumer decided what apps they need, and Apple provided a marketplace.

Definitely a window into Steve's mentality... and not in a good way.

It seems that so many people around here are ridiculing Apple for wanting to get rid of the junk. The app store has ballooned out of control with far too many cheap apps that offer very little value. It is Apple's job to create better search capabilities but developers shouldn't be tricking users into purchasing their worthless apps to make a little money.

Most stores have return policies or demos. How many $.99 or $1.99 would be returned within 10 minutes of purchasing them? Apple could give users a 1 hour trial window (free download) after which the app doesn't open (basically opening the app would take you to the app in the store with the purchase price and option to buy it. Almost all stores have return policies to protect the customer and the app store should be the same way.

Profits for cheap lousy apps would plummet and perhaps that would stop some of the crapware that currently infests the store. Apple could also keep a stat for % of times the app was downloaded and not paid for and you could filter results with the best apps on top (highest percentage of follow through purchasing).

Never been in favor of a timed demo, but seeing as how things are, I would be in favor of Apple requiring all apps that cost under $3.00 to provide a 24 hour period of service once run for the first time so people can try it out.

Those who want to avoid it can raise the price of their apps and lose out on people just throwing money away, the others will either have to put up or shut up.

I think at this point it is the only way, long-term, they will be able to deal with the quality issue. A developer who has 90% conversions of demos is likely going to be encouraged to make more and improve and create updates and new apps. The guy who gets 3% conversions is likely to give up and go away, instead of just creating more apps and hoping a few people accidently buy them.

I don't see why it would be any major technological hurdle to create this kind of timer, but I don't know all the particulars that might cause it to be a problem. On paper it seems like it should be fairly easy to implement. Obviously free apps would not be impacted, but any app that was .99, $1.99 or $2.99 would automatically not bill the person when they download it. Once they run it for the first time the timer starts. When the 24 hours is up, it expires. At that point the person is then given the option to buy the application.
 
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